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	<id>http://www.blkdragon.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ayanula</id>
	<title>#BlkDragon*Inn - User contributions [en]</title>
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	<updated>2026-04-03T19:45:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=10020</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=10020"/>
		<updated>2019-11-26T01:14:49Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = amy2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 35&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Player&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = Niran DeClan,&lt;br /&gt;
| character3     = [[Sajaad Talaes]],&lt;br /&gt;
| character4     = [[Hydek Tuseell]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]],&lt;br /&gt;
| character6     = [[Ren Aariak]],&lt;br /&gt;
| character7     = Xadim Purok&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Since my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, I&#039;ve taken up the retired mantel of player status when time is ever available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Players]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=10019</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=10019"/>
		<updated>2019-11-26T01:14:19Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = amy2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 35&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Player&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = Niran DeClan,&lt;br /&gt;
| character3     = [[Sajaad Talaes]],&lt;br /&gt;
| character4     = [[Hydek Tuseell]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]],&lt;br /&gt;
| character6     = [[Ren Aariak]],&lt;br /&gt;
| character7     = Xadim Purok&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Since my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, I&#039;ve taken up the retired mantel of player status when time is ever available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Players]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=9252</id>
		<title>The Tyhinn Empire</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=9252"/>
		<updated>2019-04-11T11:57:28Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* The Great Canal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Tyhinn Empire&lt;br /&gt;
| image          = Tyhinn_Empire_New.png&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Tomorrow rises from the struggle of today&amp;quot;&lt;br /&gt;
| capital        = Xetid&lt;br /&gt;
| language1      = Common &amp;lt;br&amp;gt;&lt;br /&gt;
| language2      = Orcish &amp;lt;br&amp;gt;&lt;br /&gt;
| language3      = Elven&lt;br /&gt;
| race1          = Human &amp;lt;br&amp;gt;&lt;br /&gt;
| race2          = Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
| race3          = Dwarves &amp;lt;br&amp;gt;&lt;br /&gt;
| race4          = Elves&lt;br /&gt;
| religion       = [[Menxism]] and various indigenous &lt;br /&gt;
| government     = Empire State/Oligarchy&lt;br /&gt;
| ruler          = Ilith Marconos&lt;br /&gt;
| population     = Unknown&lt;br /&gt;
| currency       = Dinar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire is an imperial state that rests on the choke of the upper peninsula on the continent of [[Veth]].  The Empire is concentrated out of a massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] known as The Great Basin and is surrounded by a circular mountain range since dubbed [[The Ring of Fire]].  The economy of the Empire is heavily reliant upon the export of mineral-rich ore within the surrounding mountain ranges.  Gold exports, outsourcing, and experience from extensive internal conflicts have allowed the Empire to grow into a formidable economic and military power in the Northern states of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire originally began as a pioneer effort through early frontierism. Expansion efforts began initially due to exile and expatriate efforts to seek refuge outside of the main charted continent, initially bringing pioneers into the fertile lands of The Great Basin. In what is now known as Xetid, early settlers used The Great Basin Interchange (waterway) as a freshwater source to irrigate crops in the [http://en.wikipedia.org/wiki/Mediterranean_climate Mediterranean climate]. As more and more settlers migrated into the Xetid area, the frontier efforts began to migrate out in all directions, soon encompassing the swamplands of the Nith in the east.  Those inhabitants who had elected to remain in the flooded forests established the permanent settlements that now make up the swamplands.&lt;br /&gt;
&lt;br /&gt;
==Earthquake Series and Creation of the Nith==&lt;br /&gt;
&lt;br /&gt;
In its infancy still, The Great Basin experienced numerous earthquakes as the [http://en.wikipedia.org/wiki/Pull_apart_basin strike-slip basin] was expanding.  In such an occurrence, the friction of plate movement gave way to several troughs being cut through Tyhinn, which allowed drainage of the massive body of water that had originally collected in the center of the basin.  Fractures and fissures in the ground led to a natural &amp;quot;over-flooding&amp;quot; to occur within the eastern forests within the basin.  The flooding quickly became a permanent run-off for drainage from the surrounding mountain range, but due to the Rogar Peaks lying eastward, it caused a natural blockage to where the water became stagnant in the eastern forests.   As such, the still water soon turned brackish and created peat swamp forests that now make up the Nith.&lt;br /&gt;
&lt;br /&gt;
==The Gold Era==&lt;br /&gt;
&lt;br /&gt;
In an effort to establish a self-sustaining economy, venturing soon led to the surrounding mountain ranges as the interest of [http://en.wikipedia.org/wiki/Prospecting prospecting] grew. Initial efforts led to meager returns though through the gradual move towards what is now known as the Vimuit Province provided ore that was rich in [http://en.wikipedia.org/wiki/Iron iron]. &lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
As three decades passed, Tyhinn’s economy grew ten times to what it was, as well as its population.  Nationalization wrestled control away from several lucrative private enterprises.&lt;br /&gt;
&lt;br /&gt;
The sudden abundance of wealth was largely allocated towards expansionism and conscripting and enhancing the Tyhinn military.  As the foothold took place within the Vimuit Province and Zarloc Mountains, the arid mountainous region of the Rogar Peaks rapidly became an interest after [http://en.wikipedia.org/wiki/Oil_shale oil shale] and [http://en.wikipedia.org/wiki/Magnesium magnesium] deposits were in large supply within the mined ore of that area. Conquest would also offer access to the northern seas above [[Veth]].&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Rogar Peaks put up a formidable fight, but the experiences of the war within the Vimuit Province and Zarloc Mountains had made the Tyhinn army accustomed to high altitude conflicts.&lt;br /&gt;
&lt;br /&gt;
==Imperial Incorporation==&lt;br /&gt;
&lt;br /&gt;
Upon conquering the Rogar Peaks, the expansionism efforts were brought to a standstill as Xetid struggled to reign in control of “The Ring of Fire.” Political wrangling and sporadic uprisings led to Xetid instituting a policy of recognizing regional governors, who were local leaders appointed by Xetid to take control of their respective divisions. These divisions soon became autonomous regions that were ultimately united within the Tyhinn Empire. Their respective mineral acquisitions were absorbed within the greater economy to subsidize the need for imports from elsewhere.&lt;br /&gt;
&lt;br /&gt;
The deposits of iron and production of charcoal led to the production of high-grade steel, of which the blacksmiths of Xetid amassed great craftsmanship in the production of weapons and tools. The mining of oil shale greatly increased the export and use of kerosene, which rapidly replaced the need for wax candles and provided the citizens of Tyhinn a longer-standing energy source for light. Gold, mined from the Zarloc Mountains, became the backbone of the Dinar, Tyhinn’s chief mode of currency.&lt;br /&gt;
&lt;br /&gt;
==Migrant Workers==&lt;br /&gt;
&lt;br /&gt;
Since its expansion efforts, dwarven miners and blasters have migrated into the Empire for prospecting and road-building efforts within the mountains. Leveling mountain paths had led to the creation of the Imperial Highway, a crude road-system that encompassed the entire mountainous region known as “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
A vast migration of Orcs from the north western regions of [[Zul Kiras]] led to the organization of “Labor Trains.” These large groups would be used primarily in road-building, both within “The Great Basin” as well as within “The Ring of Fire.” Their use was rapidly expanded towards mining efforts in the creation of pillar mines to extract ore rich in minerals. Many of these “Labor Trains” were mistreated and neglected, often resulting in vast deaths and often times revolts, of which the Tyhinn Army would need to quell.&lt;br /&gt;
&lt;br /&gt;
==The Sea-faring Effort==&lt;br /&gt;
&lt;br /&gt;
With a heavily fortified economy, Tyhinn refocused its efforts beyond the “Ring of Fire” to create a small Armada that could protect its own coastline. With exports ranging from wine to weapons, Tyhinn sought to control the commercial traffic around its shores to ensure piracy and invasion did not compromise the efforts of its regional economy.&lt;br /&gt;
&lt;br /&gt;
While the Tyhinn Empire’s economy thrived, the internal unrest within “The Ring of Fire” kept it’s expansionism efforts stagnant. As such, Xetid has sought to reconfigure and balance its use of politics and taxation to accommodate the divisions that makeup the deeply divided nation-state.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
From its early inception, Tyhinn has seen its share of state rulers and regional governors.  Key to its history, however, were the Three Kings of early history, all of direct lineage.&lt;br /&gt;
&lt;br /&gt;
===Taltian Kurleiser===&lt;br /&gt;
&lt;br /&gt;
The first appointed King of Tyhinn/Xetid was Taltian Kurleiser, who initially led the military expansionism into the mountainous region known as &amp;quot;The Ring of Fire&amp;quot; to mine for valuable minerals such a iron, gold, and oil shale. His military leadership ultimately led to the great acquisition of the divisions and territories that surround &amp;quot;The Great Basin,&amp;quot; furthering the economic growth of Tyhinn.  Taltian also faced-off with the Zarloc Confederacy in the great tariff war that was prelude to a total invasion and occupation of the Zarloc Mountains.&lt;br /&gt;
&lt;br /&gt;
===Jilarlo Kurleiser===&lt;br /&gt;
&lt;br /&gt;
King Kurleiser&#039;s son, Jilarlo, furthered the expansionism efforts into the development of the naval armada that secures the international trade waters around Tyhinn&#039;s coastlines.  He was also the chief architect of the Imperial Highway&lt;br /&gt;
&lt;br /&gt;
===Dirth Kurleiser===&lt;br /&gt;
&lt;br /&gt;
Jilarlo&#039;s own child, Dirth Kurleiser, however, succeeded him, only to fall victim to financial hard times.  Funding became an immediate issue, which forced higher taxation and government control of private markets to rein in the funding necessary to keep the military at full strength.  This, of course, led to several uprisings within &amp;quot;The Ring of Fire&amp;quot; that ultimately set the economic and military progress of Tyhinn back by nearly a decade. The culmination of such a rebellion led to the Coup of Heights, which was quelled violently.  The Oligarchy of Xetid had sacrificed numerous, invaluable resources towards humbling these revolts. Upon Dirth Kurleiser&#039;s death, a transition of power left ultimate control and centralization of power to the great Oligarchy of the Tyhinn Empire. This, in turn, resorted greater control towards the Governors of each division and settled many of the Empire&#039;s internal disputes over the course of the next decade.&lt;br /&gt;
&lt;br /&gt;
====Legacy====&lt;br /&gt;
&lt;br /&gt;
The death of Dirth Kurleiser is celebrated almost religiously with extravagant festivals within the Zarloc Mountains as well as the Rogar Peaks, where his rule was viewed as tyrannical.  The &amp;quot;holiday&amp;quot;  came to be known as &amp;quot;The Day of Requisition&amp;quot; in both provinces.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Resting on the choke of the continent of [[Veth]], the Empire is situated directly in the middle of massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] that makes up The Great Basin.  The basin is still actively moving outward and has created a fissure in the ultimate drainage of the mountainous surroundings.  At its current tectonic rate, the basin will ultimately separate the upper peninsula of [[Veth]], segregating it into another continental body completely.&lt;br /&gt;
&lt;br /&gt;
Drainage from the mountains collects within the lowest point of the basin.  Prior to the early Earthquakes and tectonic movement that separated part of the basin, the drainage collected into a massive body of water that made up a [http://en.m.wikipedia.org/wiki/Endorheic_basin Endorheic Lake].  The lake had no natural source of drainage and remained stagnant.  However, separation of the basin through seismic activity caused deep fissures that soon allowed drainage of the lake into the ocean on both the east and western coasts of the Empire.  A third channel of drainage also appeared, which makes up the flooded forests of the Nith.&lt;br /&gt;
&lt;br /&gt;
Ultimately, The Tyhinn Empire is broken down into two major partitions of semi-autonomous regions; “The Great Basin” and “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
==The Great Basin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Great Basin is comprised of a massive valley that literally makes up a “bowl-like” shape. To the west are fertile soils that are moistened with the encompassing marine layer that drifts over the mountains at night and in the early morning. These soils are often ripe for growing grapes and mustard plants, hence the western region is prominent for its wine and mustard production.&lt;br /&gt;
&lt;br /&gt;
From the West, higher winds generally carry the moisture across the middle valley rather quickly, offering a semi-arid Mediterranean-like climate. In the central bowl, this is offset by the existence of The Great Basin Interchange, a natural moat-like body of water used for irrigation of the surrounding farmlands. The surrounding lands about Xetid is where much of the major crop production takes place, leading to the central bowl being the agricultural capital of Tyhinn.&lt;br /&gt;
&lt;br /&gt;
To the east, much of the remaining moisture trapped within the bowl hits the mountainous region and becomes stagnant. This trapped moisture creates a swamp-like region in the east that is comprised of marshes, bogs, and tropical-like swamps. The area is known as the Nith. This particular region is considered rural and economically poor, as its agricultural prospects are severely limited. As such, the land value is well below that of the rest of The Great Basin. Thus, most of the local economy is based on hunting game and the distribution of meat. Some farmers have taken efforts to drain certain portions of the marshes and swamps to create fields ripe enough to grow crops amongst. Due to the poor nature of the region and limited prospects, many of the young males from the Nith are conscripted into the Tyhinn Army.&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&lt;br /&gt;
The flat lands in the immediate south of the Ring of Fire largely border Zul Kiras.  Much of this countryside is littered with orcs or lies within the raiding area where habitable conditions are anything but stable due to pillage by elements of the United Clans.&lt;br /&gt;
&lt;br /&gt;
As such, this particular division of the Tyhinn Empire lies within its territorial claim, but remains completely autonomous through lack of control from Xetid.  Early attempts at annexing the lands forcefully proved disastrous once United Clans&#039; reinforcements pushed Tyhinn&#039;s forces back to The Great Basin.&lt;br /&gt;
&lt;br /&gt;
With great interest sought elsewhere within the Ring of Fire due to its mineral-rich ore, interest in the Southlands have been put on the back burner until stable conditions can be met within the Ring of Fire.&lt;br /&gt;
&lt;br /&gt;
===The Great Canal===&lt;br /&gt;
&lt;br /&gt;
Plans were erected in 486 to initiate a massive canal project through the Southlands which will create a shortcut through the upper continental divide of [[Veth]].  The aim was to increase trade greatly and ensure control of sea traffic through tariffs would exponentially increase Tyhinn&#039;s economic standing.  However, the plan would require Xetid to face-off with the [[Zul Kiras#The Clans|United Clans]] and initiate a massive war effort in order to gain those territories back and place them under their control.&lt;br /&gt;
&lt;br /&gt;
Even if the territories were regained, raiding and harassment from the United Clans would stall production of the canal.  However, it is envisioned that the canal will offer a natural buffer between Zul Kiras and Tyhinn in the eventuality of the greater plans of expansionism.&lt;br /&gt;
&lt;br /&gt;
====Military Alliance and Construction====&lt;br /&gt;
&lt;br /&gt;
In 487, tensions were raised along the Southlands as the orcish forces began to mount in large numbers, threatening the entire region with instability.  As a result, the Tyhinn military began it&#039;s own build-up of forces amongst the Southlands.  Forts were erected in limited numbers as mounted divisions were carried over the mountain pases in droves.&lt;br /&gt;
&lt;br /&gt;
However, the Tyhinns knew they could not stave off or even fight an all-out war with the United Clans.  Thus an agreement was reached with Southern Arangoth and Sithire [[Asnerith Dreth]] that would forge a military alliance and invite foreign troops into the Southlands to help maintain the peace and establish a buffer zone that extends well beyond the orcish border.  In return, the Tyhinns would begin construction on the Great Canal, whereby it&#039;s completion would result in contingent profit sharing.&lt;br /&gt;
&lt;br /&gt;
As a result of this alliance, the Tyhinns have sent a formal Ambassador, [[Sajaad Talaes]], to Drache with an envoy and a Resident Minister, [[Hydek Tuseell]].&lt;br /&gt;
&lt;br /&gt;
====The Wall====&lt;br /&gt;
&lt;br /&gt;
To help ensure that there remains a natural barrier to Zul Kiras, Tyhinn engineers have drafted plans to not only dig and dredge the Great Canal, but to establish an artificial mountain-chain with the displaced earth to the south.  While forts will continue to exist in the south, it is predicted that once [[The Bloody Fifth]] end their 2-year obligation and return to Southern Arangoth, that the Tyhinn border will likely be pushed back to said wall within a matter of five years.&lt;br /&gt;
&lt;br /&gt;
====Completion====&lt;br /&gt;
&lt;br /&gt;
In 488, after a rather large scale military campaign to ensure the security of the project in conjunction with the Bloody Fifth of Southern Arangoth, the project was finally brought to completion.  By the close of 488, the Canal was officially opened to sea traffic.  However, Sithire Dreth chose to maintain military operations in the area long after fortifications were established in an effort to contain and ensure the security of the Canal.  Some clandestine incursions continue to this day as Tyhinn and Southern Arangoth forces seek to keep the policy of containment intact.&lt;br /&gt;
&lt;br /&gt;
==The Ring of Fire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ring of Fire is comprised of a variety of mountain ranges, all known to have radically different characteristics. The Vimuit Province, for instance, ranges in elevation of 2,500 ft to 7,500 feet, just reaching an altitude below the timberline. This range is rich in iron deposits within the ore that is contained deep inside the bellies of its mountains. Flora ranges vastly from Scots Pine to Spruce. This makes this region especially vulnerable to wide-ranging forest fires, hence its visitors and residents are the primary monitored interest of the Tyhinn Army in that region.&lt;br /&gt;
&lt;br /&gt;
The Zarloc Mountains are the main source of water and irrigation to all territories and provinces under the imperial umbrella of Tyhinn.  Massive glaciers melt seasonally and provide vast channels of freshwater to the pull-apart basin in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
The range is also strictly mined by Dwarven blasters as well as Orcish miners, both. The Tyhinn Army in this region carries the sole role of security, as this range of mountains is primarily responsible for the production and mining of gold for the entire Empire. Much of the region lies above the timberline and is the reason for many deaths from altitude sickness and harsh winter weather for its year-round mining operations.&lt;br /&gt;
&lt;br /&gt;
The Rogar Peaks are a range of arid mountains primarily responsible for the mining of oil shale and magnesium. This range lies within the “rain shadow” of The Great Basin, leading the lack of moisture necessary for plant-growth. Controlled irrigation, however, does exist, leading to the existence of several palms as well as limited crop production.  However, this particular range is the most populated by an indigenous population and has led to numerous conflicts and uprisings.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The central government of the Empire is located within Xetid, which is the economic capital of the Tyhinn Empire. Originally designed as a monarchy, the expansionism efforts for minerals and fertile land quickly developed the nation-state into one of an [http://en.wikipedia.org/wiki/Oligarchy Oligarchy] and quasi-[http://en.wikipedia.org/wiki/Military_junta Military Junta]. The greater oligarchy consists of a number of governors who reign over their respective, semi-autonomous divisions, though military oversight and the pressure from Xetid&#039;s rulers ultimately dictate policy and decision-making. The divisions include a number of regions within both “The Great Basin,” as well as within “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
These governors are primarily tasked with keeping control of their particular divisions, while ultimately providing allegiance to the central government of Xetid’s oligarchy.&lt;br /&gt;
&lt;br /&gt;
Civil unrest and cultural rejection by the native tribesman of various divisions within “The Ring of Fire” have led to a policy of assimilation. Many residents of the mountainous region have been relocated forcefully to designated areas within “The Great Basin.” Often times these designated areas have proven to become labor camps, which likely direct them to work on road-building and mining operations in regions they are not particular native to.&lt;br /&gt;
&lt;br /&gt;
The greater policy of expansionism, while ultimately the ideal goal of Xetid, has been brought to a quick halt through civil unrest in the surrounding mountainous regions. Much of the Tyhinn Empire’s interests are self-containment/stabilization and securing international trade at present.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Empire has since experienced several breakthroughs in discoveries of mineral-rich ore as well as crop production that has led to Tyhinn&#039;s economic growth.  Conflicting views over how to run and plan the fiscal growth of the Empire led to policies that established a confusing [http://en.wikipedia.org/wiki/Mixed_economy mixed economy].  Nationalization of major markets while simultaneously offering a [http://en.wikipedia.org/wiki/Laissez-faire laissez-faire] policy on others (such as opium cultivation) led to a wide-margin fluctuation in exports and growth.&lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
In its infancy as a nation, Tyhinn relied solely on agriculture to build its own community.  As such, the economic growth was small in the beginning, with meager growth to justify the small influx in migration every decade.  However, once iron and gold-rich ore were discovered within the surrounding mountain ranges, the economy soared as the gold rush within the Zarloc Mountains caused the economy to grow tenfold in just under ten years.  As the government of Xetid operated under an ever growing budget, the primary focus immediately turned towards internal security to assure the mineral assets found and mined for remained under the control of Xetid.&lt;br /&gt;
&lt;br /&gt;
The military eventually became the most predominant occupation within the Empire with mandatory conscription lending to the numbers.  With no secure trade routes to be found inland, Jilarlo Kurleiser oversaw the construction and implementation of Tyhinn&#039;s navy along coastlines.  The armada would serve to secure trade and travel across international waters, mostly along the northern coast to where it could be handed off to privately fortified caravans that traveled down threw [[Najjir]] or trade ships that would sail around North-Eastern [[Veth]].&lt;br /&gt;
&lt;br /&gt;
So much of the budget was placed into the military that living conditions, especially outside of The Great Basin, began to quickly deteriorate.  Conditions only became worse under the rule of Dirth Kurleiser, who imposed high tariffs in the Zarloc Mountains as well as the Rogar Peaks to compensate the high costs of military operations in that region.&lt;br /&gt;
&lt;br /&gt;
Despite Tyhinn&#039;s military culture, the power to sustain such a sizable force for such a reasonably young nation is beset entirely on the flow of gold from the Zarloc Mountains.  The military is concentrated purely on internal security and ensuring exports and trade routes remain unobstructed at sea.  The empire&#039;s ability to reclaim the Southlands from Orcish Clans who spilled over from [[Zul Kiras]] are no more a feasibility with the current political conditions, despite the numbers.  Stabilization would also be a major risk of any involved in a border war with any of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Policy of Outsourcing==&lt;br /&gt;
&lt;br /&gt;
As Tyhinn had begun to amass wealth through its mineral discoveries in the mountains, Xetid quickly opened up its policy towards contracting foreign workers, and in some cases, foreign governments, to assist in its own road-making and naval build-up operations.  Ship-builders from [[Secca]] were lured to the Empire to oversee the construction of many ships in its naval fleet.  Blacksmiths that specialize in weapons and armor have been brought in as far away as [[Panguro]].  As such, much of the Empire&#039;s military might has been fortified by contracted, foreign labor through a policy of open-door outsourcing that has led to the economic growth of not only Tyhinn&#039;s economy, but those of foreign lands as well.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Military of Tyhinn is a force of roughly 1/4 of the men and women of the Empire, to include naval forces. The numbers account for just over a third of the overall population, which means most males of military age from the flat lands are generally conscripted into the armed forces of the Tyhinn Empire. &lt;br /&gt;
&lt;br /&gt;
The military of the Tyhinn Empire is comprised of three distinct elements; the standing army of “The Great Basin” and the navy of Tyhinn. &lt;br /&gt;
&lt;br /&gt;
==Navy==&lt;br /&gt;
&lt;br /&gt;
The Tyhinnian navy and armada have proven to retain great control of the charted territories of the Empire, to include total dominance of the Zul Kiras coastline. This control of the surrounding seas and coastlines has stabilized both the export and import trade of the Tyhinn Empire, further securing its own economic growth.  And with the undertaking of the Great Canal project, it&#039;s important now more than ever to retain and provide safe passage for ships utilizing that particular channel to bisect Veth.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
As many of the pioneers came from various locations amongst the main, charted continent before, “Common” remains the wide-spread, spoken language of the Tyhinn Empire. However, indigenous languages exist, mostly amongst the tribes of the Rogar Peaks in the East. Immigrant languages have also spilled over into various elements of the economy and trades that primarily affect orcs (i.e. construction) and dwarves (i.e. road-building and mining).&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8677</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8677"/>
		<updated>2018-10-01T01:11:05Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = amy2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 35&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = Niran DeClan,&lt;br /&gt;
| character3     = [[Sajaad Talaes]],&lt;br /&gt;
| character4     = [[Hydek Tuseell]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]],&lt;br /&gt;
| character6     = [[Ren Aariak]],&lt;br /&gt;
| character7     = Xadim Purok&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8664</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8664"/>
		<updated>2018-09-13T23:00:39Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = amy2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 35&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = Niran DeClan,&lt;br /&gt;
| character3     = [[Sajaad Talaes]],&lt;br /&gt;
| character4     = [[Hydek Tuseell]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     = [[Ren Aariak]]&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8573</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8573"/>
		<updated>2018-07-21T00:35:21Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = amy2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 33&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = [[Niran DeClan]],&lt;br /&gt;
| character3     = [[Maxine Amula]],&lt;br /&gt;
| character4     = [[Zarah Crane]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     =&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=8539</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=8539"/>
		<updated>2018-07-15T00:06:00Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
File:Political-world-map.jpg|Political world map from 2012&lt;br /&gt;
File:Worldinprogress.jpg|Physical world map from 2013&lt;br /&gt;
File:Climate world map.jpg|Climate world map from 2013&lt;br /&gt;
File:Worldmap2017.jpg|Updated political world map from 2017&lt;br /&gt;
File:Theworldroutes.jpg|Global trade routes map from 2016&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
File:Veth-physical.jpg|Veth physical map circa 2013&lt;br /&gt;
File:Vethphysical2017.jpg|Updated physical map of Veth, Sept 2017&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth &amp;amp; Drache==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Siramap.gif|Lysira&#039;s map of [[Arangoth]], created some time pre-1999. Used as the official map of the kingdom on the BDI site for years.|alt=Lysira&#039;s Map&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
File:DracheMap2.jpg|Another old map of [[Drache]] showing the districts of the city|alt=Drache map&lt;br /&gt;
File:Drachean_Harbor.jpg|A close up view of the [[Drache|Drachean]] Harbor, created by Uzzo (Jan 2018)|alt=Drachean Harbor Map&lt;br /&gt;
File:Arangoth-provincial2018.jpg|A pronvicial map of [[Arangoth]], created by Pigasus (Apr 2018)|alt=Pronvicial Arangoth map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] during the Tollorian Civil War (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
File:PanguiArchipelego.jpg|Map of the [[Panguro]] Archipelago|alt=Panguro Map&lt;br /&gt;
File:Nipangu Archipelego Prelim.jpg|Preliminary map of the [[Nipangu]] Archipelago|alt=Nipangu map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8434</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8434"/>
		<updated>2018-05-19T06:53:59Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: Undo revision 8431 by Ayanula (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = Tut.png&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 33&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = [[Niran DeClan]],&lt;br /&gt;
| character3     = [[Maxine Amula]],&lt;br /&gt;
| character4     = [[Zarah Crane]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     =&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8433</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8433"/>
		<updated>2018-05-19T06:26:41Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: Undo revision 8432 by Ayanula (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = Amy.jpeg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 33&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = [[Niran DeClan]],&lt;br /&gt;
| character3     = [[Maxine Amula]],&lt;br /&gt;
| character4     = [[Zarah Crane]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     =&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8432</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8432"/>
		<updated>2018-05-19T06:25:22Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: Undo revision 8431 by Ayanula (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = Tut.png&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 33&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = [[Niran DeClan]],&lt;br /&gt;
| character3     = [[Maxine Amula]],&lt;br /&gt;
| character4     = [[Zarah Crane]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     =&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8431</id>
		<title>User:Ayanula</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Ayanula&amp;diff=8431"/>
		<updated>2018-05-19T00:24:06Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Ayanula&lt;br /&gt;
| picfile        = Amy.jpeg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| real_name      = Amy&lt;br /&gt;
| age            = 33&lt;br /&gt;
| location       = All Over&lt;br /&gt;
| occupation     = Other&lt;br /&gt;
| first_visit    = 2000&lt;br /&gt;
| status         = Administrator&lt;br /&gt;
| character1     = [[Idelle Sarault]],&lt;br /&gt;
| character2     = [[Niran DeClan]],&lt;br /&gt;
| character3     = [[Maxine Amula]],&lt;br /&gt;
| character4     = [[Zarah Crane]],&lt;br /&gt;
| character5     = [[Aleah Dryksson]]&lt;br /&gt;
| character6     =&lt;br /&gt;
| character7     =&lt;br /&gt;
| character8     =&lt;br /&gt;
| character9     =&lt;br /&gt;
| character10    =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
Amy here.  Been involved with online chat-based Free Form Role Playing since 1994.  Got my start on a now defunct ISP, following the community there until it eventually went extinct.  As RP slowly trickled off on that medium, I broadened my search for other communities and found BDI in 2000.  I had been RPing on and off over the course of 2000-Now.&lt;br /&gt;
&lt;br /&gt;
I was upped to Operator status in 2010, along with Margo in the channel.  Over the course of a year and a half, Margo, Dan, and myself began to explore a possible move to DarkMyst and the idea of re-vamping the old website into a more interactive forum to bring the community together more.  After getting together with Pat, we reigned in our resources and began to bring all of our ideas into fruition in order to achieve the platform that exists today.&lt;br /&gt;
&lt;br /&gt;
Currently, my personal life doesn&#039;t allot me the time necessary to oversee the channel as a whole, thus most of my time is dedicated towards taking care of the site and behind-the-scenes work that needs to be done from an admin&#039;s aspect.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=8111</id>
		<title>User:Alex</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=8111"/>
		<updated>2018-02-07T05:55:24Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Alexx&lt;br /&gt;
|above = Alex&lt;br /&gt;
&lt;br /&gt;
|image =&lt;br /&gt;
|headerstyle = background:#C3C3C3;&lt;br /&gt;
|labelstyle = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header5 = User Bio&lt;br /&gt;
|label6 = Birthdate&lt;br /&gt;
|data6 = 6 MAY 1986&lt;br /&gt;
|label8 = Age&lt;br /&gt;
|data8 = 29&lt;br /&gt;
|label9 = Characters Played&lt;br /&gt;
|data9 = [[Javakh]], [[Vassus]], Agil, Irk&lt;br /&gt;
|label10 = First Visited BDI&lt;br /&gt;
|data10 = Mid-90s, then 2009.&lt;br /&gt;
|label12 = Nicknames&lt;br /&gt;
|data12 = None&lt;br /&gt;
|label13 = Occupation&lt;br /&gt;
|data13 = Trucker&lt;br /&gt;
|label14 = Where I Live&lt;br /&gt;
|data14 = Calgary&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About=&lt;br /&gt;
&lt;br /&gt;
I&#039;m Alex. I&#039;m a father, husband, trucker, engineer, gamer, and dork here at BDI. I first came here around the 90s when I was in my early teens, then I took a 10 year hiatus to finish school. That done, I came crawling back.&lt;br /&gt;
&lt;br /&gt;
[[Category: Players]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8028</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8028"/>
		<updated>2017-12-14T06:50:27Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Armsman/Spellcaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell Renata&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
Six &amp;lt;br /&amp;gt;&lt;br /&gt;
Xadim Purok&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
===Port Authority===&lt;br /&gt;
&lt;br /&gt;
==Transdarianian Navy==&lt;br /&gt;
&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek&lt;br /&gt;
&lt;br /&gt;
===Coast Guard===&lt;br /&gt;
&lt;br /&gt;
Captain Casian Verueill&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
[[Sajaad Talaes‎‎]]&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8027</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8027"/>
		<updated>2017-12-14T06:49:45Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Administrative Duty Roster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell Renata&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
Six &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
===Port Authority===&lt;br /&gt;
&lt;br /&gt;
==Transdarianian Navy==&lt;br /&gt;
&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek&lt;br /&gt;
&lt;br /&gt;
===Coast Guard===&lt;br /&gt;
&lt;br /&gt;
Captain Casian Verueill&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
[[Sajaad Talaes‎‎]]&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8026</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=8026"/>
		<updated>2017-12-14T06:49:40Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Arms-Lieutenant/Spell-Lieutenant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell Renata&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
Six &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
===Port Authority===&lt;br /&gt;
&lt;br /&gt;
==Transdarianian Navy==&lt;br /&gt;
&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek&lt;br /&gt;
&lt;br /&gt;
===Coast Guard===&lt;br /&gt;
&lt;br /&gt;
Captain Casian Verueill&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
[[Sajaad Talaes‎‎]]&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8021</id>
		<title>The Tyhinn Empire</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8021"/>
		<updated>2017-12-14T04:02:50Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Military Alliance and Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Tyhinn Empire&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Tomorrow rises from the struggle of today&amp;quot;&lt;br /&gt;
| capital        = Xetid&lt;br /&gt;
| language1      = Common &amp;lt;br&amp;gt;&lt;br /&gt;
| language2      = Orcish &amp;lt;br&amp;gt;&lt;br /&gt;
| language3      = Elven&lt;br /&gt;
| race1          = Human &amp;lt;br&amp;gt;&lt;br /&gt;
| race2          = Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
| race3          = Dwarves &amp;lt;br&amp;gt;&lt;br /&gt;
| race4          = Elves&lt;br /&gt;
| religion       = [[Menxism]] and various indigenous &lt;br /&gt;
| government     = Empire State/Oligarchy&lt;br /&gt;
| ruler          = Ilith Marconos&lt;br /&gt;
| population     = Unknown&lt;br /&gt;
| currency       = Dinar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire is an imperial state that rests on the choke of the upper peninsula on the continent of [[Veth]].  The Empire is concentrated out of a massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] known as The Great Basin and is surrounded by a circular mountain range since dubbed [[The Ring of Fire]].  The economy of the Empire is heavily reliant upon the export of mineral-rich ore within the surrounding mountain ranges.  Gold exports, outsourcing, and experience from extensive internal conflicts have allowed the Empire to grow into a formidable economic and military power in the Northern states of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire originally began as a pioneer effort through early frontierism. Expansion efforts began initially due to exile and expatriate efforts to seek refuge outside of the main charted continent, initially bringing pioneers into the fertile lands of The Great Basin. In what is now known as Xetid, early settlers used The Great Basin Interchange (waterway) as a freshwater source to irrigate crops in the [http://en.wikipedia.org/wiki/Mediterranean_climate Mediterranean climate]. As more and more settlers migrated into the Xetid area, the frontier efforts began to migrate out in all directions, soon encompassing the swamplands of the Nith in the east.  Those inhabitants who had elected to remain in the flooded forests established the permanent settlements that now make up the swamplands.&lt;br /&gt;
&lt;br /&gt;
==Earthquake Series and Creation of the Nith==&lt;br /&gt;
&lt;br /&gt;
In its infancy still, The Great Basin experienced numerous earthquakes as the [http://en.wikipedia.org/wiki/Pull_apart_basin strike-slip basin] was expanding.  In such an occurrence, the friction of plate movement gave way to several troughs being cut through Tyhinn, which allowed drainage of the massive body of water that had originally collected in the center of the basin.  Fractures and fissures in the ground led to a natural &amp;quot;over-flooding&amp;quot; to occur within the eastern forests within the basin.  The flooding quickly became a permanent run-off for drainage from the surrounding mountain range, but due to the Rogar Peaks lying eastward, it caused a natural blockage to where the water became stagnant in the eastern forests.   As such, the still water soon turned brackish and created peat swamp forests that now make up the Nith.&lt;br /&gt;
&lt;br /&gt;
==The Gold Era==&lt;br /&gt;
&lt;br /&gt;
In an effort to establish a self-sustaining economy, venturing soon led to the surrounding mountain ranges as the interest of [http://en.wikipedia.org/wiki/Prospecting prospecting] grew. Initial efforts led to meager returns though through the gradual move towards what is now known as the Vimuit Province provided ore that was rich in [http://en.wikipedia.org/wiki/Iron iron]. &lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
As three decades passed, Tyhinn’s economy grew ten times to what it was, as well as its population.  Nationalization wrestled control away from several lucrative private enterprises.&lt;br /&gt;
&lt;br /&gt;
The sudden abundance of wealth was largely allocated towards expansionism and conscripting and enhancing the Tyhinn military.  As the foothold took place within the Vimuit Province and Zarloc Mountains, the arid mountainous region of the Rogar Peaks rapidly became an interest after [http://en.wikipedia.org/wiki/Oil_shale oil shale] and [http://en.wikipedia.org/wiki/Magnesium magnesium] deposits were in large supply within the mined ore of that area. Conquest would also offer access to the northern seas above [[Veth]].&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Rogar Peaks put up a formidable fight, but the experiences of the war within the Vimuit Province and Zarloc Mountains had made the Tyhinn army accustomed to high altitude conflicts.&lt;br /&gt;
&lt;br /&gt;
==Imperial Incorporation==&lt;br /&gt;
&lt;br /&gt;
Upon conquering the Rogar Peaks, the expansionism efforts were brought to a standstill as Xetid struggled to reign in control of “The Ring of Fire.” Political wrangling and sporadic uprisings led to Xetid instituting a policy of recognizing regional governors, who were local leaders appointed by Xetid to take control of their respective divisions. These divisions soon became autonomous regions that were ultimately united within the Tyhinn Empire. Their respective mineral acquisitions were absorbed within the greater economy to subsidize the need for imports from elsewhere.&lt;br /&gt;
&lt;br /&gt;
The deposits of iron and production of charcoal led to the production of high-grade steel, of which the blacksmiths of Xetid amassed great craftsmanship in the production of weapons and tools. The mining of oil shale greatly increased the export and use of kerosene, which rapidly replaced the need for wax candles and provided the citizens of Tyhinn a longer-standing energy source for light. Gold, mined from the Zarloc Mountains, became the backbone of the Dinar, Tyhinn’s chief mode of currency.&lt;br /&gt;
&lt;br /&gt;
==Migrant Workers==&lt;br /&gt;
&lt;br /&gt;
Since its expansion efforts, dwarven miners and blasters have migrated into the Empire for prospecting and road-building efforts within the mountains. Leveling mountain paths had led to the creation of the Imperial Highway, a crude road-system that encompassed the entire mountainous region known as “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
A vast migration of Orcs from the north western regions of [[Zul Kiras]] led to the organization of “Labor Trains.” These large groups would be used primarily in road-building, both within “The Great Basin” as well as within “The Ring of Fire.” Their use was rapidly expanded towards mining efforts in the creation of pillar mines to extract ore rich in minerals. Many of these “Labor Trains” were mistreated and neglected, often resulting in vast deaths and often times revolts, of which the Tyhinn Army would need to quell.&lt;br /&gt;
&lt;br /&gt;
==The Sea-faring Effort==&lt;br /&gt;
&lt;br /&gt;
With a heavily fortified economy, Tyhinn refocused its efforts beyond the “Ring of Fire” to create a small Armada that could protect its own coastline. With exports ranging from wine to weapons, Tyhinn sought to control the commercial traffic around its shores to ensure piracy and invasion did not compromise the efforts of its regional economy.&lt;br /&gt;
&lt;br /&gt;
While the Tyhinn Empire’s economy thrived, the internal unrest within “The Ring of Fire” kept it’s expansionism efforts stagnant. As such, Xetid has sought to reconfigure and balance its use of politics and taxation to accommodate the divisions that makeup the deeply divided nation-state.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
From its early inception, Tyhinn has seen its share of state rulers and regional governors.  Key to its history, however, were the Three Kings of early history, all of direct lineage.&lt;br /&gt;
&lt;br /&gt;
===Taltian Kurleiser===&lt;br /&gt;
&lt;br /&gt;
The first appointed King of Tyhinn/Xetid was Taltian Kurleiser, who initially led the military expansionism into the mountainous region known as &amp;quot;The Ring of Fire&amp;quot; to mine for valuable minerals such a iron, gold, and oil shale. His military leadership ultimately led to the great acquisition of the divisions and territories that surround &amp;quot;The Great Basin,&amp;quot; furthering the economic growth of Tyhinn.  Taltian also faced-off with the Zarloc Confederacy in the great tariff war that was prelude to a total invasion and occupation of the Zarloc Mountains.&lt;br /&gt;
&lt;br /&gt;
===Jilarlo Kurleiser===&lt;br /&gt;
&lt;br /&gt;
King Kurleiser&#039;s son, Jilarlo, furthered the expansionism efforts into the development of the naval armada that secures the international trade waters around Tyhinn&#039;s coastlines.  He was also the chief architect of the Imperial Highway&lt;br /&gt;
&lt;br /&gt;
===Dirth Kurleiser===&lt;br /&gt;
&lt;br /&gt;
Jilarlo&#039;s own child, Dirth Kurleiser, however, succeeded him, only to fall victim to financial hard times.  Funding became an immediate issue, which forced higher taxation and government control of private markets to rein in the funding necessary to keep the military at full strength.  This, of course, led to several uprisings within &amp;quot;The Ring of Fire&amp;quot; that ultimately set the economic and military progress of Tyhinn back by nearly a decade. The culmination of such a rebellion led to the Coup of Heights, which was quelled violently.  The Oligarchy of Xetid had sacrificed numerous, invaluable resources towards humbling these revolts. Upon Dirth Kurleiser&#039;s death, a transition of power left ultimate control and centralization of power to the great Oligarchy of the Tyhinn Empire. This, in turn, resorted greater control towards the Governors of each division and settled many of the Empire&#039;s internal disputes over the course of the next decade.&lt;br /&gt;
&lt;br /&gt;
====Legacy====&lt;br /&gt;
&lt;br /&gt;
The death of Dirth Kurleiser is celebrated almost religiously with extravagant festivals within the Zarloc Mountains as well as the Rogar Peaks, where his rule was viewed as tyrannical.  The &amp;quot;holiday&amp;quot;  came to be known as &amp;quot;The Day of Requisition&amp;quot; in both provinces.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Resting on the choke of the continent of [[Veth]], the Empire is situated directly in the middle of massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] that makes up The Great Basin.  The basin is still actively moving outward and has created a fissure in the ultimate drainage of the mountainous surroundings.  At its current tectonic rate, the basin will ultimately separate the upper peninsula of [[Veth]], segregating it into another continental body completely.&lt;br /&gt;
&lt;br /&gt;
Drainage from the mountains collects within the lowest point of the basin.  Prior to the early Earthquakes and tectonic movement that separated part of the basin, the drainage collected into a massive body of water that made up a [http://en.m.wikipedia.org/wiki/Endorheic_basin Endorheic Lake].  The lake had no natural source of drainage and remained stagnant.  However, separation of the basin through seismic activity caused deep fissures that soon allowed drainage of the lake into the ocean on both the east and western coasts of the Empire.  A third channel of drainage also appeared, which makes up the flooded forests of the Nith.&lt;br /&gt;
&lt;br /&gt;
Ultimately, The Tyhinn Empire is broken down into two major partitions of semi-autonomous regions; “The Great Basin” and “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
==The Great Basin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Great Basin is comprised of a massive valley that literally makes up a “bowl-like” shape. To the west are fertile soils that are moistened with the encompassing marine layer that drifts over the mountains at night and in the early morning. These soils are often ripe for growing grapes and mustard plants, hence the western region is prominent for its wine and mustard production.&lt;br /&gt;
&lt;br /&gt;
From the West, higher winds generally carry the moisture across the middle valley rather quickly, offering a semi-arid Mediterranean-like climate. In the central bowl, this is offset by the existence of The Great Basin Interchange, a natural moat-like body of water used for irrigation of the surrounding farmlands. The surrounding lands about Xetid is where much of the major crop production takes place, leading to the central bowl being the agricultural capital of Tyhinn.&lt;br /&gt;
&lt;br /&gt;
To the east, much of the remaining moisture trapped within the bowl hits the mountainous region and becomes stagnant. This trapped moisture creates a swamp-like region in the east that is comprised of marshes, bogs, and tropical-like swamps. The area is known as the Nith. This particular region is considered rural and economically poor, as its agricultural prospects are severely limited. As such, the land value is well below that of the rest of The Great Basin. Thus, most of the local economy is based on hunting game and the distribution of meat. Some farmers have taken efforts to drain certain portions of the marshes and swamps to create fields ripe enough to grow crops amongst. Due to the poor nature of the region and limited prospects, many of the young males from the Nith are conscripted into the Tyhinn Army.&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&lt;br /&gt;
The flat lands in the immediate south of the Ring of Fire largely border Zul Kiras.  Much of this countryside is littered with orcs or lies within the raiding area where habitable conditions are anything but stable due to pillage by elements of the United Clans.&lt;br /&gt;
&lt;br /&gt;
As such, this particular division of the Tyhinn Empire lies within its territorial claim, but remains completely autonomous through lack of control from Xetid.  Early attempts at annexing the lands forcefully proved disastrous once United Clans&#039; reinforcements pushed Tyhinn&#039;s forces back to The Great Basin.&lt;br /&gt;
&lt;br /&gt;
With great interest sought elsewhere within the Ring of Fire due to its mineral-rich ore, interest in the Southlands have been put on the back burner until stable conditions can be met within the Ring of Fire.&lt;br /&gt;
&lt;br /&gt;
===The Great Canal===&lt;br /&gt;
&lt;br /&gt;
Plans have recently been proposed to initiate a massive canal project through the Southlands which will create a shortcut through the upper continental divide of [[Veth]].  Trade would increase greatly and control over sea traffic through tariffs would exponentially increase Tyhinn&#039;s economic standing.  However, such a plan would require Xetid to face-off with the [[Zul Kiras#The Clans|United Clans]] and initiate a massive war effort in order to gain those territories back and place them under their control.&lt;br /&gt;
&lt;br /&gt;
Even if the territories were regained, raiding and harassment from the United Clans would stall production of the canal.  However, it is envisioned that the canal will offer a natural buffer between Zul Kiras and Tyhinn in the eventuality of the greater plans of expansionism.&lt;br /&gt;
&lt;br /&gt;
====Military Alliance and Construction====&lt;br /&gt;
&lt;br /&gt;
In 487, tensions were raised along the Southlands as the orcish forces began to mount in large numbers, threatening the entire region with instability.  As a result, the Tyhinn military began it&#039;s own build-up of forces amongst the Southlands.  Forts were erected in limited numbers as mounted divisions were carried over the mountain pases in droves.&lt;br /&gt;
&lt;br /&gt;
However, the Tyhinns knew they could not stave off or even fight an all-out war with the United Clans.  Thus an agreement was reached with Southern Arangoth and Sithire [[Asnerith Dreth]] that would forge a military alliance and invite foreign troops into the Southlands to help maintain the peace and establish a buffer zone that extends well beyond the orcish border.  In return, the Tyhinns would begin construction on the Great Canal, whereby it&#039;s completion would result in contingent profit sharing.&lt;br /&gt;
&lt;br /&gt;
As a result of this alliance, the Tyhinns have sent a formal Ambassador, [[Sajaad Talaes]], to Drache with an envoy and a Resident Minister, [[Hydek Tuseell]].&lt;br /&gt;
&lt;br /&gt;
====The Wall====&lt;br /&gt;
&lt;br /&gt;
To help ensure that there remains a natural barrier to Zul Kiras, Tyhinn engineers have drafted plans to not only dig and dredge the Great Canal, but to establish an artificial mountain-chain with the displaced earth to the south.  While forts will continue to exist in the south, it is predicted that once [[The Bloody Fifth]] end their 2-year obligation and return to Southern Arangoth, that the Tyhinn border will likely be pushed back to said wall within a matter of five years.&lt;br /&gt;
&lt;br /&gt;
==The Ring of Fire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ring of Fire is comprised of a variety of mountain ranges, all known to have radically different characteristics. The Vimuit Province, for instance, ranges in elevation of 2,500 ft to 7,500 feet, just reaching an altitude below the timberline. This range is rich in iron deposits within the ore that is contained deep inside the bellies of its mountains. Flora ranges vastly from Scots Pine to Spruce. This makes this region especially vulnerable to wide-ranging forest fires, hence its visitors and residents are the primary monitored interest of the Tyhinn Army in that region.&lt;br /&gt;
&lt;br /&gt;
The Zarloc Mountains are the main source of water and irrigation to all territories and provinces under the imperial umbrella of Tyhinn.  Massive glaciers melt seasonally and provide vast channels of freshwater to the pull-apart basin in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
The range is also strictly mined by Dwarven blasters as well as Orcish miners, both. The Tyhinn Army in this region carries the sole role of security, as this range of mountains is primarily responsible for the production and mining of gold for the entire Empire. Much of the region lies above the timberline and is the reason for many deaths from altitude sickness and harsh winter weather for its year-round mining operations.&lt;br /&gt;
&lt;br /&gt;
The Rogar Peaks are a range of arid mountains primarily responsible for the mining of oil shale and magnesium. This range lies within the “rain shadow” of The Great Basin, leading the lack of moisture necessary for plant-growth. Controlled irrigation, however, does exist, leading to the existence of several palms as well as limited crop production.  However, this particular range is the most populated by an indigenous population and has led to numerous conflicts and uprisings.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The central government of the Empire is located within Xetid, which is the economic capital of the Tyhinn Empire. Originally designed as a monarchy, the expansionism efforts for minerals and fertile land quickly developed the nation-state into one of an [http://en.wikipedia.org/wiki/Oligarchy Oligarchy] and quasi-[http://en.wikipedia.org/wiki/Military_junta Military Junta]. The greater oligarchy consists of a number of governors who reign over their respective, semi-autonomous divisions, though military oversight and the pressure from Xetid&#039;s rulers ultimately dictate policy and decision-making. The divisions include a number of regions within both “The Great Basin,” as well as within “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
These governors are primarily tasked with keeping control of their particular divisions, while ultimately providing allegiance to the central government of Xetid’s oligarchy.&lt;br /&gt;
&lt;br /&gt;
Civil unrest and cultural rejection by the native tribesman of various divisions within “The Ring of Fire” have led to a policy of assimilation. Many residents of the mountainous region have been relocated forcefully to designated areas within “The Great Basin.” Often times these designated areas have proven to become labor camps, which likely direct them to work on road-building and mining operations in regions they are not particular native to.&lt;br /&gt;
&lt;br /&gt;
The greater policy of expansionism, while ultimately the ideal goal of Xetid, has been brought to a quick halt through civil unrest in the surrounding mountainous regions. Much of the Tyhinn Empire’s interests are self-containment/stabilization and securing international trade at present.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Empire has since experienced several breakthroughs in discoveries of mineral-rich ore as well as crop production that has led to Tyhinn&#039;s economic growth.  Conflicting views over how to run and plan the fiscal growth of the Empire led to policies that established a confusing [http://en.wikipedia.org/wiki/Mixed_economy mixed economy].  Nationalization of major markets while simultaneously offering a [http://en.wikipedia.org/wiki/Laissez-faire laissez-faire] policy on others (such as opium cultivation) led to a wide-margin fluctuation in exports and growth.&lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
In its infancy as a nation, Tyhinn relied solely on agriculture to build its own community.  As such, the economic growth was small in the beginning, with meager growth to justify the small influx in migration every decade.  However, once iron and gold-rich ore were discovered within the surrounding mountain ranges, the economy soared as the gold rush within the Zarloc Mountains caused the economy to grow tenfold in just under ten years.  As the government of Xetid operated under an ever growing budget, the primary focus immediately turned towards internal security to assure the mineral assets found and mined for remained under the control of Xetid.&lt;br /&gt;
&lt;br /&gt;
The military eventually became the most predominant occupation within the Empire with mandatory conscription lending to the numbers.  With no secure trade routes to be found inland, Jilarlo Kurleiser oversaw the construction and implementation of Tyhinn&#039;s navy along coastlines.  The armada would serve to secure trade and travel across international waters, mostly along the northern coast to where it could be handed off to privately fortified caravans that traveled down threw [[Najjir]] or trade ships that would sail around North-Eastern [[Veth]].&lt;br /&gt;
&lt;br /&gt;
So much of the budget was placed into the military that living conditions, especially outside of The Great Basin, began to quickly deteriorate.  Conditions only became worse under the rule of Dirth Kurleiser, who imposed high tariffs in the Zarloc Mountains as well as the Rogar Peaks to compensate the high costs of military operations in that region.&lt;br /&gt;
&lt;br /&gt;
Despite Tyhinn&#039;s military culture, the power to sustain such a sizable force for such a reasonably young nation is beset entirely on the flow of gold from the Zarloc Mountains.  The military is concentrated purely on internal security and ensuring exports and trade routes remain unobstructed at sea.  The empire&#039;s ability to reclaim the Southlands from Orcish Clans who spilled over from [[Zul Kiras]] are no more a feasibility with the current political conditions, despite the numbers.  Stabilization would also be a major risk of any involved in a border war with any of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Policy of Outsourcing==&lt;br /&gt;
&lt;br /&gt;
As Tyhinn had begun to amass wealth through its mineral discoveries in the mountains, Xetid quickly opened up its policy towards contracting foreign workers, and in some cases, foreign governments, to assist in its own road-making and naval build-up operations.  Ship-builders from [[Secca]] were lured to the Empire to oversee the construction of many ships in its naval fleet.  Blacksmiths that specialize in weapons and armor have been brought in as far away as [[Panguro]].  As such, much of the Empire&#039;s military might has been fortified by contracted, foreign labor through a policy of open-door outsourcing that has led to the economic growth of not only Tyhinn&#039;s economy, but those of foreign lands as well.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Military of Tyhinn is a force of roughly 1/4 of the men and women of the Empire, to include naval forces. The numbers account for just over a third of the overall population, which means most males of military age from the flat lands are generally conscripted into the armed forces of the Tyhinn Empire. &lt;br /&gt;
&lt;br /&gt;
The military of the Tyhinn Empire is comprised of three distinct elements; the standing army of “The Great Basin” and the navy of Tyhinn. &lt;br /&gt;
&lt;br /&gt;
==Navy==&lt;br /&gt;
&lt;br /&gt;
The Tyhinnian navy and armada have proven to retain great control of the charted territories of the Empire, to include total dominance of the Zul Kiras coastline. This control of the surrounding seas and coastlines has stabilized both the export and import trade of the Tyhinn Empire, further securing its own economic growth.  And with the undertaking of the Great Canal project, it&#039;s important now more than ever to retain and provide safe passage for ships utilizing that particular channel to bisect Veth.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
As many of the pioneers came from various locations amongst the main, charted continent before, “Common” remains the wide-spread, spoken language of the Tyhinn Empire. However, indigenous languages exist, mostly amongst the tribes of the Rogar Peaks in the East. Immigrant languages have also spilled over into various elements of the economy and trades that primarily affect orcs (i.e. construction) and dwarves (i.e. road-building and mining).&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8011</id>
		<title>The Tyhinn Empire</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8011"/>
		<updated>2017-12-05T21:32:30Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Tyhinn Empire&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Tomorrow rises from the struggle of today&amp;quot;&lt;br /&gt;
| capital        = Xetid&lt;br /&gt;
| language1      = Common &amp;lt;br&amp;gt;&lt;br /&gt;
| language2      = Orcish &amp;lt;br&amp;gt;&lt;br /&gt;
| language3      = Elven&lt;br /&gt;
| race1          = Human &amp;lt;br&amp;gt;&lt;br /&gt;
| race2          = Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
| race3          = Dwarves &amp;lt;br&amp;gt;&lt;br /&gt;
| race4          = Elves&lt;br /&gt;
| religion       = [[Menxism]] and various indigenous &lt;br /&gt;
| government     = Empire State/Oligarchy&lt;br /&gt;
| ruler          = Ilith Marconos&lt;br /&gt;
| population     = Unknown&lt;br /&gt;
| currency       = Dinar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire is an imperial state that rests on the choke of the upper peninsula on the continent of [[Veth]].  The Empire is concentrated out of a massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] known as The Great Basin and is surrounded by a circular mountain range since dubbed [[The Ring of Fire]].  The economy of the Empire is heavily reliant upon the export of mineral-rich ore within the surrounding mountain ranges.  Gold exports, outsourcing, and experience from extensive internal conflicts have allowed the Empire to grow into a formidable economic and military power in the Northern states of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire originally began as a pioneer effort through early frontierism. Expansion efforts began initially due to exile and expatriate efforts to seek refuge outside of the main charted continent, initially bringing pioneers into the fertile lands of The Great Basin. In what is now known as Xetid, early settlers used The Great Basin Interchange (waterway) as a freshwater source to irrigate crops in the [http://en.wikipedia.org/wiki/Mediterranean_climate Mediterranean climate]. As more and more settlers migrated into the Xetid area, the frontier efforts began to migrate out in all directions, soon encompassing the swamplands of the Nith in the east.  Those inhabitants who had elected to remain in the flooded forests established the permanent settlements that now make up the swamplands.&lt;br /&gt;
&lt;br /&gt;
==Earthquake Series and Creation of the Nith==&lt;br /&gt;
&lt;br /&gt;
In its infancy still, The Great Basin experienced numerous earthquakes as the [http://en.wikipedia.org/wiki/Pull_apart_basin strike-slip basin] was expanding.  In such an occurrence, the friction of plate movement gave way to several troughs being cut through Tyhinn, which allowed drainage of the massive body of water that had originally collected in the center of the basin.  Fractures and fissures in the ground led to a natural &amp;quot;over-flooding&amp;quot; to occur within the eastern forests within the basin.  The flooding quickly became a permanent run-off for drainage from the surrounding mountain range, but due to the Rogar Peaks lying eastward, it caused a natural blockage to where the water became stagnant in the eastern forests.   As such, the still water soon turned brackish and created peat swamp forests that now make up the Nith.&lt;br /&gt;
&lt;br /&gt;
==The Gold Era==&lt;br /&gt;
&lt;br /&gt;
In an effort to establish a self-sustaining economy, venturing soon led to the surrounding mountain ranges as the interest of [http://en.wikipedia.org/wiki/Prospecting prospecting] grew. Initial efforts led to meager returns though through the gradual move towards what is now known as the Vimuit Province provided ore that was rich in [http://en.wikipedia.org/wiki/Iron iron]. &lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
As three decades passed, Tyhinn’s economy grew ten times to what it was, as well as its population.  Nationalization wrestled control away from several lucrative private enterprises.&lt;br /&gt;
&lt;br /&gt;
The sudden abundance of wealth was largely allocated towards expansionism and conscripting and enhancing the Tyhinn military.  As the foothold took place within the Vimuit Province and Zarloc Mountains, the arid mountainous region of the Rogar Peaks rapidly became an interest after [http://en.wikipedia.org/wiki/Oil_shale oil shale] and [http://en.wikipedia.org/wiki/Magnesium magnesium] deposits were in large supply within the mined ore of that area. Conquest would also offer access to the northern seas above [[Veth]].&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Rogar Peaks put up a formidable fight, but the experiences of the war within the Vimuit Province and Zarloc Mountains had made the Tyhinn army accustomed to high altitude conflicts.&lt;br /&gt;
&lt;br /&gt;
==Imperial Incorporation==&lt;br /&gt;
&lt;br /&gt;
Upon conquering the Rogar Peaks, the expansionism efforts were brought to a standstill as Xetid struggled to reign in control of “The Ring of Fire.” Political wrangling and sporadic uprisings led to Xetid instituting a policy of recognizing regional governors, who were local leaders appointed by Xetid to take control of their respective divisions. These divisions soon became autonomous regions that were ultimately united within the Tyhinn Empire. Their respective mineral acquisitions were absorbed within the greater economy to subsidize the need for imports from elsewhere.&lt;br /&gt;
&lt;br /&gt;
The deposits of iron and production of charcoal led to the production of high-grade steel, of which the blacksmiths of Xetid amassed great craftsmanship in the production of weapons and tools. The mining of oil shale greatly increased the export and use of kerosene, which rapidly replaced the need for wax candles and provided the citizens of Tyhinn a longer-standing energy source for light. Gold, mined from the Zarloc Mountains, became the backbone of the Dinar, Tyhinn’s chief mode of currency.&lt;br /&gt;
&lt;br /&gt;
==Migrant Workers==&lt;br /&gt;
&lt;br /&gt;
Since its expansion efforts, dwarven miners and blasters have migrated into the Empire for prospecting and road-building efforts within the mountains. Leveling mountain paths had led to the creation of the Imperial Highway, a crude road-system that encompassed the entire mountainous region known as “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
A vast migration of Orcs from the north western regions of [[Zul Kiras]] led to the organization of “Labor Trains.” These large groups would be used primarily in road-building, both within “The Great Basin” as well as within “The Ring of Fire.” Their use was rapidly expanded towards mining efforts in the creation of pillar mines to extract ore rich in minerals. Many of these “Labor Trains” were mistreated and neglected, often resulting in vast deaths and often times revolts, of which the Tyhinn Army would need to quell.&lt;br /&gt;
&lt;br /&gt;
==The Sea-faring Effort==&lt;br /&gt;
&lt;br /&gt;
With a heavily fortified economy, Tyhinn refocused its efforts beyond the “Ring of Fire” to create a small Armada that could protect its own coastline. With exports ranging from wine to weapons, Tyhinn sought to control the commercial traffic around its shores to ensure piracy and invasion did not compromise the efforts of its regional economy.&lt;br /&gt;
&lt;br /&gt;
While the Tyhinn Empire’s economy thrived, the internal unrest within “The Ring of Fire” kept it’s expansionism efforts stagnant. As such, Xetid has sought to reconfigure and balance its use of politics and taxation to accommodate the divisions that makeup the deeply divided nation-state.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
From its early inception, Tyhinn has seen its share of state rulers and regional governors.  Key to its history, however, were the Three Kings of early history, all of direct lineage.&lt;br /&gt;
&lt;br /&gt;
===Taltian Kurleiser===&lt;br /&gt;
&lt;br /&gt;
The first appointed King of Tyhinn/Xetid was Taltian Kurleiser, who initially led the military expansionism into the mountainous region known as &amp;quot;The Ring of Fire&amp;quot; to mine for valuable minerals such a iron, gold, and oil shale. His military leadership ultimately led to the great acquisition of the divisions and territories that surround &amp;quot;The Great Basin,&amp;quot; furthering the economic growth of Tyhinn.  Taltian also faced-off with the Zarloc Confederacy in the great tariff war that was prelude to a total invasion and occupation of the Zarloc Mountains.&lt;br /&gt;
&lt;br /&gt;
===Jilarlo Kurleiser===&lt;br /&gt;
&lt;br /&gt;
King Kurleiser&#039;s son, Jilarlo, furthered the expansionism efforts into the development of the naval armada that secures the international trade waters around Tyhinn&#039;s coastlines.  He was also the chief architect of the Imperial Highway&lt;br /&gt;
&lt;br /&gt;
===Dirth Kurleiser===&lt;br /&gt;
&lt;br /&gt;
Jilarlo&#039;s own child, Dirth Kurleiser, however, succeeded him, only to fall victim to financial hard times.  Funding became an immediate issue, which forced higher taxation and government control of private markets to rein in the funding necessary to keep the military at full strength.  This, of course, led to several uprisings within &amp;quot;The Ring of Fire&amp;quot; that ultimately set the economic and military progress of Tyhinn back by nearly a decade. The culmination of such a rebellion led to the Coup of Heights, which was quelled violently.  The Oligarchy of Xetid had sacrificed numerous, invaluable resources towards humbling these revolts. Upon Dirth Kurleiser&#039;s death, a transition of power left ultimate control and centralization of power to the great Oligarchy of the Tyhinn Empire. This, in turn, resorted greater control towards the Governors of each division and settled many of the Empire&#039;s internal disputes over the course of the next decade.&lt;br /&gt;
&lt;br /&gt;
====Legacy====&lt;br /&gt;
&lt;br /&gt;
The death of Dirth Kurleiser is celebrated almost religiously with extravagant festivals within the Zarloc Mountains as well as the Rogar Peaks, where his rule was viewed as tyrannical.  The &amp;quot;holiday&amp;quot;  came to be known as &amp;quot;The Day of Requisition&amp;quot; in both provinces.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Resting on the choke of the continent of [[Veth]], the Empire is situated directly in the middle of massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] that makes up The Great Basin.  The basin is still actively moving outward and has created a fissure in the ultimate drainage of the mountainous surroundings.  At its current tectonic rate, the basin will ultimately separate the upper peninsula of [[Veth]], segregating it into another continental body completely.&lt;br /&gt;
&lt;br /&gt;
Drainage from the mountains collects within the lowest point of the basin.  Prior to the early Earthquakes and tectonic movement that separated part of the basin, the drainage collected into a massive body of water that made up a [http://en.m.wikipedia.org/wiki/Endorheic_basin Endorheic Lake].  The lake had no natural source of drainage and remained stagnant.  However, separation of the basin through seismic activity caused deep fissures that soon allowed drainage of the lake into the ocean on both the east and western coasts of the Empire.  A third channel of drainage also appeared, which makes up the flooded forests of the Nith.&lt;br /&gt;
&lt;br /&gt;
Ultimately, The Tyhinn Empire is broken down into two major partitions of semi-autonomous regions; “The Great Basin” and “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
==The Great Basin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Great Basin is comprised of a massive valley that literally makes up a “bowl-like” shape. To the west are fertile soils that are moistened with the encompassing marine layer that drifts over the mountains at night and in the early morning. These soils are often ripe for growing grapes and mustard plants, hence the western region is prominent for its wine and mustard production.&lt;br /&gt;
&lt;br /&gt;
From the West, higher winds generally carry the moisture across the middle valley rather quickly, offering a semi-arid Mediterranean-like climate. In the central bowl, this is offset by the existence of The Great Basin Interchange, a natural moat-like body of water used for irrigation of the surrounding farmlands. The surrounding lands about Xetid is where much of the major crop production takes place, leading to the central bowl being the agricultural capital of Tyhinn.&lt;br /&gt;
&lt;br /&gt;
To the east, much of the remaining moisture trapped within the bowl hits the mountainous region and becomes stagnant. This trapped moisture creates a swamp-like region in the east that is comprised of marshes, bogs, and tropical-like swamps. The area is known as the Nith. This particular region is considered rural and economically poor, as its agricultural prospects are severely limited. As such, the land value is well below that of the rest of The Great Basin. Thus, most of the local economy is based on hunting game and the distribution of meat. Some farmers have taken efforts to drain certain portions of the marshes and swamps to create fields ripe enough to grow crops amongst. Due to the poor nature of the region and limited prospects, many of the young males from the Nith are conscripted into the Tyhinn Army.&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&lt;br /&gt;
The flat lands in the immediate south of the Ring of Fire largely border Zul Kiras.  Much of this countryside is littered with orcs or lies within the raiding area where habitable conditions are anything but stable due to pillage by elements of the United Clans.&lt;br /&gt;
&lt;br /&gt;
As such, this particular division of the Tyhinn Empire lies within its territorial claim, but remains completely autonomous through lack of control from Xetid.  Early attempts at annexing the lands forcefully proved disastrous once United Clans&#039; reinforcements pushed Tyhinn&#039;s forces back to The Great Basin.&lt;br /&gt;
&lt;br /&gt;
With great interest sought elsewhere within the Ring of Fire due to its mineral-rich ore, interest in the Southlands have been put on the back burner until stable conditions can be met within the Ring of Fire.&lt;br /&gt;
&lt;br /&gt;
===The Great Canal===&lt;br /&gt;
&lt;br /&gt;
Plans have recently been proposed to initiate a massive canal project through the Southlands which will create a shortcut through the upper continental divide of [[Veth]].  Trade would increase greatly and control over sea traffic through tariffs would exponentially increase Tyhinn&#039;s economic standing.  However, such a plan would require Xetid to face-off with the [[Zul Kiras#The Clans|United Clans]] and initiate a massive war effort in order to gain those territories back and place them under their control.&lt;br /&gt;
&lt;br /&gt;
Even if the territories were regained, raiding and harassment from the United Clans would stall production of the canal.  However, it is envisioned that the canal will offer a natural buffer between Zul Kiras and Tyhinn in the eventuality of the greater plans of expansionism.&lt;br /&gt;
&lt;br /&gt;
====Military Alliance and Construction====&lt;br /&gt;
&lt;br /&gt;
In 487, tensions were raised along the Southlands as the orcish forces began to mount in large numbers, threatening the entire region with instability.  As a result, the Tyhinn military began it&#039;s own build-up of forces amongst the Southlands.  Forts were erected in limited numbers as mounted divisions were carried over the mountain pases in droves.&lt;br /&gt;
&lt;br /&gt;
However, the Tyhinns knew they could not stave off or even fight an all-out war with the United Clans.  Thus an agreement was reached with Southern Arangoth and Sithire [[Asnerith Dreth]] that would forge a military alliance and invite foreign troops into the Southlands to help maintain the peace and establish a buffer zone that extends well beyond the orcish border.  In return, the Tyhinns would begin construction on the Great Canal, whereby it&#039;s completion would result in contingent profit sharing.&lt;br /&gt;
&lt;br /&gt;
====The Wall====&lt;br /&gt;
&lt;br /&gt;
To help ensure that there remains a natural barrier to Zul Kiras, Tyhinn engineers have drafted plans to not only dig and dredge the Great Canal, but to establish an artificial mountain-chain with the displaced earth to the south.  While forts will continue to exist in the south, it is predicted that once [[The Bloody Fifth]] end their 2-year obligation and return to Southern Arangoth, that the Tyhinn border will likely be pushed back to said wall within a matter of five years.&lt;br /&gt;
&lt;br /&gt;
==The Ring of Fire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ring of Fire is comprised of a variety of mountain ranges, all known to have radically different characteristics. The Vimuit Province, for instance, ranges in elevation of 2,500 ft to 7,500 feet, just reaching an altitude below the timberline. This range is rich in iron deposits within the ore that is contained deep inside the bellies of its mountains. Flora ranges vastly from Scots Pine to Spruce. This makes this region especially vulnerable to wide-ranging forest fires, hence its visitors and residents are the primary monitored interest of the Tyhinn Army in that region.&lt;br /&gt;
&lt;br /&gt;
The Zarloc Mountains are the main source of water and irrigation to all territories and provinces under the imperial umbrella of Tyhinn.  Massive glaciers melt seasonally and provide vast channels of freshwater to the pull-apart basin in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
The range is also strictly mined by Dwarven blasters as well as Orcish miners, both. The Tyhinn Army in this region carries the sole role of security, as this range of mountains is primarily responsible for the production and mining of gold for the entire Empire. Much of the region lies above the timberline and is the reason for many deaths from altitude sickness and harsh winter weather for its year-round mining operations.&lt;br /&gt;
&lt;br /&gt;
The Rogar Peaks are a range of arid mountains primarily responsible for the mining of oil shale and magnesium. This range lies within the “rain shadow” of The Great Basin, leading the lack of moisture necessary for plant-growth. Controlled irrigation, however, does exist, leading to the existence of several palms as well as limited crop production.  However, this particular range is the most populated by an indigenous population and has led to numerous conflicts and uprisings.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The central government of the Empire is located within Xetid, which is the economic capital of the Tyhinn Empire. Originally designed as a monarchy, the expansionism efforts for minerals and fertile land quickly developed the nation-state into one of an [http://en.wikipedia.org/wiki/Oligarchy Oligarchy] and quasi-[http://en.wikipedia.org/wiki/Military_junta Military Junta]. The greater oligarchy consists of a number of governors who reign over their respective, semi-autonomous divisions, though military oversight and the pressure from Xetid&#039;s rulers ultimately dictate policy and decision-making. The divisions include a number of regions within both “The Great Basin,” as well as within “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
These governors are primarily tasked with keeping control of their particular divisions, while ultimately providing allegiance to the central government of Xetid’s oligarchy.&lt;br /&gt;
&lt;br /&gt;
Civil unrest and cultural rejection by the native tribesman of various divisions within “The Ring of Fire” have led to a policy of assimilation. Many residents of the mountainous region have been relocated forcefully to designated areas within “The Great Basin.” Often times these designated areas have proven to become labor camps, which likely direct them to work on road-building and mining operations in regions they are not particular native to.&lt;br /&gt;
&lt;br /&gt;
The greater policy of expansionism, while ultimately the ideal goal of Xetid, has been brought to a quick halt through civil unrest in the surrounding mountainous regions. Much of the Tyhinn Empire’s interests are self-containment/stabilization and securing international trade at present.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Empire has since experienced several breakthroughs in discoveries of mineral-rich ore as well as crop production that has led to Tyhinn&#039;s economic growth.  Conflicting views over how to run and plan the fiscal growth of the Empire led to policies that established a confusing [http://en.wikipedia.org/wiki/Mixed_economy mixed economy].  Nationalization of major markets while simultaneously offering a [http://en.wikipedia.org/wiki/Laissez-faire laissez-faire] policy on others (such as opium cultivation) led to a wide-margin fluctuation in exports and growth.&lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
In its infancy as a nation, Tyhinn relied solely on agriculture to build its own community.  As such, the economic growth was small in the beginning, with meager growth to justify the small influx in migration every decade.  However, once iron and gold-rich ore were discovered within the surrounding mountain ranges, the economy soared as the gold rush within the Zarloc Mountains caused the economy to grow tenfold in just under ten years.  As the government of Xetid operated under an ever growing budget, the primary focus immediately turned towards internal security to assure the mineral assets found and mined for remained under the control of Xetid.&lt;br /&gt;
&lt;br /&gt;
The military eventually became the most predominant occupation within the Empire with mandatory conscription lending to the numbers.  With no secure trade routes to be found inland, Jilarlo Kurleiser oversaw the construction and implementation of Tyhinn&#039;s navy along coastlines.  The armada would serve to secure trade and travel across international waters, mostly along the northern coast to where it could be handed off to privately fortified caravans that traveled down threw [[Najjir]] or trade ships that would sail around North-Eastern [[Veth]].&lt;br /&gt;
&lt;br /&gt;
So much of the budget was placed into the military that living conditions, especially outside of The Great Basin, began to quickly deteriorate.  Conditions only became worse under the rule of Dirth Kurleiser, who imposed high tariffs in the Zarloc Mountains as well as the Rogar Peaks to compensate the high costs of military operations in that region.&lt;br /&gt;
&lt;br /&gt;
Despite Tyhinn&#039;s military culture, the power to sustain such a sizable force for such a reasonably young nation is beset entirely on the flow of gold from the Zarloc Mountains.  The military is concentrated purely on internal security and ensuring exports and trade routes remain unobstructed at sea.  The empire&#039;s ability to reclaim the Southlands from Orcish Clans who spilled over from [[Zul Kiras]] are no more a feasibility with the current political conditions, despite the numbers.  Stabilization would also be a major risk of any involved in a border war with any of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Policy of Outsourcing==&lt;br /&gt;
&lt;br /&gt;
As Tyhinn had begun to amass wealth through its mineral discoveries in the mountains, Xetid quickly opened up its policy towards contracting foreign workers, and in some cases, foreign governments, to assist in its own road-making and naval build-up operations.  Ship-builders from [[Secca]] were lured to the Empire to oversee the construction of many ships in its naval fleet.  Blacksmiths that specialize in weapons and armor have been brought in as far away as [[Panguro]].  As such, much of the Empire&#039;s military might has been fortified by contracted, foreign labor through a policy of open-door outsourcing that has led to the economic growth of not only Tyhinn&#039;s economy, but those of foreign lands as well.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Military of Tyhinn is a force of roughly 1/4 of the men and women of the Empire, to include naval forces. The numbers account for just over a third of the overall population, which means most males of military age from the flat lands are generally conscripted into the armed forces of the Tyhinn Empire. &lt;br /&gt;
&lt;br /&gt;
The military of the Tyhinn Empire is comprised of three distinct elements; the standing army of “The Great Basin” and the navy of Tyhinn. &lt;br /&gt;
&lt;br /&gt;
==Navy==&lt;br /&gt;
&lt;br /&gt;
The Tyhinnian navy and armada have proven to retain great control of the charted territories of the Empire, to include total dominance of the Zul Kiras coastline. This control of the surrounding seas and coastlines has stabilized both the export and import trade of the Tyhinn Empire, further securing its own economic growth.  And with the undertaking of the Great Canal project, it&#039;s important now more than ever to retain and provide safe passage for ships utilizing that particular channel to bisect Veth.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
As many of the pioneers came from various locations amongst the main, charted continent before, “Common” remains the wide-spread, spoken language of the Tyhinn Empire. However, indigenous languages exist, mostly amongst the tribes of the Rogar Peaks in the East. Immigrant languages have also spilled over into various elements of the economy and trades that primarily affect orcs (i.e. construction) and dwarves (i.e. road-building and mining).&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8010</id>
		<title>The Tyhinn Empire</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8010"/>
		<updated>2017-12-05T20:54:31Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Military Alliance and Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Tyhinn Empire&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Tomorrow rises from the struggle of today&amp;quot;&lt;br /&gt;
| capital        = Xetid&lt;br /&gt;
| language1      = Common &amp;lt;br&amp;gt;&lt;br /&gt;
| language2      = Orcish &amp;lt;br&amp;gt;&lt;br /&gt;
| language3      = Elven&lt;br /&gt;
| race1          = Human &amp;lt;br&amp;gt;&lt;br /&gt;
| race2          = Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
| race3          = Dwarves &amp;lt;br&amp;gt;&lt;br /&gt;
| race4          = Elves&lt;br /&gt;
| religion       = [[Menxism]] and various indigenous &lt;br /&gt;
| government     = Empire State/Oligarchy&lt;br /&gt;
| ruler          = Ilith Marconos&lt;br /&gt;
| population     = Unknown&lt;br /&gt;
| currency       = Dinar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire is an imperial state that rests on the choke of the upper peninsula on the continent of [[Veth]].  The Empire is concentrated out of a massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] known as The Great Basin and is surrounded by a circular mountain range since dubbed [[The Ring of Fire]].  The economy of the Empire is heavily reliant upon the export of mineral-rich ore within the surrounding mountain ranges.  Gold exports, outsourcing, and experience from extensive internal conflicts have allowed the Empire to grow into a formidable economic and military power in the Northern states of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire originally began as a pioneer effort through early frontierism. Expansion efforts began initially due to exile and expatriate efforts to seek refuge outside of the main charted continent, initially bringing pioneers into the fertile lands of The Great Basin. In what is now known as Xetid, early settlers used The Great Basin Interchange (waterway) as a freshwater source to irrigate crops in the [http://en.wikipedia.org/wiki/Mediterranean_climate Mediterranean climate]. As more and more settlers migrated into the Xetid area, the frontier efforts began to migrate out in all directions, soon encompassing the swamplands of the Nith in the east.  Those inhabitants who had elected to remain in the flooded forests established the permanent settlements that now make up the swamplands.&lt;br /&gt;
&lt;br /&gt;
==Earthquake Series and Creation of the Nith==&lt;br /&gt;
&lt;br /&gt;
In its infancy still, The Great Basin experienced numerous earthquakes as the [http://en.wikipedia.org/wiki/Pull_apart_basin strike-slip basin] was expanding.  In such an occurrence, the friction of plate movement gave way to several troughs being cut through Tyhinn, which allowed drainage of the massive body of water that had originally collected in the center of the basin.  Fractures and fissures in the ground led to a natural &amp;quot;over-flooding&amp;quot; to occur within the eastern forests within the basin.  The flooding quickly became a permanent run-off for drainage from the surrounding mountain range, but due to the Rogar Peaks lying eastward, it caused a natural blockage to where the water became stagnant in the eastern forests.   As such, the still water soon turned brackish and created peat swamp forests that now make up the Nith.&lt;br /&gt;
&lt;br /&gt;
==The Gold Era==&lt;br /&gt;
&lt;br /&gt;
In an effort to establish a self-sustaining economy, venturing soon led to the surrounding mountain ranges as the interest of [http://en.wikipedia.org/wiki/Prospecting prospecting] grew. Initial efforts led to meager returns though through the gradual move towards what is now known as the Vimuit Province provided ore that was rich in [http://en.wikipedia.org/wiki/Iron iron]. &lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
As three decades passed, Tyhinn’s economy grew ten times to what it was, as well as its population.  Nationalization wrestled control away from several lucrative private enterprises.&lt;br /&gt;
&lt;br /&gt;
The sudden abundance of wealth was largely allocated towards expansionism and conscripting and enhancing the Tyhinn military.  As the foothold took place within the Vimuit Province and Zarloc Mountains, the arid mountainous region of the Rogar Peaks rapidly became an interest after [http://en.wikipedia.org/wiki/Oil_shale oil shale] and [http://en.wikipedia.org/wiki/Magnesium magnesium] deposits were in large supply within the mined ore of that area. Conquest would also offer access to the northern seas above [[Veth]].&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Rogar Peaks put up a formidable fight, but the experiences of the war within the Vimuit Province and Zarloc Mountains had made the Tyhinn army accustomed to high altitude conflicts.&lt;br /&gt;
&lt;br /&gt;
==Imperial Incorporation==&lt;br /&gt;
&lt;br /&gt;
Upon conquering the Rogar Peaks, the expansionism efforts were brought to a standstill as Xetid struggled to reign in control of “The Ring of Fire.” Political wrangling and sporadic uprisings led to Xetid instituting a policy of recognizing regional governors, who were local leaders appointed by Xetid to take control of their respective divisions. These divisions soon became autonomous regions that were ultimately united within the Tyhinn Empire. Their respective mineral acquisitions were absorbed within the greater economy to subsidize the need for imports from elsewhere.&lt;br /&gt;
&lt;br /&gt;
The deposits of iron and production of charcoal led to the production of high-grade steel, of which the blacksmiths of Xetid amassed great craftsmanship in the production of weapons and tools. The mining of oil shale greatly increased the export and use of kerosene, which rapidly replaced the need for wax candles and provided the citizens of Tyhinn a longer-standing energy source for light. Gold, mined from the Zarloc Mountains, became the backbone of the Dinar, Tyhinn’s chief mode of currency.&lt;br /&gt;
&lt;br /&gt;
==Migrant Workers==&lt;br /&gt;
&lt;br /&gt;
Since its expansion efforts, dwarven miners and blasters have migrated into the Empire for prospecting and road-building efforts within the mountains. Leveling mountain paths had led to the creation of the Imperial Highway, a crude road-system that encompassed the entire mountainous region known as “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
A vast migration of Orcs from the north western regions of [[Zul Kiras]] led to the organization of “Labor Trains.” These large groups would be used primarily in road-building, both within “The Great Basin” as well as within “The Ring of Fire.” Their use was rapidly expanded towards mining efforts in the creation of pillar mines to extract ore rich in minerals. Many of these “Labor Trains” were mistreated and neglected, often resulting in vast deaths and often times revolts, of which the Tyhinn Army would need to quell.&lt;br /&gt;
&lt;br /&gt;
==The Sea-faring Effort==&lt;br /&gt;
&lt;br /&gt;
With a heavily fortified economy, Tyhinn refocused its efforts beyond the “Ring of Fire” to create a small Armada that could protect its own coastline. With exports ranging from wine to weapons, Tyhinn sought to control the commercial traffic around its shores to ensure piracy and invasion did not compromise the efforts of its regional economy.&lt;br /&gt;
&lt;br /&gt;
While the Tyhinn Empire’s economy thrived, the internal unrest within “The Ring of Fire” kept it’s expansionism efforts stagnant. As such, Xetid has sought to reconfigure and balance its use of politics and taxation to accommodate the divisions that makeup the deeply divided nation-state.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
From its early inception, Tyhinn has seen its share of state rulers and regional governors.  Key to its history, however, were the Three Kings of early history, all of direct lineage.&lt;br /&gt;
&lt;br /&gt;
===Taltian Kurleiser===&lt;br /&gt;
&lt;br /&gt;
The first appointed King of Tyhinn/Xetid was Taltian Kurleiser, who initially led the military expansionism into the mountainous region known as &amp;quot;The Ring of Fire&amp;quot; to mine for valuable minerals such a iron, gold, and oil shale. His military leadership ultimately led to the great acquisition of the divisions and territories that surround &amp;quot;The Great Basin,&amp;quot; furthering the economic growth of Tyhinn.  Taltian also faced-off with the Zarloc Confederacy in the great tariff war that was prelude to a total invasion and occupation of the Zarloc Mountains.&lt;br /&gt;
&lt;br /&gt;
===Jilarlo Kurleiser===&lt;br /&gt;
&lt;br /&gt;
King Kurleiser&#039;s son, Jilarlo, furthered the expansionism efforts into the development of the naval armada that secures the international trade waters around Tyhinn&#039;s coastlines.  He was also the chief architect of the Imperial Highway&lt;br /&gt;
&lt;br /&gt;
===Dirth Kurleiser===&lt;br /&gt;
&lt;br /&gt;
Jilarlo&#039;s own child, Dirth Kurleiser, however, succeeded him, only to fall victim to financial hard times.  Funding became an immediate issue, which forced higher taxation and government control of private markets to rein in the funding necessary to keep the military at full strength.  This, of course, led to several uprisings within &amp;quot;The Ring of Fire&amp;quot; that ultimately set the economic and military progress of Tyhinn back by nearly a decade. The culmination of such a rebellion led to the Coup of Heights, which was quelled violently.  The Oligarchy of Xetid had sacrificed numerous, invaluable resources towards humbling these revolts. Upon Dirth Kurleiser&#039;s death, a transition of power left ultimate control and centralization of power to the great Oligarchy of the Tyhinn Empire. This, in turn, resorted greater control towards the Governors of each division and settled many of the Empire&#039;s internal disputes over the course of the next decade.&lt;br /&gt;
&lt;br /&gt;
====Legacy====&lt;br /&gt;
&lt;br /&gt;
The death of Dirth Kurleiser is celebrated almost religiously with extravagant festivals within the Zarloc Mountains as well as the Rogar Peaks, where his rule was viewed as tyrannical.  The &amp;quot;holiday&amp;quot;  came to be known as &amp;quot;The Day of Requisition&amp;quot; in both provinces.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Resting on the choke of the continent of [[Veth]], the Empire is situated directly in the middle of massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] that makes up The Great Basin.  The basin is still actively moving outward and has created a fissure in the ultimate drainage of the mountainous surroundings.  At its current tectonic rate, the basin will ultimately separate the upper peninsula of [[Veth]], segregating it into another continental body completely.&lt;br /&gt;
&lt;br /&gt;
Drainage from the mountains collects within the lowest point of the basin.  Prior to the early Earthquakes and tectonic movement that separated part of the basin, the drainage collected into a massive body of water that made up a [http://en.m.wikipedia.org/wiki/Endorheic_basin Endorheic Lake].  The lake had no natural source of drainage and remained stagnant.  However, separation of the basin through seismic activity caused deep fissures that soon allowed drainage of the lake into the ocean on both the east and western coasts of the Empire.  A third channel of drainage also appeared, which makes up the flooded forests of the Nith.&lt;br /&gt;
&lt;br /&gt;
Ultimately, The Tyhinn Empire is broken down into two major partitions of semi-autonomous regions; “The Great Basin” and “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
==The Great Basin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Great Basin is comprised of a massive valley that literally makes up a “bowl-like” shape. To the west are fertile soils that are moistened with the encompassing marine layer that drifts over the mountains at night and in the early morning. These soils are often ripe for growing grapes and mustard plants, hence the western region is prominent for its wine and mustard production.&lt;br /&gt;
&lt;br /&gt;
From the West, higher winds generally carry the moisture across the middle valley rather quickly, offering a semi-arid Mediterranean-like climate. In the central bowl, this is offset by the existence of The Great Basin Interchange, a natural moat-like body of water used for irrigation of the surrounding farmlands. The surrounding lands about Xetid is where much of the major crop production takes place, leading to the central bowl being the agricultural capital of Tyhinn.&lt;br /&gt;
&lt;br /&gt;
To the east, much of the remaining moisture trapped within the bowl hits the mountainous region and becomes stagnant. This trapped moisture creates a swamp-like region in the east that is comprised of marshes, bogs, and tropical-like swamps. The area is known as the Nith. This particular region is considered rural and economically poor, as its agricultural prospects are severely limited. As such, the land value is well below that of the rest of The Great Basin. Thus, most of the local economy is based on hunting game and the distribution of meat. Some farmers have taken efforts to drain certain portions of the marshes and swamps to create fields ripe enough to grow crops amongst. Due to the poor nature of the region and limited prospects, many of the young males from the Nith are conscripted into the Tyhinn Army.&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&lt;br /&gt;
The flat lands in the immediate south of the Ring of Fire largely border Zul Kiras.  Much of this countryside is littered with orcs or lies within the raiding area where habitable conditions are anything but stable due to pillage by elements of the United Clans.&lt;br /&gt;
&lt;br /&gt;
As such, this particular division of the Tyhinn Empire lies within its territorial claim, but remains completely autonomous through lack of control from Xetid.  Early attempts at annexing the lands forcefully proved disastrous once United Clans&#039; reinforcements pushed Tyhinn&#039;s forces back to The Great Basin.&lt;br /&gt;
&lt;br /&gt;
With great interest sought elsewhere within the Ring of Fire due to its mineral-rich ore, interest in the Southlands have been put on the back burner until stable conditions can be met within the Ring of Fire.&lt;br /&gt;
&lt;br /&gt;
===The Great Canal===&lt;br /&gt;
&lt;br /&gt;
Plans have recently been proposed to initiate a massive canal project through the Southlands which will create a shortcut through the upper continental divide of [[Veth]].  Trade would increase greatly and control over sea traffic through tariffs would exponentially increase Tyhinn&#039;s economic standing.  However, such a plan would require Xetid to face-off with the [[Zul Kiras#The Clans|United Clans]] and initiate a massive war effort in order to gain those territories back and place them under their control.&lt;br /&gt;
&lt;br /&gt;
Even if the territories were regained, raiding and harassment from the United Clans would stall production of the canal.  However, it is envisioned that the canal will offer a natural buffer between Zul Kiras and Tyhinn in the eventuality of the greater plans of expansionism.&lt;br /&gt;
&lt;br /&gt;
====Military Alliance and Construction====&lt;br /&gt;
&lt;br /&gt;
In 487, tensions were raised along the Southlands as the orcish forces began to mount in large numbers, threatening the entire region with instability.  As a result, the Tyhinn military began it&#039;s own build-up of forces amongst the Southlands.  Forts were erected in limited numbers as mounted divisions were carried over the mountain pases in droves.&lt;br /&gt;
&lt;br /&gt;
However, the Tyhinns knew they could not stave off or even fight an all-out war with the United Clans.  Thus an agreement was reached with Southern Arangoth and Sithire [[Asnerith Dreth]] that would forge a military alliance and invite foreign troops into the Southlands to help maintain the peace and establish a buffer zone that extends well beyond the orcish border.  In return, the Tyhinns would begin construction on the Great Canal, whereby it&#039;s completion would result in contingent profit sharing.&lt;br /&gt;
&lt;br /&gt;
====The Wall====&lt;br /&gt;
&lt;br /&gt;
To help ensure that there remains a natural barrier to Zul Kiras, Tyhinn engineers have drafted plans to not only dig and dredge the Great Canal, but to establish an artificial mountain-chain with the displaced earth to the south.  While forts will continue to exist in the south, it is predicted that once [[The Bloody Fifth]] end their 2-year obligation and return to Southern Arangoth, that the Tyhinn border will likely be pushed back to said wall within a matter of five years.&lt;br /&gt;
&lt;br /&gt;
==The Ring of Fire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ring of Fire is comprised of a variety of mountain ranges, all known to have radically different characteristics. The Vimuit Province, for instance, ranges in elevation of 2,500 ft to 7,500 feet, just reaching an altitude below the timberline. This range is rich in iron deposits within the ore that is contained deep inside the bellies of its mountains. Flora ranges vastly from Scots Pine to Spruce. This makes this region especially vulnerable to wide-ranging forest fires, hence its visitors and residents are the primary monitored interest of the Tyhinn Army in that region.&lt;br /&gt;
&lt;br /&gt;
The Zarloc Mountains are the main source of water and irrigation to all territories and provinces under the imperial umbrella of Tyhinn.  Massive glaciers melt seasonally and provide vast channels of freshwater to the pull-apart basin in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
The range is also strictly mined by Dwarven blasters as well as Orcish miners, both. The Tyhinn Army in this region carries the sole role of security, as this range of mountains is primarily responsible for the production and mining of gold for the entire Empire. Much of the region lies above the timberline and is the reason for many deaths from altitude sickness and harsh winter weather for its year-round mining operations.&lt;br /&gt;
&lt;br /&gt;
The Rogar Peaks are a range of arid mountains primarily responsible for the mining of oil shale and magnesium. This range lies within the “rain shadow” of The Great Basin, leading the lack of moisture necessary for plant-growth. Controlled irrigation, however, does exist, leading to the existence of several palms as well as limited crop production.  However, this particular range is the most populated by an indigenous population and has led to numerous conflicts and uprisings.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The central government of the Empire is located within Xetid, which is the economic capital of the Tyhinn Empire. Originally designed as a monarchy, the expansionism efforts for minerals and fertile land quickly developed the nation-state into one of an [http://en.wikipedia.org/wiki/Oligarchy Oligarchy] and quasi-[http://en.wikipedia.org/wiki/Military_junta Military Junta]. The greater oligarchy consists of a number of governors who reign over their respective, semi-autonomous divisions, though military oversight and the pressure from Xetid&#039;s rulers ultimately dictate policy and decision-making. The divisions include a number of regions within both “The Great Basin,” as well as within “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
These governors are primarily tasked with keeping control of their particular divisions, while ultimately providing allegiance to the central government of Xetid’s oligarchy.&lt;br /&gt;
&lt;br /&gt;
Civil unrest and cultural rejection by the native tribesman of various divisions within “The Ring of Fire” have led to a policy of assimilation. Many residents of the mountainous region have been relocated forcefully to designated areas within “The Great Basin.” Often times these designated areas have proven to become labor camps, which likely direct them to work on road-building and mining operations in regions they are not particular native to.&lt;br /&gt;
&lt;br /&gt;
The greater policy of expansionism, while ultimately the ideal goal of Xetid, has been brought to a quick halt through civil unrest in the surrounding mountainous regions. Much of the Tyhinn Empire’s interests are self-containment/stabilization and securing international trade at present.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Empire has since experienced several breakthroughs in discoveries of mineral-rich ore as well as crop production that has led to Tyhinn&#039;s economic growth.  Conflicting views over how to run and plan the fiscal growth of the Empire led to policies that established a confusing [http://en.wikipedia.org/wiki/Mixed_economy mixed economy].  Nationalization of major markets while simultaneously offering a [http://en.wikipedia.org/wiki/Laissez-faire laissez-faire] policy on others (such as opium cultivation) led to a wide-margin fluctuation in exports and growth.&lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
In its infancy as a nation, Tyhinn relied solely on agriculture to build its own community.  As such, the economic growth was small in the beginning, with meager growth to justify the small influx in migration every decade.  However, once iron and gold-rich ore were discovered within the surrounding mountain ranges, the economy soared as the gold rush within the Zarloc Mountains caused the economy to grow tenfold in just under ten years.  As the government of Xetid operated under an ever growing budget, the primary focus immediately turned towards internal security to assure the mineral assets found and mined for remained under the control of Xetid.&lt;br /&gt;
&lt;br /&gt;
The military eventually became the most predominant occupation within the Empire with mandatory conscription lending to the numbers.  With no secure trade routes to be found inland, Jilarlo Kurleiser oversaw the construction and implementation of Tyhinn&#039;s navy along coastlines.  The armada would serve to secure trade and travel across international waters, mostly along the northern coast to where it could be handed off to privately fortified caravans that traveled down threw [[Najjir]] or trade ships that would sail around North-Eastern [[Veth]].&lt;br /&gt;
&lt;br /&gt;
So much of the budget was placed into the military that living conditions, especially outside of The Great Basin, began to quickly deteriorate.  Conditions only became worse under the rule of Dirth Kurleiser, who imposed high tariffs in the Zarloc Mountains as well as the Rogar Peaks to compensate the high costs of military operations in that region.&lt;br /&gt;
&lt;br /&gt;
Despite Tyhinn&#039;s military culture, the power to sustain such a sizable force for such a reasonably young nation is beset entirely on the flow of gold from the Zarloc Mountains.  The military is concentrated purely on internal security and ensuring exports and trade routes remain unobstructed at sea.  The empire&#039;s ability to reclaim the Southlands from Orcish Clans who spilled over from [[Zul Kiras]] are no more a feasibility with the current political conditions, despite the numbers.  Stabilization would also be a major risk of any involved in a border war with any of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Policy of Outsourcing==&lt;br /&gt;
&lt;br /&gt;
As Tyhinn had begun to amass wealth through its mineral discoveries in the mountains, Xetid quickly opened up its policy towards contracting foreign workers, and in some cases, foreign governments, to assist in its own road-making and naval build-up operations.  Ship-builders from [[Secca]] were lured to the Empire to oversee the construction of many ships in its naval fleet.  Blacksmiths that specialize in weapons and armor have been brought in as far away as [[Panguro]].  As such, much of the Empire&#039;s military might has been fortified by contracted, foreign labor through a policy of open-door outsourcing that has led to the economic growth of not only Tyhinn&#039;s economy, but those of foreign lands as well.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Military of Tyhinn is a force of roughly 1/4 of the men and women of the Empire, to include naval forces. The numbers account for just over a third of the overall population, which means most males of military age from the flat lands are generally conscripted into the armed forces of the Tyhinn Empire. &lt;br /&gt;
&lt;br /&gt;
The military of the Tyhinn Empire is comprised of three distinct elements; the standing army of “The Great Basin” and the navy of Tyhinn. &lt;br /&gt;
&lt;br /&gt;
==Navy==&lt;br /&gt;
&lt;br /&gt;
The Tyhinnian navy and armada have proven to retain great control of the coastlines about the charted territories of the Empire. This control of the surrounding seas and coastlines has stabilized both the export and import trade of the Tyhinn Empire, further securing its own economic growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
As many of the pioneers came from various locations amongst the main, charted continent before, “Common” remains the wide-spread, spoken language of the Tyhinn Empire. However, indigenous languages exist, mostly amongst the tribes of the Rogar Peaks in the East. Immigrant languages have also spilled over into various elements of the economy and trades that primarily affect orcs (i.e. construction) and dwarves (i.e. road-building and mining).&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8009</id>
		<title>The Tyhinn Empire</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Tyhinn_Empire&amp;diff=8009"/>
		<updated>2017-12-05T20:52:22Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* The Great Canal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Tyhinn Empire&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Tomorrow rises from the struggle of today&amp;quot;&lt;br /&gt;
| capital        = Xetid&lt;br /&gt;
| language1      = Common &amp;lt;br&amp;gt;&lt;br /&gt;
| language2      = Orcish &amp;lt;br&amp;gt;&lt;br /&gt;
| language3      = Elven&lt;br /&gt;
| race1          = Human &amp;lt;br&amp;gt;&lt;br /&gt;
| race2          = Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
| race3          = Dwarves &amp;lt;br&amp;gt;&lt;br /&gt;
| race4          = Elves&lt;br /&gt;
| religion       = [[Menxism]] and various indigenous &lt;br /&gt;
| government     = Empire State/Oligarchy&lt;br /&gt;
| ruler          = Ilith Marconos&lt;br /&gt;
| population     = Unknown&lt;br /&gt;
| currency       = Dinar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire is an imperial state that rests on the choke of the upper peninsula on the continent of [[Veth]].  The Empire is concentrated out of a massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] known as The Great Basin and is surrounded by a circular mountain range since dubbed [[The Ring of Fire]].  The economy of the Empire is heavily reliant upon the export of mineral-rich ore within the surrounding mountain ranges.  Gold exports, outsourcing, and experience from extensive internal conflicts have allowed the Empire to grow into a formidable economic and military power in the Northern states of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tyhinn Empire originally began as a pioneer effort through early frontierism. Expansion efforts began initially due to exile and expatriate efforts to seek refuge outside of the main charted continent, initially bringing pioneers into the fertile lands of The Great Basin. In what is now known as Xetid, early settlers used The Great Basin Interchange (waterway) as a freshwater source to irrigate crops in the [http://en.wikipedia.org/wiki/Mediterranean_climate Mediterranean climate]. As more and more settlers migrated into the Xetid area, the frontier efforts began to migrate out in all directions, soon encompassing the swamplands of the Nith in the east.  Those inhabitants who had elected to remain in the flooded forests established the permanent settlements that now make up the swamplands.&lt;br /&gt;
&lt;br /&gt;
==Earthquake Series and Creation of the Nith==&lt;br /&gt;
&lt;br /&gt;
In its infancy still, The Great Basin experienced numerous earthquakes as the [http://en.wikipedia.org/wiki/Pull_apart_basin strike-slip basin] was expanding.  In such an occurrence, the friction of plate movement gave way to several troughs being cut through Tyhinn, which allowed drainage of the massive body of water that had originally collected in the center of the basin.  Fractures and fissures in the ground led to a natural &amp;quot;over-flooding&amp;quot; to occur within the eastern forests within the basin.  The flooding quickly became a permanent run-off for drainage from the surrounding mountain range, but due to the Rogar Peaks lying eastward, it caused a natural blockage to where the water became stagnant in the eastern forests.   As such, the still water soon turned brackish and created peat swamp forests that now make up the Nith.&lt;br /&gt;
&lt;br /&gt;
==The Gold Era==&lt;br /&gt;
&lt;br /&gt;
In an effort to establish a self-sustaining economy, venturing soon led to the surrounding mountain ranges as the interest of [http://en.wikipedia.org/wiki/Prospecting prospecting] grew. Initial efforts led to meager returns though through the gradual move towards what is now known as the Vimuit Province provided ore that was rich in [http://en.wikipedia.org/wiki/Iron iron]. &lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
As three decades passed, Tyhinn’s economy grew ten times to what it was, as well as its population.  Nationalization wrestled control away from several lucrative private enterprises.&lt;br /&gt;
&lt;br /&gt;
The sudden abundance of wealth was largely allocated towards expansionism and conscripting and enhancing the Tyhinn military.  As the foothold took place within the Vimuit Province and Zarloc Mountains, the arid mountainous region of the Rogar Peaks rapidly became an interest after [http://en.wikipedia.org/wiki/Oil_shale oil shale] and [http://en.wikipedia.org/wiki/Magnesium magnesium] deposits were in large supply within the mined ore of that area. Conquest would also offer access to the northern seas above [[Veth]].&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Rogar Peaks put up a formidable fight, but the experiences of the war within the Vimuit Province and Zarloc Mountains had made the Tyhinn army accustomed to high altitude conflicts.&lt;br /&gt;
&lt;br /&gt;
==Imperial Incorporation==&lt;br /&gt;
&lt;br /&gt;
Upon conquering the Rogar Peaks, the expansionism efforts were brought to a standstill as Xetid struggled to reign in control of “The Ring of Fire.” Political wrangling and sporadic uprisings led to Xetid instituting a policy of recognizing regional governors, who were local leaders appointed by Xetid to take control of their respective divisions. These divisions soon became autonomous regions that were ultimately united within the Tyhinn Empire. Their respective mineral acquisitions were absorbed within the greater economy to subsidize the need for imports from elsewhere.&lt;br /&gt;
&lt;br /&gt;
The deposits of iron and production of charcoal led to the production of high-grade steel, of which the blacksmiths of Xetid amassed great craftsmanship in the production of weapons and tools. The mining of oil shale greatly increased the export and use of kerosene, which rapidly replaced the need for wax candles and provided the citizens of Tyhinn a longer-standing energy source for light. Gold, mined from the Zarloc Mountains, became the backbone of the Dinar, Tyhinn’s chief mode of currency.&lt;br /&gt;
&lt;br /&gt;
==Migrant Workers==&lt;br /&gt;
&lt;br /&gt;
Since its expansion efforts, dwarven miners and blasters have migrated into the Empire for prospecting and road-building efforts within the mountains. Leveling mountain paths had led to the creation of the Imperial Highway, a crude road-system that encompassed the entire mountainous region known as “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
A vast migration of Orcs from the north western regions of [[Zul Kiras]] led to the organization of “Labor Trains.” These large groups would be used primarily in road-building, both within “The Great Basin” as well as within “The Ring of Fire.” Their use was rapidly expanded towards mining efforts in the creation of pillar mines to extract ore rich in minerals. Many of these “Labor Trains” were mistreated and neglected, often resulting in vast deaths and often times revolts, of which the Tyhinn Army would need to quell.&lt;br /&gt;
&lt;br /&gt;
==The Sea-faring Effort==&lt;br /&gt;
&lt;br /&gt;
With a heavily fortified economy, Tyhinn refocused its efforts beyond the “Ring of Fire” to create a small Armada that could protect its own coastline. With exports ranging from wine to weapons, Tyhinn sought to control the commercial traffic around its shores to ensure piracy and invasion did not compromise the efforts of its regional economy.&lt;br /&gt;
&lt;br /&gt;
While the Tyhinn Empire’s economy thrived, the internal unrest within “The Ring of Fire” kept it’s expansionism efforts stagnant. As such, Xetid has sought to reconfigure and balance its use of politics and taxation to accommodate the divisions that makeup the deeply divided nation-state.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
From its early inception, Tyhinn has seen its share of state rulers and regional governors.  Key to its history, however, were the Three Kings of early history, all of direct lineage.&lt;br /&gt;
&lt;br /&gt;
===Taltian Kurleiser===&lt;br /&gt;
&lt;br /&gt;
The first appointed King of Tyhinn/Xetid was Taltian Kurleiser, who initially led the military expansionism into the mountainous region known as &amp;quot;The Ring of Fire&amp;quot; to mine for valuable minerals such a iron, gold, and oil shale. His military leadership ultimately led to the great acquisition of the divisions and territories that surround &amp;quot;The Great Basin,&amp;quot; furthering the economic growth of Tyhinn.  Taltian also faced-off with the Zarloc Confederacy in the great tariff war that was prelude to a total invasion and occupation of the Zarloc Mountains.&lt;br /&gt;
&lt;br /&gt;
===Jilarlo Kurleiser===&lt;br /&gt;
&lt;br /&gt;
King Kurleiser&#039;s son, Jilarlo, furthered the expansionism efforts into the development of the naval armada that secures the international trade waters around Tyhinn&#039;s coastlines.  He was also the chief architect of the Imperial Highway&lt;br /&gt;
&lt;br /&gt;
===Dirth Kurleiser===&lt;br /&gt;
&lt;br /&gt;
Jilarlo&#039;s own child, Dirth Kurleiser, however, succeeded him, only to fall victim to financial hard times.  Funding became an immediate issue, which forced higher taxation and government control of private markets to rein in the funding necessary to keep the military at full strength.  This, of course, led to several uprisings within &amp;quot;The Ring of Fire&amp;quot; that ultimately set the economic and military progress of Tyhinn back by nearly a decade. The culmination of such a rebellion led to the Coup of Heights, which was quelled violently.  The Oligarchy of Xetid had sacrificed numerous, invaluable resources towards humbling these revolts. Upon Dirth Kurleiser&#039;s death, a transition of power left ultimate control and centralization of power to the great Oligarchy of the Tyhinn Empire. This, in turn, resorted greater control towards the Governors of each division and settled many of the Empire&#039;s internal disputes over the course of the next decade.&lt;br /&gt;
&lt;br /&gt;
====Legacy====&lt;br /&gt;
&lt;br /&gt;
The death of Dirth Kurleiser is celebrated almost religiously with extravagant festivals within the Zarloc Mountains as well as the Rogar Peaks, where his rule was viewed as tyrannical.  The &amp;quot;holiday&amp;quot;  came to be known as &amp;quot;The Day of Requisition&amp;quot; in both provinces.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Resting on the choke of the continent of [[Veth]], the Empire is situated directly in the middle of massive [http://en.wikipedia.org/wiki/Pull_apart_basin pull apart basin] that makes up The Great Basin.  The basin is still actively moving outward and has created a fissure in the ultimate drainage of the mountainous surroundings.  At its current tectonic rate, the basin will ultimately separate the upper peninsula of [[Veth]], segregating it into another continental body completely.&lt;br /&gt;
&lt;br /&gt;
Drainage from the mountains collects within the lowest point of the basin.  Prior to the early Earthquakes and tectonic movement that separated part of the basin, the drainage collected into a massive body of water that made up a [http://en.m.wikipedia.org/wiki/Endorheic_basin Endorheic Lake].  The lake had no natural source of drainage and remained stagnant.  However, separation of the basin through seismic activity caused deep fissures that soon allowed drainage of the lake into the ocean on both the east and western coasts of the Empire.  A third channel of drainage also appeared, which makes up the flooded forests of the Nith.&lt;br /&gt;
&lt;br /&gt;
Ultimately, The Tyhinn Empire is broken down into two major partitions of semi-autonomous regions; “The Great Basin” and “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
==The Great Basin==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Great Basin is comprised of a massive valley that literally makes up a “bowl-like” shape. To the west are fertile soils that are moistened with the encompassing marine layer that drifts over the mountains at night and in the early morning. These soils are often ripe for growing grapes and mustard plants, hence the western region is prominent for its wine and mustard production.&lt;br /&gt;
&lt;br /&gt;
From the West, higher winds generally carry the moisture across the middle valley rather quickly, offering a semi-arid Mediterranean-like climate. In the central bowl, this is offset by the existence of The Great Basin Interchange, a natural moat-like body of water used for irrigation of the surrounding farmlands. The surrounding lands about Xetid is where much of the major crop production takes place, leading to the central bowl being the agricultural capital of Tyhinn.&lt;br /&gt;
&lt;br /&gt;
To the east, much of the remaining moisture trapped within the bowl hits the mountainous region and becomes stagnant. This trapped moisture creates a swamp-like region in the east that is comprised of marshes, bogs, and tropical-like swamps. The area is known as the Nith. This particular region is considered rural and economically poor, as its agricultural prospects are severely limited. As such, the land value is well below that of the rest of The Great Basin. Thus, most of the local economy is based on hunting game and the distribution of meat. Some farmers have taken efforts to drain certain portions of the marshes and swamps to create fields ripe enough to grow crops amongst. Due to the poor nature of the region and limited prospects, many of the young males from the Nith are conscripted into the Tyhinn Army.&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&lt;br /&gt;
The flat lands in the immediate south of the Ring of Fire largely border Zul Kiras.  Much of this countryside is littered with orcs or lies within the raiding area where habitable conditions are anything but stable due to pillage by elements of the United Clans.&lt;br /&gt;
&lt;br /&gt;
As such, this particular division of the Tyhinn Empire lies within its territorial claim, but remains completely autonomous through lack of control from Xetid.  Early attempts at annexing the lands forcefully proved disastrous once United Clans&#039; reinforcements pushed Tyhinn&#039;s forces back to The Great Basin.&lt;br /&gt;
&lt;br /&gt;
With great interest sought elsewhere within the Ring of Fire due to its mineral-rich ore, interest in the Southlands have been put on the back burner until stable conditions can be met within the Ring of Fire.&lt;br /&gt;
&lt;br /&gt;
===The Great Canal===&lt;br /&gt;
&lt;br /&gt;
Plans have recently been proposed to initiate a massive canal project through the Southlands which will create a shortcut through the upper continental divide of [[Veth]].  Trade would increase greatly and control over sea traffic through tariffs would exponentially increase Tyhinn&#039;s economic standing.  However, such a plan would require Xetid to face-off with the [[Zul Kiras#The Clans|United Clans]] and initiate a massive war effort in order to gain those territories back and place them under their control.&lt;br /&gt;
&lt;br /&gt;
Even if the territories were regained, raiding and harassment from the United Clans would stall production of the canal.  However, it is envisioned that the canal will offer a natural buffer between Zul Kiras and Tyhinn in the eventuality of the greater plans of expansionism.&lt;br /&gt;
&lt;br /&gt;
====Military Alliance and Construction====&lt;br /&gt;
&lt;br /&gt;
In 487, tensions were raised along the Southlands as the orcish forces began to mount in large numbers, threatening the entire region with instability.  As a result, the Tyhinn military began it&#039;s own build-up of forces amongst the Southlands.  Forts were erected in limited numbers as mounted divisions were carried over the mountain pases in droves.&lt;br /&gt;
&lt;br /&gt;
However, the Tyhinns knew they could not stave off or even fight an all-out war with the United Clans.  Thus an agreement was reached with Southern Arangoth and Sithire [[Asnerith Dreth]] that would forge a military alliance and invite foreign troops into the Southlands to help maintain the peace and establish a buffer zone that extends will beyond the orcish border.  In return, the Tyhinns would begin construction on the Great Canal, whereby it&#039;s completion would result in contingent profit sharing.&lt;br /&gt;
&lt;br /&gt;
====The Wall====&lt;br /&gt;
&lt;br /&gt;
To help ensure that there remains a natural barrier to Zul Kiras, Tyhinn engineers have drafted plans to not only dig and dredge the Great Canal, but to establish an artificial mountain-chain with the displaced earth to the south.  While forts will continue to exist in the south, it is predicted that once [[The Bloody Fifth]] end their 2-year obligation and return to Southern Arangoth, that the Tyhinn border will likely be pushed back to said wall within a matter of five years.&lt;br /&gt;
&lt;br /&gt;
==The Ring of Fire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ring of Fire is comprised of a variety of mountain ranges, all known to have radically different characteristics. The Vimuit Province, for instance, ranges in elevation of 2,500 ft to 7,500 feet, just reaching an altitude below the timberline. This range is rich in iron deposits within the ore that is contained deep inside the bellies of its mountains. Flora ranges vastly from Scots Pine to Spruce. This makes this region especially vulnerable to wide-ranging forest fires, hence its visitors and residents are the primary monitored interest of the Tyhinn Army in that region.&lt;br /&gt;
&lt;br /&gt;
The Zarloc Mountains are the main source of water and irrigation to all territories and provinces under the imperial umbrella of Tyhinn.  Massive glaciers melt seasonally and provide vast channels of freshwater to the pull-apart basin in the heart of the Empire.  &lt;br /&gt;
&lt;br /&gt;
The range is also strictly mined by Dwarven blasters as well as Orcish miners, both. The Tyhinn Army in this region carries the sole role of security, as this range of mountains is primarily responsible for the production and mining of gold for the entire Empire. Much of the region lies above the timberline and is the reason for many deaths from altitude sickness and harsh winter weather for its year-round mining operations.&lt;br /&gt;
&lt;br /&gt;
The Rogar Peaks are a range of arid mountains primarily responsible for the mining of oil shale and magnesium. This range lies within the “rain shadow” of The Great Basin, leading the lack of moisture necessary for plant-growth. Controlled irrigation, however, does exist, leading to the existence of several palms as well as limited crop production.  However, this particular range is the most populated by an indigenous population and has led to numerous conflicts and uprisings.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The central government of the Empire is located within Xetid, which is the economic capital of the Tyhinn Empire. Originally designed as a monarchy, the expansionism efforts for minerals and fertile land quickly developed the nation-state into one of an [http://en.wikipedia.org/wiki/Oligarchy Oligarchy] and quasi-[http://en.wikipedia.org/wiki/Military_junta Military Junta]. The greater oligarchy consists of a number of governors who reign over their respective, semi-autonomous divisions, though military oversight and the pressure from Xetid&#039;s rulers ultimately dictate policy and decision-making. The divisions include a number of regions within both “The Great Basin,” as well as within “The Ring of Fire.”&lt;br /&gt;
&lt;br /&gt;
These governors are primarily tasked with keeping control of their particular divisions, while ultimately providing allegiance to the central government of Xetid’s oligarchy.&lt;br /&gt;
&lt;br /&gt;
Civil unrest and cultural rejection by the native tribesman of various divisions within “The Ring of Fire” have led to a policy of assimilation. Many residents of the mountainous region have been relocated forcefully to designated areas within “The Great Basin.” Often times these designated areas have proven to become labor camps, which likely direct them to work on road-building and mining operations in regions they are not particular native to.&lt;br /&gt;
&lt;br /&gt;
The greater policy of expansionism, while ultimately the ideal goal of Xetid, has been brought to a quick halt through civil unrest in the surrounding mountainous regions. Much of the Tyhinn Empire’s interests are self-containment/stabilization and securing international trade at present.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Empire has since experienced several breakthroughs in discoveries of mineral-rich ore as well as crop production that has led to Tyhinn&#039;s economic growth.  Conflicting views over how to run and plan the fiscal growth of the Empire led to policies that established a confusing [http://en.wikipedia.org/wiki/Mixed_economy mixed economy].  Nationalization of major markets while simultaneously offering a [http://en.wikipedia.org/wiki/Laissez-faire laissez-faire] policy on others (such as opium cultivation) led to a wide-margin fluctuation in exports and growth.&lt;br /&gt;
&lt;br /&gt;
==Economic Growth==&lt;br /&gt;
&lt;br /&gt;
In its infancy as a nation, Tyhinn relied solely on agriculture to build its own community.  As such, the economic growth was small in the beginning, with meager growth to justify the small influx in migration every decade.  However, once iron and gold-rich ore were discovered within the surrounding mountain ranges, the economy soared as the gold rush within the Zarloc Mountains caused the economy to grow tenfold in just under ten years.  As the government of Xetid operated under an ever growing budget, the primary focus immediately turned towards internal security to assure the mineral assets found and mined for remained under the control of Xetid.&lt;br /&gt;
&lt;br /&gt;
The military eventually became the most predominant occupation within the Empire with mandatory conscription lending to the numbers.  With no secure trade routes to be found inland, Jilarlo Kurleiser oversaw the construction and implementation of Tyhinn&#039;s navy along coastlines.  The armada would serve to secure trade and travel across international waters, mostly along the northern coast to where it could be handed off to privately fortified caravans that traveled down threw [[Najjir]] or trade ships that would sail around North-Eastern [[Veth]].&lt;br /&gt;
&lt;br /&gt;
So much of the budget was placed into the military that living conditions, especially outside of The Great Basin, began to quickly deteriorate.  Conditions only became worse under the rule of Dirth Kurleiser, who imposed high tariffs in the Zarloc Mountains as well as the Rogar Peaks to compensate the high costs of military operations in that region.&lt;br /&gt;
&lt;br /&gt;
Despite Tyhinn&#039;s military culture, the power to sustain such a sizable force for such a reasonably young nation is beset entirely on the flow of gold from the Zarloc Mountains.  The military is concentrated purely on internal security and ensuring exports and trade routes remain unobstructed at sea.  The empire&#039;s ability to reclaim the Southlands from Orcish Clans who spilled over from [[Zul Kiras]] are no more a feasibility with the current political conditions, despite the numbers.  Stabilization would also be a major risk of any involved in a border war with any of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Policy of Outsourcing==&lt;br /&gt;
&lt;br /&gt;
As Tyhinn had begun to amass wealth through its mineral discoveries in the mountains, Xetid quickly opened up its policy towards contracting foreign workers, and in some cases, foreign governments, to assist in its own road-making and naval build-up operations.  Ship-builders from [[Secca]] were lured to the Empire to oversee the construction of many ships in its naval fleet.  Blacksmiths that specialize in weapons and armor have been brought in as far away as [[Panguro]].  As such, much of the Empire&#039;s military might has been fortified by contracted, foreign labor through a policy of open-door outsourcing that has led to the economic growth of not only Tyhinn&#039;s economy, but those of foreign lands as well.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Military of Tyhinn is a force of roughly 1/4 of the men and women of the Empire, to include naval forces. The numbers account for just over a third of the overall population, which means most males of military age from the flat lands are generally conscripted into the armed forces of the Tyhinn Empire. &lt;br /&gt;
&lt;br /&gt;
The military of the Tyhinn Empire is comprised of three distinct elements; the standing army of “The Great Basin” and the navy of Tyhinn. &lt;br /&gt;
&lt;br /&gt;
==Navy==&lt;br /&gt;
&lt;br /&gt;
The Tyhinnian navy and armada have proven to retain great control of the coastlines about the charted territories of the Empire. This control of the surrounding seas and coastlines has stabilized both the export and import trade of the Tyhinn Empire, further securing its own economic growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
As many of the pioneers came from various locations amongst the main, charted continent before, “Common” remains the wide-spread, spoken language of the Tyhinn Empire. However, indigenous languages exist, mostly amongst the tribes of the Rogar Peaks in the East. Immigrant languages have also spilled over into various elements of the economy and trades that primarily affect orcs (i.e. construction) and dwarves (i.e. road-building and mining).&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Bloody_Fifth&amp;diff=8008</id>
		<title>The Bloody Fifth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Bloody_Fifth&amp;diff=8008"/>
		<updated>2017-12-05T00:12:41Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Current Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Bloody Fifth Regiment==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the most elite Infantry Regiments in all of Arangoth the Bloody Fifth Regiment is the pride of House Dreth and the vanguard of offensive and defensive operations in the north west ( [[Minkbrantha]] ).&lt;br /&gt;
&lt;br /&gt;
The Fifth is known specifically for several successful campaigns and operations, including the Garrison of Drache during the Civil War.&lt;br /&gt;
&lt;br /&gt;
Their success in combat is attributed to several factors. The soldiers and knights of the Bloody Fifth are fanatical, their entire society revolves around military service and they are indoctrinated in the culture from birth. Those selected as Knights and On-Duty train from age 8 until age 16 before being sent into the regular force. Their reserves are bolstered and lead by tested veterans. Their equipment is top notch. House Dreth commands the unit directly, and all of their children are trained tacticians and strategists.&lt;br /&gt;
&lt;br /&gt;
===Structure===&lt;br /&gt;
&lt;br /&gt;
The Bloody Fifth is comprised of 3 components, Knights, On Duty, and Reserve.&lt;br /&gt;
&lt;br /&gt;
* Knights - Selected from the Active Component. These soldiers have completed the [[Trials of the Sword]] and established themselves as particularly potent leaders or combatants during their training. To be Knighted they must have survived at least one battle. The knights serve as officers, elite guards and, during war, a 100 man cavalry company.&lt;br /&gt;
&lt;br /&gt;
* On Duty - The men and women of the &#039;on duty&#039; component of the Fifth Regiment also must complete the [[Trials of the Sword]], though do not score well enough, or lack the requirements to become a Knight. Instead, they serve for eight years on active duty with the Bloody Fifth. When they are not deployed forward they are routinely training. These professional, elite soldiers make up the bulk of the Fifth&#039;s regular forces. After their eight years of service On Duty soldiers are allowed to retire to the reserve and return home. Though they may stay on duty indefinitely, or until their leadership feels they no longer serve the needs of the unit.&lt;br /&gt;
&lt;br /&gt;
* Reserve - The Reserve component of the Bloody Fifth is scarcely a peasant Army. Comprised of hardened veterans from the On Duty component who have retired, often serving as leaders and trainers, and those who lacked the traits to complete the [[Trials of the Sword]] the reserve can bolster, reinforce, or swell the Fifth&#039;s troop numbers quickly. They train several times per month, including &#039;alert&#039; drills that allow them to maintain their rapid deployment capability. Their equipment, well not quite as modernized as the On Duty soldiers, is often from the most recent generation of equipment issue and by most standards better than the enemies.&lt;br /&gt;
&lt;br /&gt;
===Current Campaigns===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right; border: 1px solid #BBB; margin: .46em 0 0 .2em;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size: 86%; text-align:center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:bufferzone.jpg|450px]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;br /&amp;gt; Geographical Map of The Southlands of the Tyhinn Empire, as divided upon military lines&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Stalwart Serpent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the signing of a treaty between [[Asnerith Dreth]], Sithire of [[Minkbrantha]] and the Tyhenese Empire portions of the Bloody Fifth and the Combined Forces of Minkbrantha are mobilizing to conduct Area Seizure and Defense during the Tyhenese Great Canal construction. This project is estimated to take two or more years and will stretch from the Tyhenese ports of Atholu along the Bay of Tszamoor to the Naval Fort of Tilois along the Inland Sea.&lt;br /&gt;
&lt;br /&gt;
The enemy belligerents in the area consist primarily of the Zul Kiran Orc tribes, however irregulars and special troops from the horse tribes may conduct raid and harassing operations.&lt;br /&gt;
&lt;br /&gt;
Concept of Operations, as written by Sithire Asnerith Dreth&lt;br /&gt;
&lt;br /&gt;
This operation is two phased and simple. The Bloody Fifth Regiment will function as the Command Cell throughout the campaign. During the offensive phase they will provide a Vanguard, demolishing large enemy formations and bypassing smaller units. Following the Fifth will be the Combined Forces of Minkbrantha, which will destroy the bypassed units and secure territory. Once a geographically significant section of land is taken and stabilized we enter phase two, a defensive scheme of maneuver. The Combined Forces of Minkbrantha will set up Observation Posts, Sentries and Roving Patrols to monitor the defensive line. The Bloody Fifth will establish, equip and maintain a Quick Reaction Force capable of maneuvering rapidly to engage and destroy enemies identified by the CFM. The CFM will also utilize engineer to set up fall back positions to the rear of the QRF in order to ensure a hardline of defense should the QRF fail to destroy or degrade enemy forward momentum. We will then return to the offensive phase. Supply will be provided by the Tyhenese, support by the CFM and route security by the Bloody Fifth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Minkbrantha]] [[Category: Government]] [[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Bufferzone.jpg&amp;diff=8007</id>
		<title>File:Bufferzone.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Bufferzone.jpg&amp;diff=8007"/>
		<updated>2017-12-05T00:06:32Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7979</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7979"/>
		<updated>2017-11-30T06:29:34Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Ambassadors to Drache */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell Renata&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
Six &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
===Port Authority===&lt;br /&gt;
&lt;br /&gt;
==Transdarianian Navy==&lt;br /&gt;
&lt;br /&gt;
Lord Admiral Bolk ul-Aduin Luxtire&lt;br /&gt;
&lt;br /&gt;
===Coast Guard===&lt;br /&gt;
&lt;br /&gt;
Captain Casian Verueill&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
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===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
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===[[Pentland]]===&lt;br /&gt;
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Vifrim Hespertide&lt;br /&gt;
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===[[The Tyhinn Empire]]===&lt;br /&gt;
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[[Sajaad Talaes‎‎]]&lt;br /&gt;
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===[[Zul Kiras]]===&lt;br /&gt;
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[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7827</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7827"/>
		<updated>2017-10-22T19:38:12Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Commentaries On Various Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
# Any Violation of Dire-Beast Registration: Imprisonment, Flogging/Whipping, Fines, or Euthanasia of said Dire-Beast&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the government&lt;br /&gt;
# Criminal Negligence: Imprisonment, Flogging/Whipping, and/or Fines payable to the government (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Negligence&#039;&#039;&#039;: Attributable towards the care of others or even the operation of a cart that is steered into people.  This charge is generally in association with the plight of others at the hand of someone who is either not paying attention or doesn&#039;t care.  It is, however, excluded from intentional acts of malice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7826</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7826"/>
		<updated>2017-10-22T19:34:58Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Commentaries On Various Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
# Any Violation of Dire-Beast Registration: Imprisonment, Flogging/Whipping, Fines, or Euthanasia of said Dire-Beast&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the government&lt;br /&gt;
# Criminal Negligence: Imprisonment, Flogging/Whipping, and/or Fines payable to the government (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Negligence&#039;&#039;&#039;: Attributable towards the care of others or even the operation of a cart that is steered into people.  This charge is generally in association with the plight of others at the hand of someone who is either not paying attention or doesn&#039;t care.  It is, however, excluded from intentional acts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7825</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7825"/>
		<updated>2017-10-22T19:33:21Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Lesser Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
# Any Violation of Dire-Beast Registration: Imprisonment, Flogging/Whipping, Fines, or Euthanasia of said Dire-Beast&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the government&lt;br /&gt;
# Criminal Negligence: Imprisonment, Flogging/Whipping, and/or Fines payable to the government (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7824</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7824"/>
		<updated>2017-10-22T19:32:59Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Lesser Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
# Any Violation of Dire-Beast Registration: Imprisonment, Flogging/Whipping, Fines, or Euthanasia of said Dire-Beast&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the government&lt;br /&gt;
# Criminal Negligence: Imprisonment, Flogging/Whipping, and/or Fines payable to the government&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7823</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7823"/>
		<updated>2017-10-21T12:24:19Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Climate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Kingdom of Arangoth&lt;br /&gt;
| image          = Arangoth.jpg&lt;br /&gt;
| alt            = Where did it go??&lt;br /&gt;
| caption        = Arangoth&lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
| capital        = [[Drache]]&lt;br /&gt;
| language1      = [[Arangothek]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = A mix, but mostly Human.&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Menxism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = [[Arlok ul-Dorn|King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
| population     = 200,000+&lt;br /&gt;
| currency       = [[Arangoth#Currency|Currency]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as [[Veth]]. Once a coalition of Grand Duchies, Arangoth eventually united into a kingdom whose military and economic might have made it one of the most influential realms in its part of the world. &lt;br /&gt;
&lt;br /&gt;
The nation has a strong feudal tradition backed by mighty nobles and powerful knights. Its reign extends over many human cities and villages, along with a substantial dwarven population in the province of Ruthmarna, as well as a protectorate over the nation of [[Elvendeep]]. &lt;br /&gt;
&lt;br /&gt;
The powerful South Arangothian city of [[Drache]] recently declared itself independent from the monarch, launching a civil war.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the [[Regency Council]].&lt;br /&gt;
&lt;br /&gt;
==Geographical Features==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right; border: 1px solid #BBB; margin: .46em 0 0 .2em;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size: 86%; text-align:center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:arangothgeography.jpg]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;br /&amp;gt; Geographical Map of Arangoth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:Aranmap.jpg|thumb|Map of Arangoth showing major towns and cities.]]&lt;br /&gt;
&lt;br /&gt;
The kingdom spans as far north as [[Song Deep]], east to the [[Dragonspine Mountains]] and [[Elgaria]], and as far west as [[Arania]].  Its southern coast includes [[Goat Island|Goat]] and [[Shell Island]], ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
&lt;br /&gt;
Much of Veth&#039;s southern peninsula is plagued by an [[Trade Routes (Oceanic)#Southern Oscillation|oscillating, oceanic current]].  The cold waters that are brought up from Alesia, combined with upwelling, influence the local climate in a drastic manner.  While weather systems of this particular latitude are often warm and temperate, the conditions brought up from the deep south cause climate patterns that are more continental by nature.&lt;br /&gt;
&lt;br /&gt;
However, the moderating effects of the ocean ultimately keep weather conditions in the same range as a typical marine climate.  In rare instances, winter storms grip the region, occasionally bringing snow.  Meanwhile, the temperature contrast with the equator fuels harsh winds that have eroded most of [[Kahlahra]]&#039;s landscape to the north.  Moisture is rapidly wicked from the northern borderlands, creating the grassland steppe that exists there today.&lt;br /&gt;
&lt;br /&gt;
In the summer, a coastal sea fog often times affects all of the port cities, such as [[Drache]].  But after the sun rises, the stagnant moisture is rapidly burned off, leading to a spike in radiant heat.&lt;br /&gt;
&lt;br /&gt;
The region as a whole enjoys a good deal of precipitation year-round, save for the north, which is plagued by a rain-shadow effect.  [[Ruthmarna]] also influences the same conditions in-country with its peaks.  At higher elevations, an alpine tundra persists year round.&lt;br /&gt;
&lt;br /&gt;
Further south, towards the coast, heavy rains in the summertime spawn rather productive crop seasons.  Meanwhile, the winter is somewhat drier, but sees its share of rain and - even sometimes - snow that leave the southern part of the country overwhelmed.&lt;br /&gt;
&lt;br /&gt;
==Government and Politics==&lt;br /&gt;
&#039;&#039;Main Article: [[Politics of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. [[AngelSin]] and [[BLKDRAGON]] did not follow this tradition, preferring to rule directly from [[Castle Black]]. After their abdication, [[The Raven]] took over as [[Regent]], though he too soon disappeared. A [[Regency Council]] rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new [[Sithire]] to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
Laws are enforced by the [[Civic Guard]] and trials are carried out by the [[Magistrates of the Crown]]. These and other government appointees form city [[Officials]].&lt;br /&gt;
&lt;br /&gt;
Arangoth is a traditionally feudal nation, with strong nobles that command the loyalty of their vassals and peasants living under their domain.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
The military and police forces of Arangoth consist of the [[Royal Guard]], the [[Border Watch]], and the [[Army of Arangoth|Army]] and [[Navy of Arangoth]].&lt;br /&gt;
&lt;br /&gt;
==Society and Peoples==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a [[Arangothek|language]], a [[Menxism|native religion]], a musical tradition, and a [[Arangothian Calendar|calendar]] to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The [[Arangothian Calendar]] closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of [[Tagrana]] (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the [[Brakerrat]] or rite-of-passage ceremony at age thirteen; the [[Marriage in Arangoth|marriage ceremony]]; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]]. The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]]. An extreme Menxvanic sect which has recently had some impact is the [[Cult of the Silver Flame]], strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
==[[Arangothian Calendar|Calendar]]==&lt;br /&gt;
&lt;br /&gt;
The year AD 2000 is equivalent to the Arangothian year 470. Years are dated traditionally from the founding of the city of [[Tagrana]] on the shores of Song Deep, which was the capital of the Kingdom of Arangoth until the [[The Fall of Old Arangoth|Civil War of the year 415]]. The Arangothian system of numbering years was adopted by several neighboring states at a Council on Dating held on the [[Isles of Myst]] during the reign of King Ware &amp;quot;Sith&amp;quot; of Arangoth. In fact, the council had been arranged to discuss a different kind of dating altogether: namely, how to coordinate blind dates between the youths of different royal and noble families in the region. The delegates considered this a rather thorny issue and were eager for some easy way out. The Arangothian delegate suggested that they interpret the topic of &amp;quot;dating&amp;quot; as instead meaning calendar reform, and in their gratitude the other members of the conference agreed to adopt the Arangothian year. The states involved included [[Rondis]], [[Aslar]], and [[Elvendeep]], all of which observe the same year as Arangoth. &lt;br /&gt;
&lt;br /&gt;
In writing, one would express the date March 25, 465 (the day that [[AngelSin]] claimed the throne of Arangoth) as, &amp;quot;The twenty-fifth day of First Seed in the four hundred and sixty-fifth year from the founding of Tagrana.&amp;quot; The more common shorthand form of this date would written &amp;quot;25. III. 465.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]].  However, the most common religion among native Arangothians is [[Menxism]], which recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]].&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothek]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothek is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothek is written in its own [[The Arangothian Alphabet|distinctive script]].&lt;br /&gt;
&lt;br /&gt;
===Common Names===&lt;br /&gt;
&#039;&#039;Main Article: [[Common Arangothian Names]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Male====&lt;br /&gt;
Kenglith, Marnuth, Alathar, Alfrith, Asproth, Dorn, Bralk, Branth, Sarnem, Ware, Sanglith, Oryan, Fenduth, Huixon, Folvaholk, Kukarek, Arduin, Amurath, Forban, Herbord, Anskar, Gerd, Rafold, Aladar, Donnovath, Sivrian, Perlim, Aritz, Marxion, Rathek, Folvatir. [Recently many parents have also been naming their sons &amp;quot;Kylus,&amp;quot; &amp;quot;Metzen,&amp;quot; and &amp;quot;Bolk,&amp;quot; the last being the closest they can come to pronouncing &amp;quot;BLK.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Female====&lt;br /&gt;
Delvige, Silge, Dekressa, Silmdinth, Serpessa, Sarla, Tarla, Rixte, Palandra, Perlegi, Peraldinth, Pellatgi, Nimpet, Sarlakelet, Thrinda, Lermat, Leptat, Hurnmilve, Gordge, Nistgi, Gessipir, Valknandra, Nedixe, Nepse, Neskessa, Melinxa. [Recently the names &amp;quot;Lex,&amp;quot; &amp;quot;Lixa,&amp;quot; and &amp;quot;Alysia&amp;quot; have also become popular.]&lt;br /&gt;
&lt;br /&gt;
====Surnames====&lt;br /&gt;
Aborod, Anquodire, Appodarod, Aptentrod, Arlothek, Arnak, Blanire, Bobire, Branissod, Brogod, Dabalbire, Daranek, Silad, Senketh, Sallod, Rixtire, Ruthmire, Quarflis, Pinek, Parmilod, Orgod, Pallod, Netrilod, Neserpix, Nerxod, Nelxik, Nege, Flinod, Folvad, Galebrod, Mitrod.&lt;br /&gt;
&lt;br /&gt;
Note: typically a person will take his or her father&#039;s name as a middle name, preceded by the prefix ul-, for example:&lt;br /&gt;
&lt;br /&gt;
Kenglith ul-Alathar Mitrod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Kenglith Mitrod, son of Alathar Mitrod.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Serpessa ul-Fenduth Quarflis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Serpessa Quarflis, daughter of Fenduth Quarflis.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that Arangothian on its most basic level isn&#039;t written in the Latin alphabet but in a script of its own. What that means is that there&#039;s nothing even vaguely &amp;quot;official&amp;quot; about any particular spellings of Arangothian words or names. And K can generally be replaced with C or CK.&lt;br /&gt;
&lt;br /&gt;
And if people are unhappy with the sound of &amp;quot;Arangothian,&amp;quot; it would do no great violence to it to substitute other sounds for those that are objectionable. For example, some individuals pronounce the sound &amp;quot;X&amp;quot; either as &amp;quot;sh&amp;quot; or &amp;quot;zh&amp;quot; whenever it appears in a word or name. It would make just as much sense to write &amp;quot;Menshruc&amp;quot; or &amp;quot;Mengerook&amp;quot; as Menxruk, or &amp;quot;Nadeesha&amp;quot; or &amp;quot;Nedygea&amp;quot; for the feminine name Nedixe. You don&#039;t have to use the names on the list for your character to be an &amp;quot;authentic&amp;quot; Arangothian; there have been plenty of characters with names that don&#039;t appear on this list.&lt;br /&gt;
&lt;br /&gt;
(As a very, very rough rule, male names frequently end in -TH, and female names frequently end in -ESSA if you need to make up a name quickly.)&lt;br /&gt;
&lt;br /&gt;
==Customs and Rituals==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothian Customs and Rituals]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Arangoth, the three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. &lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
There are a number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
All three of the following were composed by [[Feaster]] in midi format. &lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4a/Anthem.mid The Arangothian National Anthem]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4d/Coronation.mid King Arlok&#039;s Coronation March]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/3/3f/Khalar.mid A Khalar Dance]&lt;br /&gt;
&lt;br /&gt;
==Sport==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Grubball]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Grubball]] is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands. The Arangothian Grubball League, or AGL, consists of 16 teams from or around Arangoth, with the [[Isles of Myst]] fielding a team in place of [[Goat Island]] which went bankrupt following the 470 season. A season consists of 30 games in which each team plays each other twice, once at home and once away. Following the 30-game regular season is a postseason playoff. Originally the top two teams played a 5-game series with the winning claiming the Season Championship as well as the Arlok Cup. The winner of the AGL championship goes on to take part in the International Grubball Association, or IGA, playing teams from the surrounding countries. &lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Page: [[Arangothian Currency]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The coins minted in Arangoth are lurinthoons (gold coins), rixtles (silver coins), and quaspins (copper coins). [[Drache]] is a port city that thrives on commerce, so there are almost as many currencies in circulation in Drache as there are foreign visitors to the city. To make transactions easier with this baffling array of coinage, the most common financial unit in Drache is the [[Drachean Bank Crown|Bank Crown]], which is a banking unit used for accounting and moneychanging. Most businesses and even the government in Drache sets values in Bank Crowns, which are then either collected or paid out in various currencies. In Arangoth, the half-rixtle piece, a silver coin, is equivalent to the value of a Bank Crown.&lt;br /&gt;
&lt;br /&gt;
The average resident of the [[Wharf District]] has a &amp;quot;monetary value&amp;quot; of 23 bank crowns; in the [[Red Lantern District]] it&#039;s 14. That&#039;s basically the amount of money these people could get if they sold everything they owned (except very basic things like the clothes off their backs) and combined that with all their cash on hand. These people don&#039;t really have *any* savings and very little property, and would probably be destitute in a week or so without working or stealing. Therefore I&#039;d say that the minimum cost for food and lodgings in Drache for a week is about 15 bank crowns.&lt;br /&gt;
&lt;br /&gt;
==Writing and Printing Methods==&lt;br /&gt;
&lt;br /&gt;
The vellum (sheepskin) scroll is still the most common form of private letter, and is generally wrapped around a thin wooden dowel with a knob on either end, and then tied shut with a string or ribbon. Most letters are sent in small leather pouches tied shut with something resembling a shoelace. However, rag paper is also used for letters, and since it comes in rectangular sheets, it is not rolled but rather folded and closed up into an &#039;envelope&#039; sealed generally with either wax or wheat paste. There is no official postal service in Arangoth, but letter-carriers may be hired cheaply for cross-city communication. It costs rather more to send letters between cities, and there are a couple of companies specializing in this area, such as the [[Mankrastro Courier Service]]. Slates and wax tablets are common where reusable writing surfaces are needed. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;book&amp;quot; in Arangoth does not open to the left and right, but rather to the top and bottom, with the spine oriented horizontally. Library desks thus resemble V-shaped chicken-feeding troughs. These are still mostly made from vellum, and are copied by hand. However, it is probably only a matter of time before such books will be produced using the acid-etching technique on rag paper. Bindings are made either of vellum or leather, with metallic clasps and gilding. Covers are also often painted with miniature paintings of fairly high artistic merit. Books remain extraordinarily expensive. Rumormills and political pamphlets are much cheaper, but must face both the low literacy rate in Drache and a social stigma against reading &amp;quot;trash&amp;quot; literature as opposed to the Arangothian classics. Some rag paper is manufactured locally, and there are a few distinctive [[Drache]] watermarks, such as a bull&#039;s head, and an anchor in a circle. The paper used for [[The Rumormill]] printing and political pamphlets is of very low quality. &lt;br /&gt;
&lt;br /&gt;
Printing images using woodcuts has been known in Arangoth for some time now. However, the procedure of preparing such woodcuts is difficult and time-consuming, and has not been used for written texts. Mostly the technique has been used for producing religious icons, and still is. A few years ago, a new technique for producing printing blocks was developed by an artist in Arania named Nistgi Lakrak. She took zinc plates and coated them with several layers of wax. Into this wax she drew an image with a stylus, leaving the zinc surface exposed there. After she was finished, she placed the zinc into an acidic bath. The acid etched the exposed lines of the drawing into the zinc plate, but did not eat through the areas still covered with wax. Next, the wax was melted off from the plate, and a mirror-image mold was made of a semiporous material the composition of which is still not widely known. This mold was then sanded down (the etched lines were intially of uneven depth) and, once inked, could be used to produce copies on rag paper.&lt;br /&gt;
&lt;br /&gt;
This technique of print-making quickly spread to Drache, where the Rumormill adopted it for reproducing plates covered with writing rather than graphic images. The Rumormill has also innovated by placing the print plates into an adapted wine-press, whereas Nistgi Lakrak had simply weighted down each print with stones. The Rumormill is said to have a dozen such presses in operation.&lt;br /&gt;
&lt;br /&gt;
For a short while the Rumormill monopolized this new technology, but recently it appears that the technique has been learned by other craftsmen in the city. It is estimated that there are between three and five different establishments in the city running presses using the acid-etching technique to reproduce the written word. One such establishment, the Crowned Swan Press, is the first to use the technique to produce entire printed books and offer them for sale. Their offerings include Arangothian classics such as Quarkelet&#039;s [[Dream of the Nine Otherworlds]], Vansilad&#039;s Bestiary, Sangliod&#039;s Compleat Herbalist, The Mirror of Nobility, and The Minstrel&#039;s Companion.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]] [[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Trade_Routes_(Oceanic)&amp;diff=7822</id>
		<title>Trade Routes (Oceanic)</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Trade_Routes_(Oceanic)&amp;diff=7822"/>
		<updated>2017-10-20T21:26:50Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Arangoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Place&lt;br /&gt;
| name             = The Major Global Trade Routes&lt;br /&gt;
| image            = Theworldroutes.jpg&lt;br /&gt;
| alt              = &lt;br /&gt;
| caption          = &lt;br /&gt;
&lt;br /&gt;
| location         = The [[South Sea]], The Long Sea, &amp;amp; The [[Road of the World]]&lt;br /&gt;
| features         = Oceanic Currents/Gyres, Changing Wind Directions, Icebergs, Oscillation, &amp;amp; Cold-to-Warm Water Exchanges&lt;br /&gt;
| resources        = &lt;br /&gt;
| dangers          = Variable climates, sea ice, pirates (along southern routes), sea fog, &amp;amp; cyclones&lt;br /&gt;
| notable_plants   = &lt;br /&gt;
| notable_wildlife = &lt;br /&gt;
| sovereign_nation = &lt;br /&gt;
| colonized_by     =&lt;br /&gt;
| settlement1      = &lt;br /&gt;
| settlement2      = &lt;br /&gt;
| settlement3      =&lt;br /&gt;
| language1        = &lt;br /&gt;
| language2        = &lt;br /&gt;
| language3        =&lt;br /&gt;
| race1            = &lt;br /&gt;
| race2            = &lt;br /&gt;
| race3            = &lt;br /&gt;
| population       = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
Since the age of sail, individual nations have explored the world and traversed the many oceans that interweave it.  As such, the concepts of Trade Winds and Westerlies has led to a greater discovery of oceanic gyres that are formed along these routes.  Each track of swirling sea currents have since been documented and accumulated into four main trade routes.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
As wind direction changes with latitude, oceanic currents interpret the changes into a vortex-like spin on a large scale.  However, the direction of the gyres widely depends on which hemisphere they&#039;re located in.  Ships that set sail from one continent to the next are mostly anchored to these tracks, with the keen exception of sloop-rigged vessels.&lt;br /&gt;
&lt;br /&gt;
==Northern Currents==&lt;br /&gt;
In the north, the currents/routes move clockwise.  This is due to the wind direction just above the equator, which blows from west to east.  As such, the current carries warm equatorial waters up north to [[Panguro]], [[Taopai]], and [[Xiunhai-La]], which influence and moderate the climates in the southern regions as much as possible.  However, when the current runs past the [[Polar Ice Fields]], sea ice is often carried out along the route, turning waters frigid for much of their way back to the northern peninsula  of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
==Southern Currents==&lt;br /&gt;
In the south, currents rotate counterclockwise.  The interchange of wind direction is effectively reversed in this particular hemisphere.  As such, equatorial waters are carried down to [[Bahija]], lending to it&#039;s unusual tropical climate despite the distant latitude in which it&#039;s located.&lt;br /&gt;
&lt;br /&gt;
While the gyre that resides on the eastern half remains relatively moderate in terms of temperature, the [[South Sea]] is ensnared by the presence of sea ice that gets carried up from [[Alesian Imperium|Alesia]].  This, in particular, has a drastic effect on the relative climates that plague the southern peninsula of [[Veth]].&lt;br /&gt;
&lt;br /&gt;
===Southern Oscillation===&lt;br /&gt;
The South Sea is a cold body of water, who&#039;s current is perpetually low in temperature due to it&#039;s isolation along the particular hemisphere it&#039;s located in.  This, in turn, creates the infamous Southern Oscillation that drags sea ice north and creates the frigid waters the heavily weigh in on Veth&#039;s southern coastlines.&lt;br /&gt;
&lt;br /&gt;
=Influence on Veth=&lt;br /&gt;
{| style=&amp;quot;float: right; border: 1px solid #BBB; margin: .46em 0 0 .2em;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size: 100%; text-align:center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:Traderoutes.jpg|400px]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;br /&amp;gt; The 4 Principle Oceanic Gyres&lt;br /&gt;
|}&lt;br /&gt;
Every one of the four major gyres ends up exacting some measure of influence on the central continent.  Warm waters along the eastern coastline create levels of precipitation that make [[Taj Jahan]]&#039;s shores relatively lush.  But due to weak winds along this latitude, the moisture does not get pushed westward easily.  What little rain does move inward generally is captured by the mountains before ever making it to [[Najjir]].&lt;br /&gt;
&lt;br /&gt;
==Peninsulas==&lt;br /&gt;
Due to mostly cold waters reaching the northern and southern peninsulas, aridity dominates both tips to some measure.  However, due to the fact that both tips are generally fed from the east by moisture, the currents mostly affect aquatic life.&lt;br /&gt;
&lt;br /&gt;
Because the waters are lower in temperatures, marine habitats are able to thrive along the western coastlines of either tip.  This is perhaps why population centers dominate the southern half of Veth.  The topography of this region has allowed for adequate trade routes to exist, both on land and by sea.  The northern peninsula does not enjoy the same fruitful climate, nor does it host a terrain friendly to land routes.  As a result, the uninhabited coastlines along the continent&#039;s northern shores host some of the most prosperous environments for marine life.&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
The Southern Oscillation is one of the main reasons that Arangoth experiences semi-seasonal weather for a marine climate.  Cold waters influence the temperature and become exacerbated in winter, when sea ice along [[Alesian Imperium|Alesia]] grows and is subsequently carried upward along Veth.  It isn&#039;t uncommon for snow storms to come off of the [[South Sea]] in the colder months.  This stands in radical contrast to [[Bahija]], which resides at a much lower latitude, yet enjoys tropical weather for most of the year.&lt;br /&gt;
&lt;br /&gt;
[[Category: Geographical Features of Note]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7821</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7821"/>
		<updated>2017-10-20T21:16:23Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Climate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Kingdom of Arangoth&lt;br /&gt;
| image          = Arangoth.jpg&lt;br /&gt;
| alt            = Where did it go??&lt;br /&gt;
| caption        = Arangoth&lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
| capital        = [[Drache]]&lt;br /&gt;
| language1      = [[Arangothek]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = A mix, but mostly Human.&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Menxism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = [[Arlok ul-Dorn|King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
| population     = 200,000+&lt;br /&gt;
| currency       = [[Arangoth#Currency|Currency]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as [[Veth]]. Once a coalition of Grand Duchies, Arangoth eventually united into a kingdom whose military and economic might have made it one of the most influential realms in its part of the world. &lt;br /&gt;
&lt;br /&gt;
The nation has a strong feudal tradition backed by mighty nobles and powerful knights. Its reign extends over many human cities and villages, along with a substantial dwarven population in the province of Ruthmarna, as well as a protectorate over the nation of [[Elvendeep]]. &lt;br /&gt;
&lt;br /&gt;
The powerful South Arangothian city of [[Drache]] recently declared itself independent from the monarch, launching a civil war.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the [[Regency Council]].&lt;br /&gt;
&lt;br /&gt;
==Geographical Features==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right; border: 1px solid #BBB; margin: .46em 0 0 .2em;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size: 86%; text-align:center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:arangothgeography.jpg]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;br /&amp;gt; Geographical Map of Arangoth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:Aranmap.jpg|thumb|Map of Arangoth showing major towns and cities.]]&lt;br /&gt;
&lt;br /&gt;
The kingdom spans as far north as [[Song Deep]], east to the [[Dragonspine Mountains]] and [[Elgaria]], and as far west as [[Arania]].  Its southern coast includes [[Goat Island|Goat]] and [[Shell Island]], ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
&lt;br /&gt;
Much of Veth&#039;s southern peninsula is plagued by an [[Trade Routes (Oceanic)#Southern Oscillation|oscillating, oceanic current]].  The cold waters that are brought up from Alesia, combined with upwelling, influence the local climate in a drastic manner.  While weather systems of this particular latitude are often warm and temperate, the conditions brought up from the deep south cause climate patterns that are more continental by nature.&lt;br /&gt;
&lt;br /&gt;
However, the moderating effects of the ocean ultimately keep weather conditions in the same range as a typical marine climate.  In rare instances, winter storms grip the region, occasionally bringing snow.  Meanwhile, the temperature contrast with the equator fuels harsh winds that have eroded most of [[Kahlahra]]&#039;s landscape to the north.  Moisture is rapidly wicked from the northern borderlands, creating the grassland steppe that exists there today.&lt;br /&gt;
&lt;br /&gt;
In the summer, a coastal sea fog often times floods all of the port cities, such as [[Drache]].  But after the sun rises, the stagnant moisture is rapidly burned off, leading to a spike in relative heat.&lt;br /&gt;
&lt;br /&gt;
The region as a whole enjoys a good deal of precipitation year-round, save for the north, which is plagued by a rain shadow effect.  [[Ruthmarna]] also influences the same conditions in-country with its peaks.  At higher elevations, an alpine tundra persists year round.&lt;br /&gt;
&lt;br /&gt;
Further south, towards the coast, heavy rains in the summertime spawn rather productive crop seasons.  Meanwhile, the winter is somewhat drier, but sees its share of rain and - even sometimes - snow that leave the southern part of the country overwhelmed.&lt;br /&gt;
&lt;br /&gt;
==Government and Politics==&lt;br /&gt;
&#039;&#039;Main Article: [[Politics of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. [[AngelSin]] and [[BLKDRAGON]] did not follow this tradition, preferring to rule directly from [[Castle Black]]. After their abdication, [[The Raven]] took over as [[Regent]], though he too soon disappeared. A [[Regency Council]] rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new [[Sithire]] to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
Laws are enforced by the [[Civic Guard]] and trials are carried out by the [[Magistrates of the Crown]]. These and other government appointees form city [[Officials]].&lt;br /&gt;
&lt;br /&gt;
Arangoth is a traditionally feudal nation, with strong nobles that command the loyalty of their vassals and peasants living under their domain.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
The military and police forces of Arangoth consist of the [[Royal Guard]], the [[Border Watch]], and the [[Army of Arangoth|Army]] and [[Navy of Arangoth]].&lt;br /&gt;
&lt;br /&gt;
==Society and Peoples==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a [[Arangothek|language]], a [[Menxism|native religion]], a musical tradition, and a [[Arangothian Calendar|calendar]] to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The [[Arangothian Calendar]] closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of [[Tagrana]] (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the [[Brakerrat]] or rite-of-passage ceremony at age thirteen; the [[Marriage in Arangoth|marriage ceremony]]; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]]. The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]]. An extreme Menxvanic sect which has recently had some impact is the [[Cult of the Silver Flame]], strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
==[[Arangothian Calendar|Calendar]]==&lt;br /&gt;
&lt;br /&gt;
The year AD 2000 is equivalent to the Arangothian year 470. Years are dated traditionally from the founding of the city of [[Tagrana]] on the shores of Song Deep, which was the capital of the Kingdom of Arangoth until the [[The Fall of Old Arangoth|Civil War of the year 415]]. The Arangothian system of numbering years was adopted by several neighboring states at a Council on Dating held on the [[Isles of Myst]] during the reign of King Ware &amp;quot;Sith&amp;quot; of Arangoth. In fact, the council had been arranged to discuss a different kind of dating altogether: namely, how to coordinate blind dates between the youths of different royal and noble families in the region. The delegates considered this a rather thorny issue and were eager for some easy way out. The Arangothian delegate suggested that they interpret the topic of &amp;quot;dating&amp;quot; as instead meaning calendar reform, and in their gratitude the other members of the conference agreed to adopt the Arangothian year. The states involved included [[Rondis]], [[Aslar]], and [[Elvendeep]], all of which observe the same year as Arangoth. &lt;br /&gt;
&lt;br /&gt;
In writing, one would express the date March 25, 465 (the day that [[AngelSin]] claimed the throne of Arangoth) as, &amp;quot;The twenty-fifth day of First Seed in the four hundred and sixty-fifth year from the founding of Tagrana.&amp;quot; The more common shorthand form of this date would written &amp;quot;25. III. 465.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]].  However, the most common religion among native Arangothians is [[Menxism]], which recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]].&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothek]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothek is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothek is written in its own [[The Arangothian Alphabet|distinctive script]].&lt;br /&gt;
&lt;br /&gt;
===Common Names===&lt;br /&gt;
&#039;&#039;Main Article: [[Common Arangothian Names]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Male====&lt;br /&gt;
Kenglith, Marnuth, Alathar, Alfrith, Asproth, Dorn, Bralk, Branth, Sarnem, Ware, Sanglith, Oryan, Fenduth, Huixon, Folvaholk, Kukarek, Arduin, Amurath, Forban, Herbord, Anskar, Gerd, Rafold, Aladar, Donnovath, Sivrian, Perlim, Aritz, Marxion, Rathek, Folvatir. [Recently many parents have also been naming their sons &amp;quot;Kylus,&amp;quot; &amp;quot;Metzen,&amp;quot; and &amp;quot;Bolk,&amp;quot; the last being the closest they can come to pronouncing &amp;quot;BLK.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Female====&lt;br /&gt;
Delvige, Silge, Dekressa, Silmdinth, Serpessa, Sarla, Tarla, Rixte, Palandra, Perlegi, Peraldinth, Pellatgi, Nimpet, Sarlakelet, Thrinda, Lermat, Leptat, Hurnmilve, Gordge, Nistgi, Gessipir, Valknandra, Nedixe, Nepse, Neskessa, Melinxa. [Recently the names &amp;quot;Lex,&amp;quot; &amp;quot;Lixa,&amp;quot; and &amp;quot;Alysia&amp;quot; have also become popular.]&lt;br /&gt;
&lt;br /&gt;
====Surnames====&lt;br /&gt;
Aborod, Anquodire, Appodarod, Aptentrod, Arlothek, Arnak, Blanire, Bobire, Branissod, Brogod, Dabalbire, Daranek, Silad, Senketh, Sallod, Rixtire, Ruthmire, Quarflis, Pinek, Parmilod, Orgod, Pallod, Netrilod, Neserpix, Nerxod, Nelxik, Nege, Flinod, Folvad, Galebrod, Mitrod.&lt;br /&gt;
&lt;br /&gt;
Note: typically a person will take his or her father&#039;s name as a middle name, preceded by the prefix ul-, for example:&lt;br /&gt;
&lt;br /&gt;
Kenglith ul-Alathar Mitrod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Kenglith Mitrod, son of Alathar Mitrod.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Serpessa ul-Fenduth Quarflis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Serpessa Quarflis, daughter of Fenduth Quarflis.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that Arangothian on its most basic level isn&#039;t written in the Latin alphabet but in a script of its own. What that means is that there&#039;s nothing even vaguely &amp;quot;official&amp;quot; about any particular spellings of Arangothian words or names. And K can generally be replaced with C or CK.&lt;br /&gt;
&lt;br /&gt;
And if people are unhappy with the sound of &amp;quot;Arangothian,&amp;quot; it would do no great violence to it to substitute other sounds for those that are objectionable. For example, some individuals pronounce the sound &amp;quot;X&amp;quot; either as &amp;quot;sh&amp;quot; or &amp;quot;zh&amp;quot; whenever it appears in a word or name. It would make just as much sense to write &amp;quot;Menshruc&amp;quot; or &amp;quot;Mengerook&amp;quot; as Menxruk, or &amp;quot;Nadeesha&amp;quot; or &amp;quot;Nedygea&amp;quot; for the feminine name Nedixe. You don&#039;t have to use the names on the list for your character to be an &amp;quot;authentic&amp;quot; Arangothian; there have been plenty of characters with names that don&#039;t appear on this list.&lt;br /&gt;
&lt;br /&gt;
(As a very, very rough rule, male names frequently end in -TH, and female names frequently end in -ESSA if you need to make up a name quickly.)&lt;br /&gt;
&lt;br /&gt;
==Customs and Rituals==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothian Customs and Rituals]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Arangoth, the three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. &lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
There are a number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
All three of the following were composed by [[Feaster]] in midi format. &lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4a/Anthem.mid The Arangothian National Anthem]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4d/Coronation.mid King Arlok&#039;s Coronation March]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/3/3f/Khalar.mid A Khalar Dance]&lt;br /&gt;
&lt;br /&gt;
==Sport==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Grubball]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Grubball]] is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands. The Arangothian Grubball League, or AGL, consists of 16 teams from or around Arangoth, with the [[Isles of Myst]] fielding a team in place of [[Goat Island]] which went bankrupt following the 470 season. A season consists of 30 games in which each team plays each other twice, once at home and once away. Following the 30-game regular season is a postseason playoff. Originally the top two teams played a 5-game series with the winning claiming the Season Championship as well as the Arlok Cup. The winner of the AGL championship goes on to take part in the International Grubball Association, or IGA, playing teams from the surrounding countries. &lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Page: [[Arangothian Currency]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The coins minted in Arangoth are lurinthoons (gold coins), rixtles (silver coins), and quaspins (copper coins). [[Drache]] is a port city that thrives on commerce, so there are almost as many currencies in circulation in Drache as there are foreign visitors to the city. To make transactions easier with this baffling array of coinage, the most common financial unit in Drache is the [[Drachean Bank Crown|Bank Crown]], which is a banking unit used for accounting and moneychanging. Most businesses and even the government in Drache sets values in Bank Crowns, which are then either collected or paid out in various currencies. In Arangoth, the half-rixtle piece, a silver coin, is equivalent to the value of a Bank Crown.&lt;br /&gt;
&lt;br /&gt;
The average resident of the [[Wharf District]] has a &amp;quot;monetary value&amp;quot; of 23 bank crowns; in the [[Red Lantern District]] it&#039;s 14. That&#039;s basically the amount of money these people could get if they sold everything they owned (except very basic things like the clothes off their backs) and combined that with all their cash on hand. These people don&#039;t really have *any* savings and very little property, and would probably be destitute in a week or so without working or stealing. Therefore I&#039;d say that the minimum cost for food and lodgings in Drache for a week is about 15 bank crowns.&lt;br /&gt;
&lt;br /&gt;
==Writing and Printing Methods==&lt;br /&gt;
&lt;br /&gt;
The vellum (sheepskin) scroll is still the most common form of private letter, and is generally wrapped around a thin wooden dowel with a knob on either end, and then tied shut with a string or ribbon. Most letters are sent in small leather pouches tied shut with something resembling a shoelace. However, rag paper is also used for letters, and since it comes in rectangular sheets, it is not rolled but rather folded and closed up into an &#039;envelope&#039; sealed generally with either wax or wheat paste. There is no official postal service in Arangoth, but letter-carriers may be hired cheaply for cross-city communication. It costs rather more to send letters between cities, and there are a couple of companies specializing in this area, such as the [[Mankrastro Courier Service]]. Slates and wax tablets are common where reusable writing surfaces are needed. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;book&amp;quot; in Arangoth does not open to the left and right, but rather to the top and bottom, with the spine oriented horizontally. Library desks thus resemble V-shaped chicken-feeding troughs. These are still mostly made from vellum, and are copied by hand. However, it is probably only a matter of time before such books will be produced using the acid-etching technique on rag paper. Bindings are made either of vellum or leather, with metallic clasps and gilding. Covers are also often painted with miniature paintings of fairly high artistic merit. Books remain extraordinarily expensive. Rumormills and political pamphlets are much cheaper, but must face both the low literacy rate in Drache and a social stigma against reading &amp;quot;trash&amp;quot; literature as opposed to the Arangothian classics. Some rag paper is manufactured locally, and there are a few distinctive [[Drache]] watermarks, such as a bull&#039;s head, and an anchor in a circle. The paper used for [[The Rumormill]] printing and political pamphlets is of very low quality. &lt;br /&gt;
&lt;br /&gt;
Printing images using woodcuts has been known in Arangoth for some time now. However, the procedure of preparing such woodcuts is difficult and time-consuming, and has not been used for written texts. Mostly the technique has been used for producing religious icons, and still is. A few years ago, a new technique for producing printing blocks was developed by an artist in Arania named Nistgi Lakrak. She took zinc plates and coated them with several layers of wax. Into this wax she drew an image with a stylus, leaving the zinc surface exposed there. After she was finished, she placed the zinc into an acidic bath. The acid etched the exposed lines of the drawing into the zinc plate, but did not eat through the areas still covered with wax. Next, the wax was melted off from the plate, and a mirror-image mold was made of a semiporous material the composition of which is still not widely known. This mold was then sanded down (the etched lines were intially of uneven depth) and, once inked, could be used to produce copies on rag paper.&lt;br /&gt;
&lt;br /&gt;
This technique of print-making quickly spread to Drache, where the Rumormill adopted it for reproducing plates covered with writing rather than graphic images. The Rumormill has also innovated by placing the print plates into an adapted wine-press, whereas Nistgi Lakrak had simply weighted down each print with stones. The Rumormill is said to have a dozen such presses in operation.&lt;br /&gt;
&lt;br /&gt;
For a short while the Rumormill monopolized this new technology, but recently it appears that the technique has been learned by other craftsmen in the city. It is estimated that there are between three and five different establishments in the city running presses using the acid-etching technique to reproduce the written word. One such establishment, the Crowned Swan Press, is the first to use the technique to produce entire printed books and offer them for sale. Their offerings include Arangothian classics such as Quarkelet&#039;s [[Dream of the Nine Otherworlds]], Vansilad&#039;s Bestiary, Sangliod&#039;s Compleat Herbalist, The Mirror of Nobility, and The Minstrel&#039;s Companion.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]] [[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7803</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7803"/>
		<updated>2017-10-06T01:47:10Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Minor Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
# Any Violation of Dire-Beast Registration: Imprisonment, Flogging/Whipping, Fines, or Euthanasia of said Dire-Beast&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7802</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7802"/>
		<updated>2017-10-06T01:44:40Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Commentaries On Various Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
  &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7801</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7801"/>
		<updated>2017-10-06T01:44:05Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Lesser Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Prostitution&#039;&#039;&#039;: Prostitution is legal within the city of Drache with the following exceptions: it is illegal in the Royal Church District, and in public buildings and main streets in the BlkDragon and Merchant&#039;s Square Districts. Prostitutes found plying their trade in these areas will be subject to fines and/or overnight detention. Repeated offenders may be subject to higher fines, longer imprisonment, or flogging.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7800</id>
		<title>Criminal Code of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Criminal_Code_of_Transdariania&amp;diff=7800"/>
		<updated>2017-10-06T01:42:56Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Serious Offenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Punishment of Crimes=&lt;br /&gt;
&lt;br /&gt;
# Punishment is to be decided by the presiding Magistrate and expediently carried out by the Royal Guard.&lt;br /&gt;
# Degree of punishment and length of sentence is left to the discretion of the presiding Magistrate unless specifically decreed otherwise in the commentaries.&lt;br /&gt;
&lt;br /&gt;
=The Degrees of Punishment for Various Crimes=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: The standard mode of execution for those condemned to death is beheading with a sword or axe. The presiding judge at the trial will decide if the execution will be public or private. After the beheading, a wizard from the Royal Guard will disintegrate the corpse, and the remains will be cast into the nearest river. The presiding judge may substitute beheading for another form of execution in special cases where the condemned criminal is of a race that may survive decapitation.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Exile&#039;&#039;&#039;: Any criminal condemned to exile will be carried in chains to the nearest foreign border, or placed on a ship bound for another country. Exiled criminals are not to return to Arangoth under any circumstances on pain of immediate execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mutilation&#039;&#039;&#039;: Though such extreme measures are rarely used any more, they are nevertheless sometimes still necessary to deal with criminals who are not dissuaded from their activities by lesser punishments, or to deal with perpetrators of particularly severe offenses not meriting execution. The judge pronouncing a sentence of mutilation should make this punishment a fitting reminder of the crime. The most common forms of this punishment are branding, the removal of a hand in the case of thieves and forgers, or the removal of a foot in the case of prisoners that have escaped incarceration.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039;: The condemned criminal is sentenced to spend a period of time in confinement determined by the judge at the time of sentencing. The presiding judge must specify the dungeon or prison where the prisoner will be kept, and any special security provisions necessary to prevent escape. If the condemned criminal is of sound body, the judge will also impose a term of compulsory labor so that the criminal may contribute to the improvement of the kingdom. Such sentences may involve work in constructing roads, bridges, or public buildings; draining marshes and building irrigation for farmers; work on Drache&#039;s sanitation crew in keeping the city and its sewers clean; or farming or mining on Crown-owned lands. Criminals sentenced to life imprisonment may be tattooed or branded to permanently mark them as criminals.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Flogging/Whipping&#039;&#039;&#039;: The intent behind this sentence is to punish a criminal for wrongdoing, as well as providing that criminal with scars to serve as a tangible reminder to avoid such illegal activity in the future. The judge determines how many lashes the criminal will receive, and the flogging occurs at dawn on the day following the sentencing. The instrument of flogging is to be either a leather whip or a cane made from swamp reeds; spiked whips and scourges are prohibited.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fines&#039;&#039;&#039;: Fines may be levied as a separate punishment, or in addition to any of the punishments listed above. Fines may be paid directly to the Crown, or given to the victim of a crime (or the victim&#039;s heirs) as restitution. The amount of a fine is the sole discretion of the judge unless otherwise specified elsewhere in this code of laws.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crown Edict&#039;&#039;&#039;: This punishment involves the posting of decrees prominently in all public places. These decrees are to state the name of the criminal, the criminal&#039;s place of origin, occupation (if any), and the crime for which he or she has been convicted, printed in all languages commonly spoken in that part of the kingdom. The Edict is to be read aloud at the time of its posting, and is to remain on display for no less than sixty days after its initial posting. This punishment can be added onto the sentence for any crime, even if it is not specifically listed as one of the customary punishments.&lt;br /&gt;
&lt;br /&gt;
=The First Plaint: Crimes Against the Crown=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# High Treason: Death (See Commentary)&lt;br /&gt;
# Murder of a Crown or Church official: Death&lt;br /&gt;
# Assault upon a Crown or Church official: Death, Exile, Mutilation, or Imprisonment&lt;br /&gt;
# Poisoning of any water supply: Death, Exile, or Mutilation&lt;br /&gt;
# Impersonation of Crown official: Death, Exile, Mutilation, Imprisonment, or Flogging/Whipping&lt;br /&gt;
# Defiling of a holy place: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Forgery of a Crown document: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Malfeasance or Abuse of Crown Authority: Death, Exile, Mutilation, or Imprisonment (See Commentary)&lt;br /&gt;
# Piracy: Death, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Organization of an Unlawful Militant Faction: Death, Exile, Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Grand Theft of any property of the Crown: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Bribery or attempted bribery of any Crown official: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Arson against any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages&lt;br /&gt;
# Unlawful aerial entry into Crown airspace: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Unlawful entry into a Crown harbor: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Obstruction of justice: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Grand perjury: Mutilation, Imprisonment, Flogging/Whipping&lt;br /&gt;
# Tomb/Grave robbery: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft of temple goods or offerings: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Vandalism of any office of the Crown or edifice thereof: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Unlawful membership in a militant faction: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted.&lt;br /&gt;
# Sedition: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Counterfeiting: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to the crown&lt;br /&gt;
# Smuggling: Exile, Mutilation, Imprisonment, Flogging/Whipping and/or Fines payable to the crown (See Commentary)&lt;br /&gt;
# Inciting Violence or a Riot Against Government Officials: Mutilation, Flogging/Whipping, or Death (Depending on Severity)&lt;br /&gt;
# Escaping Incarceration: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Aiding and Abetting a Fugitive: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against the Crown: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful observation or copying of a Crown document: Mutilation, Imprisonment, Flogging/Whipping, Fines payable to Crown, Crown edict against convicted&lt;br /&gt;
# Resisting Arrest: Additional fines and/or an additional term of imprisonment cumulative with other charges incurred.&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Seditious Libel against a Crown or Church official: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted (See Commentary)&lt;br /&gt;
# Drunk and/or disorderly conduct on Crown or Church property: Imprisonment, Flogging/Whipping, Fines payable to Crown, and/or Crown edict against convicted&lt;br /&gt;
&lt;br /&gt;
=The Second Plaint: Crimes Against Citizens=&lt;br /&gt;
&lt;br /&gt;
==Severe Offenses==&lt;br /&gt;
&lt;br /&gt;
# Murder: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Manslaughter: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Rape: Death (See Commentary)&lt;br /&gt;
# Mind Rape: Death, Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Assassination: Death (See Commentary)&lt;br /&gt;
# Hiring of an Assassin: Life Imprisonment (See Commentary)&lt;br /&gt;
# Arson: Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Assault: Exile, Mutilation, Imprisonment, and/or Flogging/Whipping (See Commentary)&lt;br /&gt;
# Forgery: Mutilation, Imprisonment, and/or Flogging/Whipping&lt;br /&gt;
# Slaving: Death, Exile, Mutilation, Imprisonment, Flogging/Whipping, and fines (See Commentary)&lt;br /&gt;
# Kidnapping: Death, Exile, Mutilation, and/or Imprisonment&lt;br /&gt;
# Criminal Use of Magic: Death, Exile, Mutilation, Imprisonment, and/or Fines (See Commentary)&lt;br /&gt;
# Extortion: Death, Exile, Imprisonment, and/or Fines Payable to the Crown (See Commentary)&lt;br /&gt;
# Creation of Undead: Death, Exile, Mutilation, Imprisonment, and/or Restitution for any violated graves or tombs. (See Commentary)&lt;br /&gt;
# Banditry: Death, Exile, Mutilation, Imprisonment, and/or Restitution of damages (See Commentary)&lt;br /&gt;
&lt;br /&gt;
==Serious Offenses==&lt;br /&gt;
&lt;br /&gt;
# Unlawful dueling: Exile, Mutilation, and/or Imprisonment (See Commentary)&lt;br /&gt;
# Theft: Mutilation, Imprisonment, Flogging/Whipping and/or Restitution of damages (See Commentary)&lt;br /&gt;
# Burglary: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of damages&lt;br /&gt;
# Theft or killing of livestock: Mutilation, Imprisonment, Flogging/Whipping, and/or Restitution of Damages&lt;br /&gt;
# Purchasing or Owning of Slaves: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Unlawful Conspiracy: Exile, Imprisonment, and/or Fines payable to the Crown (See Commentary)&lt;br /&gt;
# Aiding and Abetting the Commission of a Severe or Serious Offense Against Citizens: Mutilation, Imprisonment, Flogging/Whipping and/or Fines Payable to the Crown&lt;br /&gt;
# Repetition of any lesser or minor offense against this plaint: Mutilation, Imprisonment, Flogging/Whipping, and/or Fines payable to Crown&lt;br /&gt;
&lt;br /&gt;
==Lesser Offenses==&lt;br /&gt;
&lt;br /&gt;
# Prostitution: Imprisonment, Flogging/Whipping, and/or Fines payable to Crown (See Commentary)&lt;br /&gt;
# Trespassing: Imprisonment, Flogging/Whipping, Fines payable to crown, and/or Crown edict against convicted&lt;br /&gt;
# Damage to property: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted.&lt;br /&gt;
# Unlawful hindrance of business: Imprisonment, Flogging/Whipping, Fines payable to the Crown, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Dangerous operation of a conveyance: imprisonment, Flogging/Whipping, Restitution of damages, and/or Crown edict against convicted&lt;br /&gt;
# Harassment: Imprisonment, Flogging/Whipping, and/or Fines payable to the Crown&lt;br /&gt;
&lt;br /&gt;
==Minor Offenses==&lt;br /&gt;
&lt;br /&gt;
# Excessive noise: Fines payable to the Crown, and/or Flogging/Whipping &lt;br /&gt;
# Drunk or disorderly conduct: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
# Littering: Fines payable to the Crown, Flogging/Whipping, and/or Crown edict against convicted &lt;br /&gt;
&lt;br /&gt;
=Commentaries On Various Offenses=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039;: Assault is defined as inflicting or attempting to inflict bodily harm on another person without provable cause of self-defense. Use of weapons makes this charge into the more grievous one of attempted murder. If the assault causes significant injury to the victim, the charge will be upgraded to Assault and Battery, with correspondingly stiffer penalties. Should a victim of an assault later die from injuries sustained during the assault, the charge will be upgraded to homicide.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banditry&#039;&#039;&#039;: This crime covers all instances of armed robbery, whether it occurs in darkened urban alleys, or in remote corners of the kingdom. It is equally applicable both in instances of robbery of individuals, the raiding of trade caravans, raiding homes and farms in rural areas, and all situations in between. Banditry against Crown officials or Crown property is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Conspiracy&#039;&#039;&#039;: Conspiracy is a planning or agreeing among individuals to do something that amounts to either a Severe or Serious offense under either plaint of the law. No actual deeds need come of this illegal plotting. This charge can be applied if proof exists that two or more persons came to a mutual understanding in some way to participate in an illegal endeavor, that the suspect in question willingly took part in the scheme, and that the suspect entered into the plot knowing that the planned action was unlawful. The punishment for this offense is commensurate with the type of crime that the conspirators aimed to perpetrate. Conspiracy to commit acts that amount to High Treason is a capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Creation of Undead&#039;&#039;&#039;: This law specifically forbids the disgusting practice among certain wizards and priests creating undead minions from the remains of the departed, such as zombies and skeletons. Those that have stolen corpses from cemeteries or tombs to create undead may also be charged with Grave Robbing and/or Defilement of a Holy Place. This offense also covers the practice of stealing corpses or parts of corpses for the creation of golems and other similar creatures, though they are not technically undead.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Criminal Use of Magic&#039;&#039;&#039;: Application of this offense is not limited to magic; it covers psionics and all other similar powers and abilities, supernatural or otherwise, as well. Those possessing powers or abilities beyond those of ordinary beings are bound by a responsibility to use said powers responsibly and judiciously. Those who use such powers irresponsibly, or apply them to criminal ends are subject to prosecution under the law. The punishment for this crime is dependent on the nature of the offense that was committed by means of magic or similar power, and varies accordingly. Generally, this charge is applied in conjunction with other crimes, and can significantly increase the severity of the judge&#039;s sentence. Murder by means of magic is automatically capital offense.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039;: Extortion is the obtaining money, property, or favors from an individual through threats, intimidation, false claim of right (such as impersonating a Crown official), or any other method of compulsion. This crime also covers blackmail, and the practice of outlaws forcing citizens to pay for the &#039;protection&#039; of their person, family, or property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Fencing&#039;&#039;&#039;: This crime covers receiving stolen property, knowingly buying stolen property, moving stolen property from one place to another, and selling stolen property.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Homicide&#039;&#039;&#039;: Killing beyond that of self-defense shall be met by immediate removal from society, placed in the dungeons until a decision by the Court has been fulfilled, with the highest punishment being execution.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039;: Murder is the willful and intentional taking of another sentient life without sufficient justification (i.e., that of self-defense). Anyone convicted of carrying out a premeditated act of murder will be sentenced to death. Anyone convicted of murdering any official of the Crown will be sentenced to death. Anyone convicted of murdering a foreign dignitary, or any representative of a foreign government will be sent to the slain official&#039;s country of origin for punishment. Those that have committed murder in the heat of the moment without any pre-planned intention to commit the crime may be sentenced to a lesser punishment, such as exile or imprisonment.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;: Manslaughter is homicide which occurs without intent to kill, whether it occurs by accident or through careless or negligent behavior. The culpability of the criminal is somewhat less than that of a murderer, but it cannot be excused.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dueling&#039;&#039;&#039;: The custom of dueling is a well-established cultural tradition, and will not be outlawed. Duels to the death are legal with the following provisos: the duel must be agreed upon by both participants beforehand and witnessed by at least one other individual, the duel can not be conducted in public businesses or on public ground, and the winner of the duel is responsible for any property damages incurred during the duel.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;: The heinous profession of committing murder for hire will not be tolerated in Arangoth. Anyone found to have murdered another sentient being in exchange for a promise of payment of any kind will be sentenced to immediate execution. Anyone found guilty of hiring an assassin will be sentenced to life imprisonment, except in cases of regicide, where the additional charge of high treason makes it a capital offense. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malfeasance&#039;&#039;&#039;: Those entrusted by the Crown with a portion of the Royal Authority to discharge certain duties on behalf of the Crown, such as the execution or enforcement of the laws, must at all times remain upright and steadfast in their duties to the Crown and subjects of the Crown. Those found misusing or abusing this authority will most assuredly be dealt with swiftly and harshly. Among the hateful offenses against the solemn duties of the Crown are: accepting of bribes or other such gifts of favors meant to buy influence, embezzlement of Crown funds, use of one&#039;s official authority for the purpose of committing illegal acts, and the use of one&#039;s official authority to conceal crimes or hamper investigations, though these are not the only abuses for which a corrupt official can be tried. All representatives of the Crown are subject to the laws of the land, not above them in any way. Any Crown official convicted of this crime that has not been sentenced to execution or exile will be ineligible to hold any other public position, no matter how minor, for a period of ten years after the end of the term of imprisonment, or after all fines to the Crown have been paid in full, whichever date is later.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Mind Rape&#039;&#039;&#039;: This crime is defined as the invasion of the mind of a sentient being without prior consent through magic, psionics, supernatural abilities, or any other method for the purpose of examining, altering, or destroying memories. Offenses that also fall under the scope of this crime are: establishing an unnatural influence or control over another individual, or infliction of injury to the psyche that reduces the victim to a comatose, vegetative, or idiotic (i.e., mentally retarded) state. The penalties for violating the sanctity of another&#039;s mind are as severe as that of physical violation. Compelling an individual to commit a crime through magical enchantment, psionic domination, or any other similar method is automatically a capital crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Obstruction of Justice&#039;&#039;&#039;: This offense is defined as actions that attempt to interfere with the administration of justice, or the operation of the court system. Obstruction of Justice can include bribing or threatening witnesses, hiding or falsifying evidence, or attempting to bribe or otherwise influence law enforcement agents, judges, or representatives of the Chancellory.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Piracy&#039;&#039;&#039;: As many Arangothians depend on sea commerce in one form or another to make their livelihood, attacks by maritime predators in Arangothian waters are a grave offense that will be handled accordingly. If the crew of a ship is convicted of piracy, the captain and first mate will be put to death, and the rest of the crew will be sentenced to a lengthy prison term. Captured pirate vessels will be auctioned off by the Port Authority to help finance continued anti-pirate actions.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Prostitution&#039;&#039;&#039;: Prostitution is legal within the city of Drache with the following exceptions: it is illegal in the Royal Church District, and in public buildings and main streets in the BlkDragon and Merchant&#039;s Square Districts. Prostitutes found plying their trade in these areas will be subject to fines and/or overnight detention. Repeated offenders may be subject to higher fines, longer imprisonment, or flogging.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Public Endangerment&#039;&#039;&#039;: Although many battle-hardened warriors and experienced veterans frequent Arangoth&#039;s expanse, there are also children, pacifists, and those of lesser physical ability. In this light, public safety must be maintained. Those carrying weapons will be allowed to retain them, as long as they are sheathed or otherwise kept from the intent of being used. No weapons shall be drawn on the following lands: Religious establishments, such as churches and cemeteries, village shops and enclosed businesses, any area of children&#039;s schooling, and places of public gathering, including inns and taverns. Those defying this law shall be approached and asked to put away their weapons. Those persisting will be met with equal force and asked to leave. Repeat offenders will be stripped permanently of their weapons and possibly, depending upon the gravity of the situation, be placed in jail for a determined length of time. This law applies to the effects of magic directed upon someone with ill intent, and can be used in conjunction with the charge of Criminal use of magic.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Rape&#039;&#039;&#039;: Compelling another being to participate unwillingly in a sexual act, whether by physical force, magical or psionic compulsion (see criminal use of magic), or through drugs or potions is a reprehensible offense that has no justification. Rapists neither deserve nor will receive any mercy for such a heinous crime.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Sedition&#039;&#039;&#039;: Similar to, but less than treason, this offense is marked by criminal conduct directed against the Crown, as it aims to disrupt rather than destroy the welfare of the kingdom. Sedition consists of illegal attempts to interfere with the operation of the laws of the kingdom, or to prevent Crown officials from discharging their sworn duties. Offenders will be subject to a punishment befitting the harm done by such interference.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Seditious Libel&#039;&#039;&#039;: Seditious libel is the act of openly spreading falsehood with intent to undermine the authority of the Crown, whether spoken or written. This charge cannot be applied to damaging statements that are true; the libelous words must be false and spoken or written with a malicious intent to damage the reputation of the Crown or Crown officials.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039;: The buying, selling, or bartering of sentient life is not permitted in Arangoth under any circumstances, nor is it permitted for any sentient being to claim ownership of another.&lt;br /&gt;
** Slave Ownership:&lt;br /&gt;
** If a non-Arangothian is found to own a slave that was not purchased in Arangoth, the slave is immediately set free, without compensation to the owner.&lt;br /&gt;
** If an Arangothian is found to own a slave purchased outside of Arangoth, the slave is set free, and the owner will be required to pay a fine equal to twice the purchase price of the slave. For multiple offenses, or citizens owning multiple slaves, the judge can raise the fine or impose a jail term.&lt;br /&gt;
** If a non-Arangothian purchases a slave in Arangoth, the slave is freed, the buyer pays a fine equal to twice the cost of the slave, and the buyer is immediately deported to their country of origin.&lt;br /&gt;
** If an Arangothian citizen purchases a slave in Arangoth, the slave is freed, the buyer pays a fine of three times the purchase price, and may also receive a jail term in addition to the fine. The same increased penalties apply in the case those owning multiple slaves, or citizens convicted of this offense multiple times. Slavery is and has been outlawed for many years in Arangoth, and any Arangothian citizen participating in the slave trade does so with full knowledge that it is a grave offense. &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Slaving&#039;&#039;&#039;: Those vile beings found guilty of dealing in slaves will be dealt with most harshly, and without hope of leniency. Convicted slavers will have all slaves currently in their possession freed, and all their wealth and possessions confiscated. Their possessions will be auctioned off by the Crown, with a portion given to the freed slaves, and the rest placed into a poverty relief fund. The slaver will be condemned to a life of hard labor. Slavers found to have brought slaves in from other lands will also be subject to prosecution for smuggling. Slavers found to have abducted even one free sentient being and sold that being into slavery will be sentenced to death after a period of ten to thirty years&#039; hard labor.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Smuggling&#039;&#039;&#039;: Bringing illegal goods of any kind into Arangoth, or attempting to avoid paying trade duties to Crown customs agents will result in the confiscation of all smuggled goods by the Crown, fines payable to the Crown based on the estimated value of the smuggled goods, and/or exile, mutilation, or imprisonment within the Crown&#039;s dungeons or prisons.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039;: Although well practiced in the back streets and dimly lit underworld of the land, such treachery shall not be tolerated. Those caught stealing shall be dealt with as the crime warrants: small crimes, such as the stealing of bread or change, will be punished by a flogging or a term of imprisonment. Grand theft (the stealing of items of substantial value, including magical property) or repeated violations of this law will be met with harsher penalties, such as lengthy terms of imprisonment or loss of the thief&#039;s hand, marking them forever for their crimes and giving them constant memory of its penalties. Offenders are compelled to return stolen property to its rightful owner upon conviction. Failure to do so (as is often the case with goods that have already been disposed of) will result in fines or seizure of the thief&#039;s property to compensate the victim. If the thief is unable or unwilling to pay this fine, their term of imprisonment will be lengthened accordingly. This charge covers all of the various unlawful methods of separating goods or money from its rightful owner, including pickpocketing, burglary, embezzlement, and fraud.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039;: Crimes committed against the kingdom&#039;s welfare and defense shall be dealt with rapidly and forcefully. Treason consists of betrayal of allegiance to one&#039;s sovereign and Kingdom. High Treason is defined as harming or attempting to harm a Monarch or the appointed Regents of a Monarch, attempting to overthrow a legitimate Monarch. Other treasonous acts include but are not limited to: attempting to secede from the Kingdom or create a new state from Arangothian territory, waging armed rebellion against the Crown, providing aid and comfort to foreign enemies or domestic traitors, deliverance of sensitive military or diplomatic information to a foreign government, or conspiracy to commit any of the aforementioned acts. Convicted traitors will be executed for endangering the safety and welfare of the kingdom.&lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;Vampiric Feeding&#039;&#039;&#039;: Not only the drinking of blood, but the draining of life energies and the consumption of the flesh of a living victim falls under the definition of this law. Feeding from an unwilling, unconscious, or charmed subject makes the vampire subject to extermination by any law enforcement agent of the Crown, or by any of the hunters of the undead that are found throughout the land. Those willingly feeding a vampire or demon in such a fashion will be subject to prosecution for aiding and abetting a fugitive.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7799</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7799"/>
		<updated>2017-10-06T00:16:07Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Armsman/Spellcaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of [[the Bloody Fifth]], or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
Alinar Quifel&amp;lt;br /&amp;gt;&lt;br /&gt;
Xadim Purok&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7798</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7798"/>
		<updated>2017-10-06T00:15:55Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Arms-Corporal/Spell-Corporal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of [[the Bloody Fifth]], or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alinar Quifel&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xadim Purok&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7797</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7797"/>
		<updated>2017-10-06T00:15:25Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Armsman/Spellcaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of [[the Bloody Fifth]], or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alinar Quifel&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xadim Purok&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7763</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7763"/>
		<updated>2017-09-23T23:22:43Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Armsman/Spellcaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of [[the Bloody Fifth]], or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7762</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7762"/>
		<updated>2017-09-23T23:22:24Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Arms-Recruit/Spell-Recruit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Briar Elizabeth&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=[[Minkbrantha]]=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of [[the Bloody Fifth]], or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Floxod Uzzo, representing the farmers &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lady Chancellor &#039;&#039;(Tespin Gostnairod)&#039;&#039; - Melinxa ul-Huixon Ruthmire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Senkessa Silak|Senkessa ul-Alaford Silak]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7474</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7474"/>
		<updated>2017-08-02T23:36:16Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* BlkDragon Inn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=Minkbrantha=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
==Law and Justice==&lt;br /&gt;
&lt;br /&gt;
[[Minkbrantha]] is feudal and ruled by martial law. Any officer of the Bloody Fifth, or of a bannerman to house Dreth, may impose the will of the Lord to which they are subordinate. The family Dreth and the Officers of the Fifth, however, are the highest authority.&lt;br /&gt;
&lt;br /&gt;
All personages of [[Minkbrantha]] and anyone within the territory are subject to the rule and whim of the Crown. Foreign Nobles will, of course, be granted courtesy.&lt;br /&gt;
&lt;br /&gt;
For the benefit of visitors a list of offenses that result in death or worse are listed here:&lt;br /&gt;
&lt;br /&gt;
* Treason - Drawn &amp;amp; Quartered, no Burial Authorized, Corpse Displayed&lt;br /&gt;
* Rape - Flayed and Burned Alive&lt;br /&gt;
* Murder - Mercifully Beheaded&lt;br /&gt;
* Carnal Knowledge - Death by Crucifixion &lt;br /&gt;
* Murder of a Wild Wolf - Death by Animal Consumption&lt;br /&gt;
* Duels are encouraged and unpunished.&lt;br /&gt;
* Trial by combat is always an option, except in the cases of Rape and Carnal Knowledge.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - &#039;&#039;Vacant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Dietrich von Grafsburg &amp;lt;br /&amp;gt;&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Supplier: [[Naomi]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
His Excellency, Marquis [[Ra`el Saelynn]]&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
[[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vilfrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Laws_of_Transdariania&amp;diff=7472</id>
		<title>Laws of Transdariania</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Laws_of_Transdariania&amp;diff=7472"/>
		<updated>2017-08-02T16:26:05Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Edict 25 - The Bounty Hunters of Arangoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the governing edicts of [[Drache]], that have held since the days of [[BLKDRAGON]] and the [[Regency Council]]. It should be noted that these are not the same as the channel rules, rather these laws apply to characters residing in the part of [[Arangoth]] governed by the [[Sithire]], not to players themselves.&lt;br /&gt;
&lt;br /&gt;
=Edict 0 - Support of the Empire=&lt;br /&gt;
&lt;br /&gt;
1. No one shall act in a way that harms the Kingdom, the Reigning Monarchs, the heirs of the Monarchs, their inheritance, or any royally appointed official. Let no rule stand against this edict, nor any heart stray from its intent.&lt;br /&gt;
&lt;br /&gt;
●    A. This edict supersedes Jurisdiction.&lt;br /&gt;
&lt;br /&gt;
●    B. Not even the Reigning Monarchs are above the reach of this edict. The Reigning Monarch risks forfeiting his or her Crown and life if the actions of said Monarch endanger the welfare of the kingdom through incompetence or maliciousness, or if the Monarch fails to honor and uphold the rights and privileges granted to the [[Northern Arangothian Estates]], the Sithire of [[Southern Arangoth]], and the Elders of the [[Sresar Vale]].&lt;br /&gt;
&lt;br /&gt;
●    C. The heir of the Monarchs is selected by the Royal House according to its own rules. &lt;br /&gt;
&lt;br /&gt;
=Edict 1 - Jurisdiction=&lt;br /&gt;
&lt;br /&gt;
1. Except as noted in the previous edict the Jurisdiction of these laws shall be the Kingdom and all occurrences within it.&lt;br /&gt;
&lt;br /&gt;
2. The Jurisdiction of these laws includes any lands within the borders of the Kingdom, any protectorate states, and any other states in which jurisdiction is extended by treaty.&lt;br /&gt;
&lt;br /&gt;
3. The Jurisdiction of any appointed judge will be limited in scope by their appointment which will include limits on range and activities.&lt;br /&gt;
&lt;br /&gt;
4. Upon the commencement of any investigation of an Imminent Danger to the Kingdom a notification and report must be sent to the Monarchs immediately.&lt;br /&gt;
&lt;br /&gt;
5. Except as explicitly noted, no judge will be given jurisdiction over occurrences outside of the borders of the Kingdom, except for the actions of Crown officials abroad, and when granted jurisdiction to try an Arangothian citizen by the rulers of the land in which the crime took place.&lt;br /&gt;
&lt;br /&gt;
=Edict 2 - The Kingdom=&lt;br /&gt;
&lt;br /&gt;
1. The Kingdom consists of all territory claimed by the Monarchs or their servants.&lt;br /&gt;
&lt;br /&gt;
2. The Kingdom may claim territory anytime, anywhere. This will be done only by orders of the Monarch. The Monarchy will make reasonable attempts to notify any inhabitants of the territory but failure to notify will not be cause to rescind the claim.&lt;br /&gt;
&lt;br /&gt;
=Edict 3 - Regents of the Crown=&lt;br /&gt;
&lt;br /&gt;
1. Monarchs of the Kingdom may appoint a Regent to govern in their stead at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
2. Regents may be appointed by the Crown&#039;s [[Privy Council]] upon the death of a Monarch if the heir to the throne is not yet old enough to rule.&lt;br /&gt;
&lt;br /&gt;
3. Regents shall enjoy plenary power over all policy, both foreign and domestic, and may use any legislative, judicial, or executive power that normally rests in the hands of the Reigning Monarch. Regents may use whatever means they decide proper to protect Arangoth and its citizens.&lt;br /&gt;
&lt;br /&gt;
4. Regents may be appointed to rule the Kingdom in times of absence of an heir of legitimate blood until such an heir can be found.&lt;br /&gt;
&lt;br /&gt;
5. Regents of the Crown may be removed from office by the Monarch that appointed them, by the heir of said Monarch upon reaching the age of ascendance prescribed by tradition (reckoned from the date of the heir apparent&#039;s [[Brakerrat]]), or at any point thereafter in which the heir assumes full control of the kingdom. In the case of Point 4, once a suitable heir is found, the appointed Regent will turn Royal Authority over to the new heir.&lt;br /&gt;
&lt;br /&gt;
6. Regents of the Crown are to be held to the same standards of upright conduct as rightful Monarchs, and treasonous or tyrannical behavior will be punished under the law with a swift death. &lt;br /&gt;
&lt;br /&gt;
=Edict 4 - The Sithire=&lt;br /&gt;
&lt;br /&gt;
1. A Sithire appointed by the Monarch or the appointed Regent thereof shall be the governing agent of [[Transdariania]] and [[Arania]], with all the traditional authorities of provincial governors over internal affairs.&lt;br /&gt;
&lt;br /&gt;
2. The Crown (including all agents and ministers thereof) is forbidden from seizing property, imprisoning citizens, or punishing citizens within the territory under the Sithire&#039;s administration outside of the established legal system.&lt;br /&gt;
&lt;br /&gt;
3. The Crown may not levy or raise taxes in Transdariania and Arania without the consent of the Sithire. And reciprocally, that the Sithire may not raise taxes or levy new taxes within its domains without the consent of the Crown.&lt;br /&gt;
&lt;br /&gt;
4. The Crown grants the Sithire the authority to make agreements with other nations insofar as it applies to maritime trade. The Sithire may also negotiate provisional treaties with other nations, subject to the subsequent ratification of the Crown.&lt;br /&gt;
&lt;br /&gt;
5. The Southern provinces of Arania and Transdariania will be allowed to keep their current code of laws, legal rights and privileges, magistrates, and court structure. Any citizen arrested in the southern provinces is to be tried under Southern Law, while any citizen arrested in the north is to be tried under Northern Law.&lt;br /&gt;
&lt;br /&gt;
6. The Crown (including all agents and ministers thereof) is forbidden from extraditing citizens to foreign courts from the provinces of Transdariania and Arania.&lt;br /&gt;
&lt;br /&gt;
7. The reigning Monarch will reside in [[Drache]] not less than four months out of the year. In addition, the Monarch will grant a personal audience to the Sithire not less than once per year.&lt;br /&gt;
&lt;br /&gt;
8. The Sithire will be allowed to maintain control over the [[Royal Guard]], the [[Border Watch]], and all such similar law enforcement agencies in the areas formerly under the [[Regency Council]]&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
9. There will be no internal tariffs laid for transporting goods from one part of the kingdom to another, nor tolls impeding the travel of persons between Transdariania and Arania and the rest of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
10. The provision of the Currency Decree of 469 that decrees that foreign currency will not be deemed legal tender within the borders of [[Arangoth]] does not apply within the city limits of Drache so as not to hinder commerce. All currencies currently accepted in payment of taxes, duties, tolls, fines, etc. will continue to be accepted as before, on the basis of the weight of the precious metals.&lt;br /&gt;
&lt;br /&gt;
11. The reigning Monarch recognizes that he is held bound by this agreement as he is by the oath given to the [[Northern Arangothian Estates]], and the Monarch risks the forfeiture of life and crown for violating them.&lt;br /&gt;
&lt;br /&gt;
12. The Sithire is in all ways subject to the laws of the Kingdom, subject to audit by the Crown or the lawfully appointed agents thereof, is in no way immune from prosecution for abuses of authority or violation of the law.&lt;br /&gt;
&lt;br /&gt;
=Edict 5 - The Office of the Lord Chancellor=&lt;br /&gt;
&lt;br /&gt;
1. The Lord Chancellor is the supreme executor of Royal judicial authority in the Southern provinces of [[Arangoth]], and the administrator of the [[Royal Chancellery]]. The Lord Chancellor is appointed by the Reigning Monarchs or appointed [[Regent|Regents]] thereof, and is to be periodically reviewed for reappointment or replacement. The Lord Chancellor has full authority over the Royal Chancellery and the operations of the legal system in the provinces of [[Transdariania]] and [[Arania]].&lt;br /&gt;
&lt;br /&gt;
2. The Royal Chancellery is responsible for:&lt;br /&gt;
&lt;br /&gt;
●    A. Hearing cases and passing sentence.&lt;br /&gt;
&lt;br /&gt;
●    B. Prosecuting criminal cases for the Crown.&lt;br /&gt;
&lt;br /&gt;
●    C. Issuing warrants of arrest (commonly referred to as the Bounty List).&lt;br /&gt;
&lt;br /&gt;
●    D. Hearing applications for citizenship.&lt;br /&gt;
&lt;br /&gt;
3. The Lord Chancellor and his Office are given power to audit the [[Royal Guard]], the [[Border Watch]], and the Courts at the behest of the Crown or the [[Sithire]]. It may audit the Sithire or the Sithire&#039;s [[Privy Council]] at the behest of the Crown. It may audit the Crown Itself at the behest of the two of the following three governing entities: the Sithire of [[Southern Arangoth]], the Elders of the [[Sresar Vale]], or the [[Northern Arangothian Estates]] for the reasons specified above in Edict 0. &lt;br /&gt;
&lt;br /&gt;
=Edict 6 - The Magistrates=&lt;br /&gt;
&lt;br /&gt;
1. Shall be appointed by the [[Lord Chancellor]] by the Chancellor&#039;s criteria, which at the minimum shall require a Magistracy certificate from the [[Royal University]] or equivalent demonstration of legal aptitude.&lt;br /&gt;
&lt;br /&gt;
2. Shall be empowered to hear both criminal and civil cases at any time and in any place under the Royal Chancellery&#039;s jurisdiction.&lt;br /&gt;
&lt;br /&gt;
3. Are empowered to hear appeals of verdicts rendered in vorfonek (lordly) courts.&lt;br /&gt;
&lt;br /&gt;
4. May act as advocates for the Crown in cases tried before the Lord Chancellor or the Monarchs.&lt;br /&gt;
&lt;br /&gt;
5. Appeals will be heard by the Lord Chancellor, or by a High Court consisting of not fewer than three magistrates. The Lord Chancellor&#039;s verdicts are subject to appeal before the Crown. &lt;br /&gt;
&lt;br /&gt;
=Edict 7 - The Privy Council=&lt;br /&gt;
&lt;br /&gt;
1. The [[Sithire]] shall appoint a Privy Council to advise him or her, and assist in the duties of governing the southern Provinces. Council members serve at the Sithire&#039;s pleasure, until resignation, retirement, or dismissal.&lt;br /&gt;
&lt;br /&gt;
2. The Privy Council shall include seats for the [[Lord Protector]], [[Lord Admiral]], [[Lord Treasurer]], [[Lord Foreign Secretary]], [[Lord Privy Seal]], [[Prelate of Honor]], and [[Scholar Preeminent]].&lt;br /&gt;
&lt;br /&gt;
3. The Lord Chancellor shall have a seat on the Privy Council, though the office of the Chancellor is not subject to the Sithire, but to the Crown.&lt;br /&gt;
&lt;br /&gt;
4. The Sithire may appoint other advisers without portfolio as he or she sees fit to the Privy Council, but they are not eligible to draw stipend from the [[Royal Treasury]]. Said advisers shall be compensated from the Sithire&#039;s private purse, or provide their counsel without compensation.&lt;br /&gt;
&lt;br /&gt;
=Edict 9 - The Lord Treasurer=&lt;br /&gt;
&lt;br /&gt;
1. The Lord Treasurer shall be appointed by the [[Sithire]] to oversee the [[Royal Treasury]] and [[Royal Archives]], and advise the Sithire in financial matters.&lt;br /&gt;
&lt;br /&gt;
2. The Royal Treasury:&lt;br /&gt;
&lt;br /&gt;
●    A. Assesses, collects, and counts royal tax revenues.&lt;br /&gt;
&lt;br /&gt;
●    B. Guards and keeps record of all royal revenues such taxes, duties, fines, tolls, revenue from Crown lands, etc.&lt;br /&gt;
&lt;br /&gt;
●    C. Disburses royal funds for all official uses.&lt;br /&gt;
&lt;br /&gt;
3. The Royal Archives:&lt;br /&gt;
        &lt;br /&gt;
●    A. maintains a record of citizens of the Kingdom.&lt;br /&gt;
        &lt;br /&gt;
●    B. maintains a record of natural born citizens who have undergone the ritual of the Brakerrat and are thus considered adults by law.&lt;br /&gt;
        &lt;br /&gt;
●    C. Maintains a record of births, marriages, and deaths, insofar as it is possible to maintain an accurate list.&lt;br /&gt;
        &lt;br /&gt;
●    D. Maintains records of property ownership and property transactions.&lt;br /&gt;
        &lt;br /&gt;
●    E. Keeps copies of all royal proclamations and other public documents on file.&lt;br /&gt;
&lt;br /&gt;
=Edict 11 - The Lord Protector=&lt;br /&gt;
&lt;br /&gt;
1. The Lord Protector is [[Southern Arangoth]]&#039;s supreme official in charge of internal law enforcement, and highest officer in the [[Royal Guard]], [[Border Watch]], and [[Royal Militia]]&#039;s chain of command. The Lord Protector is appointed by the [[Sithire]] of Southern Arangoth, and is to be periodically reviewed for reappointment or replacement.&lt;br /&gt;
&lt;br /&gt;
2. The Lord Protector and his staff are legislated the following powers:&lt;br /&gt;
        &lt;br /&gt;
●    A. Administrative authority over the Royal Guard, Border Watch, and the Royal Militia.&lt;br /&gt;
        &lt;br /&gt;
●    B. Command over a standing peacetime army.&lt;br /&gt;
        &lt;br /&gt;
●    C. The ability to appeal the decisions of the Lord Chancellor in regards to punishment of officers of the above institutions to the Crown.&lt;br /&gt;
        &lt;br /&gt;
●    D. The option of assuming direct control over any of the above institutions with the Sithire&#039;s consent.&lt;br /&gt;
&lt;br /&gt;
3. The Lord Protector and his staff are legislated the following restrictions:&lt;br /&gt;
        &lt;br /&gt;
●    A. Any requests for funding exceeding the amount of 1000 Bank Crowns must be ratified by the Sithire.&lt;br /&gt;
        &lt;br /&gt;
●    B. The standing peacetime army is not to exceed 100 individuals without the consent of the Reigning Monarchs. This standing army will oversee the training of the citizen militia in peacetime, and raise, equip, and serve as officers for the militia in times of crisis.&lt;br /&gt;
&lt;br /&gt;
=Edict 12 - The Royal Guard=&lt;br /&gt;
&lt;br /&gt;
The [[Royal Guard]] is charged with enforcing the laws of the kingdom, protecting the citizenry, and maintaining the peace in all cities, towns, and villages throughout the kingdom. Fealty to the Crown shall be unwavering. The Nobility of [[Arangoth]] in no way has any authority to command guardsmen. The members of the Royal Guard are subject only to the orders of their superior officers, the Crown, or the appointed [[Regent|Regents of the Crown]]. Members of the Guard found breaking the laws rather than upholding them will be relieved of their duties and prosecuted like any other citizen.&lt;br /&gt;
&lt;br /&gt;
1. The Royal Guard protects the citizens and Crown officials.&lt;br /&gt;
&lt;br /&gt;
2. The Royal Guard is responsible for enforcement of the laws.&lt;br /&gt;
&lt;br /&gt;
3. Code of conduct of the Royal Guard:&lt;br /&gt;
&lt;br /&gt;
●    A. The Royal Guard shall act with courtesy to everyone, supporting proper etiquette, an attitude of presentation to the land, with pride, self-control, and the acceptance of ill-mannered behavior with grace. Social customs shall be followed to the best of ability, indifferent to friends and strangers alike, including the following:&lt;br /&gt;
&lt;br /&gt;
●    B. The Royal Guard will speak tactfully, with thought into his conflicts, not to begin an argument when unneeded.&lt;br /&gt;
&lt;br /&gt;
●    C. The Royal Guard will behave with dignity, refraining from emotional outbursts, excessive eating and drinking, foul language in public, and other acts with might upset the reputation of the Royal Guard.&lt;br /&gt;
&lt;br /&gt;
●    D. The Royal Guard must remain well-groomed and well-dressed at all times. Royal Guard uniform for the warrior consists of issued armor, with a black tunic over or under (dependent on armor type), and a weapon at the belt. Mages are expected to wear robes specifically for them or the tunic and breeches combination of Armsmen. The symbol of the Royal Guard will be worn at all times. A gray cloak is issued with a steel pin that denotes the rank of the Royal Guard upon it.&lt;br /&gt;
&lt;br /&gt;
●    E. The Royal Guard will wear the badge of the Royal Guard at all times, on the breast, at the collar, or on the belt. This badge consists of a dragon carved from obsidian, cradled between a gold hand and a silver hand, representing the hands of the Royal Guard protecting the symbol of Arangoth. &lt;br /&gt;
&lt;br /&gt;
=Edict 22 - Concerning Extraordinary Methods of Imprisonment=&lt;br /&gt;
&lt;br /&gt;
Extraordinary means may be taken in the case of criminals of an extremely dangerous nature. The [[Royal Guard]] may, at the option of the commanding officers, enact such defensive measures as:&lt;br /&gt;
&lt;br /&gt;
1. Chemical or magical sedation&lt;br /&gt;
&lt;br /&gt;
2. Containment in cells with magically-electrified bars&lt;br /&gt;
&lt;br /&gt;
3. Physical restraint with ropes, chains, or shackles&lt;br /&gt;
&lt;br /&gt;
4. Containment in temporal stasis fields - This is only used in the case of criminals awaiting trial. While in the state of stasis, the subject remains frozen in a moment of time. Years of confinement may seem to take no longer than the blink of an eye. For this reason, it is not a practical punishment for convicted criminals, as it takes away the punitive effect of incarceration.&lt;br /&gt;
&lt;br /&gt;
5. Use of Mage Collars and Psi Dampeners - Both of these devices are very similar in form and function, in that they prevent prisoners from using magic or psionic abilities. Both take the form of reinforced metal collars, with a number of thin triangular blades resting vertically against the inside of collar. The Mage Collar is made from the same strange alloy and imbued with the same enchantments as the Guard&#039;s null-magic shackles, and like the shackles, it prevents the prisoner from using magic, and also prevents anyone else from using magic upon the prisoner. The Psi Dampener is a metal collar set with pieces of a crystalline substance mined in [[Ruthmarna]] which has the effect of shielding the mind from psionic powers, as well as preventing the wearer from using any psionic abilities. Both collars have three separate locks which must all be unlocked to remove the collar. Attempts to tamper with the collar will activate magically-implanted defenses: the blades on the inside of the collar will fold out into a horizontal position, cutting into the neck of the wearer. At the same time, the collar will begin to magically constrict. If tampering attempts are not ceased very quickly, the collar may very well decapitate its wearer.&lt;br /&gt;
&lt;br /&gt;
6. Use of geas enchantments on individuals sentenced to labor to prevent them from escaping during their period of labor.&lt;br /&gt;
&lt;br /&gt;
7. The Guard may use whatever means they deem necessary to hold suspected criminals until their time of trial, or to incarcerate convicted criminals so long as the methods do not amount to torture. The Guard is free to devise new security measures for the keeping of prisoners as they see fit. &lt;br /&gt;
&lt;br /&gt;
=Edict 23 - Concerning Investigation of Crimes, and the Interrogation of Suspects=&lt;br /&gt;
&lt;br /&gt;
1. After arresting a being suspected of a crime, the [[Royal Guard]] has full authority to search the home and property of the suspect for evidence. The Royal Guard may only seize items that have a direct connection to the investigation at hand. If evidence of other criminal activity beyond that of which the suspect is already accused is discovered, it may be seized as well.&lt;br /&gt;
&lt;br /&gt;
2. The Royal Guard may use magic, psionics, or similar means to aid in investigations and interrogations as long as any powers used on the suspect do not cause any permanent damage to the suspect&#039;s mind.&lt;br /&gt;
&lt;br /&gt;
3. Torture is forbidden as a method of interrogation or punishment, except in cases of High Treason. If torture is used to extract a confession in cases of High Treason, the confession is not immediately admissible evidence. The suspect must be questioned again 48 hours later while not under torture or threat of torture. If the suspect repeats the confession, it is considered valid. If the suspect does not repeat the confession, it is considered invalid. No suspect can be subjected to torture more than once every thirty days.&lt;br /&gt;
&lt;br /&gt;
4. The Guard may not attempt to extract confessions by withholding food or water from the suspect. All suspects must receive sufficient food and drink to sustain them until the time of their trial. Injured or ill suspects must receive medical attention sufficient to sustain them until the time of their trial. &lt;br /&gt;
&lt;br /&gt;
=Edict 25 - The Bounty Hunters of Arangoth=&lt;br /&gt;
&lt;br /&gt;
1. All Bounty Hunters operating within the boundaries of the Kingdom must be licensed by the [[Royal Guard]]. Licenses may only be issued by the Captain of the Guard, or by an Arms-Commander or Spell-Commander.&lt;br /&gt;
&lt;br /&gt;
2. Bounty Hunters are only allowed to pursue bounties on criminals for whom an official arrest warrant has been issued. Such lists are published weekly, and are obtainable at the Guardhouse and the Chancellery. Licensed Bounty Hunters are not to take foreign or private bounties for any reason.&lt;br /&gt;
&lt;br /&gt;
3. Bounty hunters crossing into [[Arangoth]] after bounties posted in other nations, if caught, are subject to several harsh charges if they do not contact the proper authorities upon arrival upon Arangothian soil. Any foreign bounty hunter must present himself or herself to the Captain or the Royal Guard, and provide the Guard with all relevant official documentation about the hunter&#039;s mission in Arangoth. The Captain of the Guard has the final discretion to permit or refuse the request. Illegal Bounty hunters are definitely subject to prosecution for Kidnapping and Obstruction of Justice. Charges for Impersonation of a [[Officials|Government Official]], Forgery of a Crown Document, and Disobedience or Disrespect of any Crown official may also be applied.&lt;br /&gt;
&lt;br /&gt;
4. A bounty hunter must produce the proper papers, and just for the sake of being thorough, they will have a nearly impossible to forge silver seal of the guard upon it. It will state that the person is a bounty hunter licensed by the realm.&lt;br /&gt;
&lt;br /&gt;
5. All Bounty Hunters are subject to all the laws of the Kingdom, save those which directly apply to apprehending and subduing wanted criminals. Damages caused in the process of catching criminals are the responsibility of the Bounty Hunter to pay.&lt;br /&gt;
&lt;br /&gt;
6. Bounty Hunters will defer to Royal Guards, Judges, the [[Lord Chancellor]], and the [[Army of Arangoth]] if a conflict of interests arises. Bounty Hunters may be called upon at any time to assist members of the Royal Guard in apprehending or subduing criminals.&lt;br /&gt;
&lt;br /&gt;
7. Anyone providing information that leads to the arrest and conviction of a bountied criminal will receive a reward of fifty percent of the bounty for arresting the fugitive.&lt;br /&gt;
&lt;br /&gt;
8. Bounty Hunters will be monitored and checked up upon by the Royal Guard annually. The Captain of the Guard may suspend or revoke any Bounty Hunting license at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
=Edict 30 - The Arangothian Port Authority=&lt;br /&gt;
&lt;br /&gt;
1. Shall be under the authority of the Lord Admiral.&lt;br /&gt;
&lt;br /&gt;
2. It is the duty of the Port Authority to stop and inspect any ships attempting to enter any Arangothian port or harbor.&lt;br /&gt;
&lt;br /&gt;
3. The Port Authority is to examine any documentation carried aboard the ship, and may question the ship&#039;s captain or any crew member about the vessel&#039;s place of origin, cargo, and other such relevant subjects before deciding whether or not to allow the ship to dock.&lt;br /&gt;
&lt;br /&gt;
4. The Port Authority has the authority to search any and all vessels in Arangothian ports suspected of smuggling. The Port Authority is responsible for assessing the value of all imported cargoes and collecting the appropriate import duties.&lt;br /&gt;
&lt;br /&gt;
5. The Port Authority has the authority to refuse any vessel the right to dock in an Arangothian port, or to expel ships connected to criminal activity. Those refusing to submit to boarding and examination of papers by the Authority will be subject to expulsion from the harbor, and possibly destruction by any present harbor defenses or vessels of the [[Royal Navy]].&lt;br /&gt;
&lt;br /&gt;
6. The Port Authority is responsible for carrying out investigations of ships suspected of piracy and/or smuggling. The Port Authority may request the help of the Royal Guard in such investigations if necessary. The findings of such investigations are to be turned over to the courts upon conclusion.&lt;br /&gt;
&lt;br /&gt;
7. The Port Authority is responsible for auctioning off captured pirate ships and confiscated smuggled goods to raise revenue for the Crown.&lt;br /&gt;
&lt;br /&gt;
=Edict 96 - The Arangothian Border Watch=&lt;br /&gt;
&lt;br /&gt;
The counterpart to the [[Royal Guard]], the Border Watch is responsible for border incursion interdiction and bandit suppression for the protection of the lives and property of the citizens of Arangoth. Often the only arm of law enforcement in the more remote regions of the kingdom, the Border Watch has the authority use whatever measures they deem necessary to efficiently deal with bandits, raiders, and smugglers. Like the Royal Guard, Watchmen are not above the laws they uphold.&lt;br /&gt;
&lt;br /&gt;
=Edict 109 - Sanctioned Privateers=&lt;br /&gt;
&lt;br /&gt;
1. To supplement the Royal Navy, the Crown may issue Letters of Marque and Reprisal to officially sanction privateers whenever the need arises. The Letters of Marque authorize privateer vessels to prey on pirates in peacetime, and the enemies of Arangoth in wartime.&lt;br /&gt;
&lt;br /&gt;
2. Vessels captured by privateers are to be brought back to the nearest Arangothian port, and their crews delivered over to Crown officials for trial. If the Port Authority determines that the captured vessel does indeed belong to an enemy nation or pirates, the ship and all it contains become the property of the privateer crew, less 25% of the assessed value of the prize, which will go to the Royal Treasury.&lt;br /&gt;
&lt;br /&gt;
3. If the captured vessel is cleared of charges of hostile action toward Arangothian shipping, the Privateer ship is responsible for paying restitution for the inconvenience of the capture and trial, as well as any damages caused in the capture.&lt;br /&gt;
&lt;br /&gt;
4. Privateers found abusing the authority granted by the Letters of Marque will be tried for piracy.&lt;br /&gt;
&lt;br /&gt;
=Edict 127 - Privileges and Duties of the Nobility=&lt;br /&gt;
&lt;br /&gt;
1. Recognizing that the agents of the Crown cannot be in every corner of the Kingdom simultaneously, the Crown recognizes the ancient prerogative of the nobility to maintain order on their estates. Therefore, to this end, they are granted the following powers within the boundaries of their own estates:&lt;br /&gt;
&lt;br /&gt;
●    A. The right to hold vorfonek (lordly) courts to administer justice on their lands. All decisions rendered in vorfonek courts are subject to appeal in [[Royal Chancellery]] courts.&lt;br /&gt;
&lt;br /&gt;
●    B. The right to maintain a retinue of private guards to keep the peace on their lands. This body of guards is not to exceed a total of one hundred individuals, except by direct Royal Writ. These Guards are still subject to the laws of the kingdom in all ways, and they will be held accountable for their actions at all times. The Crown reserves the right to prosecute a vorfon for the conduct of his or her guards, especially if there is reason to believe that he or she may have condoned, encouraged, or ordered criminal behavior.&lt;br /&gt;
&lt;br /&gt;
2. Vorfonel (land owning nobles) have the responsibility for collecting the amount assessed to their estates each year by Royal Tax Assayers. They are to deliver this prescribed amount to the proper Royal Authorities at the customary time of year, for transport and deposit into the [[Royal Treasury]].&lt;br /&gt;
&lt;br /&gt;
3. Vorfonel have full control over any hunting, fishing, or logging on their estates, and may regulate access to the same however they see fit, including charging fees for their usage.&lt;br /&gt;
&lt;br /&gt;
4. Vorfonel have the right to own, display, and use personal or family crests and coats of arms on their property, servants, and official documents. &lt;br /&gt;
&lt;br /&gt;
=Edict 153 - Citizenship=&lt;br /&gt;
&lt;br /&gt;
1. All persons residing within [[Arangoth]] on a permanent basis must have citizenship.&lt;br /&gt;
&lt;br /&gt;
2. Citizenship is obtained by:&lt;br /&gt;
&lt;br /&gt;
●    A. Being granted citizenship by the Crown&lt;br /&gt;
&lt;br /&gt;
●    B. Serving in Arangoth&#039;s armed forces or guard&lt;br /&gt;
&lt;br /&gt;
●    C. Being born within Arangoth&#039;s borders&lt;br /&gt;
&lt;br /&gt;
●    D. Being born of parents who are citizens&lt;br /&gt;
&lt;br /&gt;
3. Citizens of Arangoth are required to abide by the laws of Arangoth and the orders of officials of the Crown.&lt;br /&gt;
&lt;br /&gt;
4. Citizens of the Kingdom must render aid to the Crown in any way requested by either the Monarchs or their servants.&lt;br /&gt;
&lt;br /&gt;
5. Citizens born within the Kingdom are considered adults under the law once they have gone through the ancient native custom of the [[Brakerrat]] in the Sun&#039;s Dusk (November) of the citizen&#039;s thirteenth year of life. Naturalized citizens born outside of Arangoth are considered adults at an equivalent age. Citizens recognized as adults may marry marry and own property, and are subject to taxation by the crown.&lt;br /&gt;
&lt;br /&gt;
6. Any one residing within the Kingdom who is not a Citizen of the Kingdom is a Subject of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
7. Subjects of the Kingdom who do not have Citizenship must pay a Royal Tax as levied by the Crown. &lt;br /&gt;
&lt;br /&gt;
=Edict 154 - Obligations of Citizenship=&lt;br /&gt;
&lt;br /&gt;
1. All male citizens are eligible to be conscripted into the Royal [[Army of Arangoth]] or [[Royal Navy]] in time of war if called upon to do so by the Crown, from the point four years after having undergone the [[Brakerrat]], until the point twenty-five years after the Brakerrat (i.e., between the ages of seventeen and forty-two).&lt;br /&gt;
&lt;br /&gt;
2. All female citizens between the same ages may voluntarily join the military in times of war.&lt;br /&gt;
&lt;br /&gt;
3. Except for children, the elderly, and the destitute, all citizens are required to pay taxes as levied by the Crown. &lt;br /&gt;
&lt;br /&gt;
=Edict 155 - Rights of Citizenship=&lt;br /&gt;
&lt;br /&gt;
1. Citizens convicted of a crime have the right to an appeal their conviction to a higher court or to the Crown itself.&lt;br /&gt;
&lt;br /&gt;
2. Citizens can not be held in custody by any Crown official for more than 48 hours without being formally charged with a crime.&lt;br /&gt;
&lt;br /&gt;
3. Citizens must be tried within one month of their arrest.&lt;br /&gt;
&lt;br /&gt;
4. Citizens have the right to be informed of the reasons for arrest, to be made aware of all charges against them, and to be made aware of the evidence against them before their trial.&lt;br /&gt;
&lt;br /&gt;
5. Citizens have the right to acquire the services of a legal counsel for advice, or to plead the case in their defense at their trial. The Crown is under no obligation to furnish or pay for such legal counsel, however.&lt;br /&gt;
&lt;br /&gt;
6. The property of citizens is protected from arbitrary seizure by the Crown or any officer thereof.&lt;br /&gt;
&lt;br /&gt;
7. The homes and property of a citizen may not be searched by any Crown official without demonstrable reason for suspicion of a specific crime. Citizens have a right to be informed of these suspicions at the time of the search.&lt;br /&gt;
&lt;br /&gt;
8. Citizens accused of a crime in a foreign land have the right to contact any emissary or ambassador of the Crown in the region to ask for the intercession of the Crown.&lt;br /&gt;
&lt;br /&gt;
9. All citizens are equal in the eyes of the law, from the lowest members of the peasantry, to the highest of nobility. The testimony of a peasant in a court of law carries the same weight as the testimony of a noble. The rights of citizenship apply equally to all sentient beings, regardless of race, religion, sex, or social status.&lt;br /&gt;
&lt;br /&gt;
10. Citizens may live anywhere within the boundaries of the Kingdom without restriction, and may move from one place to another at any time for any reason, so long as they fulfill their obligations to the Crown.&lt;br /&gt;
&lt;br /&gt;
11. Only citizens may hold Crown offices, or serve as representatives of the Crown.&lt;br /&gt;
&lt;br /&gt;
12. Citizens afflicted by natural disasters have a right to expect such relief and aid as the Crown can provide.&lt;br /&gt;
&lt;br /&gt;
13. Citizens are protected from torture in all instances except cases of High Treason.&lt;br /&gt;
&lt;br /&gt;
14. Citizens are free to follow any religion they so desire, or none at all. Religion or Religious practices cannot be used as an excuse for criminal activities (i.e., human sacrifice is still considered murder, etc).&lt;br /&gt;
&lt;br /&gt;
=Edict 156 - Methods of Conferring Citizenship=&lt;br /&gt;
&lt;br /&gt;
1. All members of the [[Royal Guard]], the [[Border Watch]], the Royal [[Army of Arangoth]], and the [[Royal Navy]] must be citizens of the Kingdom. Subjects of the Kingdom that have joined any of these organizations must be naturalized as citizens before commencing active service to the Crown.&lt;br /&gt;
&lt;br /&gt;
2. Therefore, at the completion of the training phase for new recruits, the Commanding Officer of the Royal Guard, the Border Watch, the Royal Army, or the Royal Navy overseeing the training must administer the Oath of Loyalty to all recruits not already possessing citizenship. The Commanding Officer may refuse to administer the oath to those whose loyalty is suspect. Any subject refusing to take the oath to become a citizen of the Kingdom will be dismissed immediately.&lt;br /&gt;
&lt;br /&gt;
3. Civilian subjects wishing to obtain citizenship must travel to the nearest provincial capitol, or to the Capitol of the Kingdom to apply at an office of the [[Royal Chancellery]]. The prospective citizen must bring no fewer than two witnesses to affirm his or her good character and desire to become a loyal citizen of the Kingdom. At least one witness must be a citizen in good standing.&lt;br /&gt;
&lt;br /&gt;
4. The officers of the Chancellery are to interview the candidate for citizenship and the witnesses, asking any questions they find relevant to determining whether the candidate should be granted citizenship. The Chancellery is permitted to contact the Royal Guard or the prospective citizen&#039;s former place of residence in order to check for existing criminal records.&lt;br /&gt;
&lt;br /&gt;
5. If the Chancellery determines that the candidate should be granted citizenship, the prospective citizen must take the Oath of Loyalty. The oath is to be administered by the Crown, its Regents, or any Crown official that has been expressly granted the Authority to administer the oath.&lt;br /&gt;
&lt;br /&gt;
6. After taking the oath, the new citizen is to be added to the Royal Chancellery&#039;s list of citizens. The new citizen is bound by all obligations to the Crown expected of citizens, and is entitled to all the rights of citizens.&lt;br /&gt;
&lt;br /&gt;
7. The Reigning Monarchs, or the appointed Regents thereof, may grant citizenship to individuals they find deserving, without the recommendation of the Chancellery. Individuals thus enrolled in the ranks of the citizens of the Kingdom must still take the Oath of Loyalty. &lt;br /&gt;
&lt;br /&gt;
=Edict 157 - The Oath of Loyalty=&lt;br /&gt;
&lt;br /&gt;
1. All subjects of the Crown wishing to become citizens must take the Oath of Loyalty.&lt;br /&gt;
&lt;br /&gt;
2. This Oath is a binding legal declaration. Breaking it, or speaking the words of the oath insincerely makes an individual liable to prosecution for Grand Perjury and Treason. The witnesses of a naturalized citizen that has been convicted of treason will be prosecuted for Grand Perjury.&lt;br /&gt;
&lt;br /&gt;
3. The Oath of Loyalty reads as follows:&lt;br /&gt;
&lt;br /&gt;
●    &amp;quot;I, (name of the prospective citizen), taking this solemn oath on this (the current date) day of (the current month) in the year (the current year), in the sight of the gods and the duly-appointed officers of the Crown of [[Arangoth]], declare my desire to become a citizen of the Sovereign Kingdom of Arangoth.&lt;br /&gt;
&lt;br /&gt;
●    &amp;quot;And so, I hereby renounce all former loyalties at this time, and swear my wholehearted allegiance to the Crown and Kingdom of Arangoth. I fully understand and accept the obligations of citizenship, and will obey all the laws of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
●    &amp;quot;From this moment forward, Arangoth will be my homeland: its rulers shall be my rulers, its citizens my brothers and sisters, its ways my ways, and its lands my home. I swear that I will not act in any way that threatens or endangers my Kingdom, my Monarchs, my fellow citizens, or the freedoms and privileges of my fellow citizens. I will not provide any sort of assistance or aid to the enemies of Arangoth, and will do everything in my power to aid in the preservation of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
●    &amp;quot;Min di podaralix tin Arangoth ben menx sendelim. Min di serpix ai Gossaloth ul Arangoth, la ai Goxodeloth ul Arangoth, la ai gostnairoth ul Arangoth me menx sippanim. An gasuggix Arangoth ben menxpir, tarlun la sterun la glar!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Translation of the last paragraph: &amp;quot;I will live in Arangoth for my whole life. I will love the Monarchs of Arangoth, the People of Arangoth, and the laws of Arangoth with my whole heart. May Arangoth live forever, just, free, and strong!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
=Edict 166 - Concerning Opium=&lt;br /&gt;
&lt;br /&gt;
While it is not illegal to possess, use, or trade opium, there are restrictions on its production and importation within the borders of [[Arangoth]].&lt;br /&gt;
&lt;br /&gt;
1. Growing of opium poppies on Arangothian soil is strictly prohibited. Any such crops discovered will be destroyed, and the grower will be fined an amount based on the amount of opium found growing.&lt;br /&gt;
&lt;br /&gt;
2. Importation of opium into Arangothian territory, whether by land, sea, or air, is prohibited unless the importer has obtained an importation license from the Crown. Unlicensed importers will have their cargo destroyed, and will be prosecuted for smuggling.&lt;br /&gt;
&lt;br /&gt;
3. The Crown reserves the right to revoke importation licenses, or to place quantitative restrictions on importation licenses at any time.&lt;br /&gt;
&lt;br /&gt;
=Edict 171 - Concerning Demons and the Undead=&lt;br /&gt;
&lt;br /&gt;
1. Demons, by the very definition of their kind, are malevolent creatures of darkness and evil whose presence within the kingdom presents a clear and unmistakable danger to the safety and well being of the citizens of the kingdom. As such, they are to be hunted down and destroyed without hesitation.&lt;br /&gt;
&lt;br /&gt;
2. Existence in the state of undeath, while abhorrent to many, is not a crime in and of itself. However, any legal rights as a citizen or subject of the kingdom possessed by an undead being become null and void at the time of their death and passage into undeath. While it is acknowledged that not all undead creatures are malevolent or dangerous to the living, the great majority of such beings are. Many are vicious predators with powers far beyond that of ordinary citizens, and need to be dealt with as such.&lt;br /&gt;
&lt;br /&gt;
●    A. Undead beings that stand accused of a crime do not have any guaranteed right to a trial, or any other inherent legal rights. The [[Royal Guard]], Chancellery, or the Crown may, strictly at their own pleasure, extend legal rights on a limited basis to undead beings with a history of benign behavior.&lt;br /&gt;
&lt;br /&gt;
●    B. Undead beings for whom an arrest warrant has been issued need not be brought back for trial by the Royal Guard or Bounty Hunters. Conclusive proof of the destruction of said creature is sufficient to collect the bounty.&lt;br /&gt;
&lt;br /&gt;
●    C. Those rare undead beings that have not only demonstrated a benign demeanor, but have a record of public service to the Crown or officers thereof may be granted full citizenship by special order of the Crown in reward for their services, such as service in the military or the Royal Guard.&lt;br /&gt;
&lt;br /&gt;
3. Those that have taken it upon themselves to destroy demons and/or the undead shall not be unnecessarily hampered in their tasks by fear of prosecution. These individuals, commonly referred to as Slayers, may not be prosecuted for homicide for destroying a demonic or undead being. They may not be prosecuted for assault for attacking a demonic or undead being. They may not be prosecuted for burglary for breaking into the lair of a demonic or undead being for the purpose of destroying it. The only exception to this is outlined in part 2C of this edict. They are in all other ways subject to the laws of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Category: Government]][[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7471</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=7471"/>
		<updated>2017-08-02T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Government and Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = The Kingdom of Arangoth&lt;br /&gt;
| image          = Arangoth.jpg&lt;br /&gt;
| alt            = Where did it go??&lt;br /&gt;
| caption        = Arangoth&lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
| capital        = [[Drache]]&lt;br /&gt;
| language1      = [[Arangothek]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = A mix, but mostly Human.&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Menxism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = [[Arlok ul-Dorn|King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
| population     = 200,000+&lt;br /&gt;
| currency       = [[Arangoth#Currency|Currency]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as [[Veth]]. Once a coalition of Grand Duchies, Arangoth eventually united into a kingdom whose military and economic might have made it one of the most influential realms in its part of the world. &lt;br /&gt;
&lt;br /&gt;
The nation has a strong feudal tradition backed by mighty nobles and powerful knights. Its reign extends over many human cities and villages, along with a substantial dwarven population in the province of Ruthmarna, as well as a protectorate over the nation of [[Elvendeep]]. &lt;br /&gt;
&lt;br /&gt;
The powerful South Arangothian city of [[Drache]] recently declared itself independent from the monarch, launching a civil war.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the [[Regency Council]].&lt;br /&gt;
&lt;br /&gt;
==Geographical Features==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right; border: 1px solid #BBB; margin: .46em 0 0 .2em;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-size: 86%; text-align:center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |[[File:arangothgeography.jpg]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;&amp;lt;br /&amp;gt; Geographical Map of Arangoth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[file:Aranmap.jpg|thumb|Map of Arangoth showing major towns and cities.]]&lt;br /&gt;
&lt;br /&gt;
The kingdom spans as far north as [[Song Deep]], east to the [[Dragonspine Mountains]] and [[Elgaria]], and as far west as [[Arania]].  Its southern coast includes [[Goat Island|Goat]] and [[Shell Island]], ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
&lt;br /&gt;
Much of Veth&#039;s southern peninsula is plagued by an [[Trade Routes (Oceanic)#Southern Oscillation|oscillating, oceanic current]].  The cold waters that are brought up from Alesia, combined with upwelling, influence the local climate in a drastic manner.  While weather systems of this particular latitude are often warm and temperate, the conditions brought up from the deep south cause climate patterns that are more continental by nature.&lt;br /&gt;
&lt;br /&gt;
As such, uncharacteristically harsh winters grip the region.  Meanwhile, the temperature contrast with the equator fuels harsh winds that have eroded most of [[Kahlahra]]&#039;s landscape to the north.  Moisture is rapidly wicked from the northern borderlands, creating the grassland steppe that exists there today.&lt;br /&gt;
&lt;br /&gt;
In the summer, the conditions brought in from the south polarize day and nighttime temperatures along the coast of Arangoth.  It is not unusual at all for sea fog and marine layers to flood all of the port cities, such as [[Drache]].  But after the sun rises, the stagnant moisture is rapidly burned off, leading to a spike in heat.&lt;br /&gt;
&lt;br /&gt;
The region as a whole enjoys a good deal of precipitation year-round, save for the north, which is plagued by a rain shadow effect.  [[Ruthmarna]] also influences the same conditions in-country with its peaks.  At higher elevations, an alpine tundra persists year round.&lt;br /&gt;
&lt;br /&gt;
Further south, towards the coast, heavy rains in the summertime spawn rather productive crop seasons.  Meanwhile, the winter is somewhat drier, but sees its share of snow storms that leave the southern part of the country buried in white.&lt;br /&gt;
&lt;br /&gt;
==Government and Politics==&lt;br /&gt;
&#039;&#039;Main Article: [[Politics of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. [[AngelSin]] and [[BLKDRAGON]] did not follow this tradition, preferring to rule directly from [[Castle Black]]. After their abdication, [[The Raven]] took over as [[Regent]], though he too soon disappeared. A [[Regency Council]] rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new [[Sithire]] to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
Laws are enforced by the [[Civic Guard]] and trials are carried out by the [[Magistrates of the Crown]]. These and other government appointees form city [[Officials]].&lt;br /&gt;
&lt;br /&gt;
Arangoth is a traditionally feudal nation, with strong nobles that command the loyalty of their vassals and peasants living under their domain.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&lt;br /&gt;
The military and police forces of Arangoth consist of the [[Royal Guard]], the [[Border Watch]], and the [[Army of Arangoth|Army]] and [[Navy of Arangoth]].&lt;br /&gt;
&lt;br /&gt;
==Society and Peoples==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a [[Arangothek|language]], a [[Menxism|native religion]], a musical tradition, and a [[Arangothian Calendar|calendar]] to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The [[Arangothian Calendar]] closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of [[Tagrana]] (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the [[Brakerrat]] or rite-of-passage ceremony at age thirteen; the [[Marriage in Arangoth|marriage ceremony]]; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]]. The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]]. An extreme Menxvanic sect which has recently had some impact is the [[Cult of the Silver Flame]], strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
==[[Arangothian Calendar|Calendar]]==&lt;br /&gt;
&lt;br /&gt;
The year AD 2000 is equivalent to the Arangothian year 470. Years are dated traditionally from the founding of the city of [[Tagrana]] on the shores of Song Deep, which was the capital of the Kingdom of Arangoth until the [[The Fall of Old Arangoth|Civil War of the year 415]]. The Arangothian system of numbering years was adopted by several neighboring states at a Council on Dating held on the [[Isles of Myst]] during the reign of King Ware &amp;quot;Sith&amp;quot; of Arangoth. In fact, the council had been arranged to discuss a different kind of dating altogether: namely, how to coordinate blind dates between the youths of different royal and noble families in the region. The delegates considered this a rather thorny issue and were eager for some easy way out. The Arangothian delegate suggested that they interpret the topic of &amp;quot;dating&amp;quot; as instead meaning calendar reform, and in their gratitude the other members of the conference agreed to adopt the Arangothian year. The states involved included [[Rondis]], [[Aslar]], and [[Elvendeep]], all of which observe the same year as Arangoth. &lt;br /&gt;
&lt;br /&gt;
In writing, one would express the date March 25, 465 (the day that [[AngelSin]] claimed the throne of Arangoth) as, &amp;quot;The twenty-fifth day of First Seed in the four hundred and sixty-fifth year from the founding of Tagrana.&amp;quot; The more common shorthand form of this date would written &amp;quot;25. III. 465.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The [[Royal Church]] in [[Drache]], with Father [[Kylus Dragonsbane]] at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as [[Pallodain]].  However, the most common religion among native Arangothians is [[Menxism]], which recognizes two supreme dualistic powers, [[Menxvan]] and [[Menxruk]].&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothek]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothek is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothek is written in its own [[The Arangothian Alphabet|distinctive script]].&lt;br /&gt;
&lt;br /&gt;
===Common Names===&lt;br /&gt;
&#039;&#039;Main Article: [[Common Arangothian Names]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Male====&lt;br /&gt;
Kenglith, Marnuth, Alathar, Alfrith, Asproth, Dorn, Bralk, Branth, Sarnem, Ware, Sanglith, Oryan, Fenduth, Huixon, Folvaholk, Kukarek, Arduin, Amurath, Forban, Herbord, Anskar, Gerd, Rafold, Aladar, Donnovath, Sivrian, Perlim, Aritz, Marxion, Rathek, Folvatir. [Recently many parents have also been naming their sons &amp;quot;Kylus,&amp;quot; &amp;quot;Metzen,&amp;quot; and &amp;quot;Bolk,&amp;quot; the last being the closest they can come to pronouncing &amp;quot;BLK.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
====Female====&lt;br /&gt;
Delvige, Silge, Dekressa, Silmdinth, Serpessa, Sarla, Tarla, Rixte, Palandra, Perlegi, Peraldinth, Pellatgi, Nimpet, Sarlakelet, Thrinda, Lermat, Leptat, Hurnmilve, Gordge, Nistgi, Gessipir, Valknandra, Nedixe, Nepse, Neskessa, Melinxa. [Recently the names &amp;quot;Lex,&amp;quot; &amp;quot;Lixa,&amp;quot; and &amp;quot;Alysia&amp;quot; have also become popular.]&lt;br /&gt;
&lt;br /&gt;
====Surnames====&lt;br /&gt;
Aborod, Anquodire, Appodarod, Aptentrod, Arlothek, Arnak, Blanire, Bobire, Branissod, Brogod, Dabalbire, Daranek, Silad, Senketh, Sallod, Rixtire, Ruthmire, Quarflis, Pinek, Parmilod, Orgod, Pallod, Netrilod, Neserpix, Nerxod, Nelxik, Nege, Flinod, Folvad, Galebrod, Mitrod.&lt;br /&gt;
&lt;br /&gt;
Note: typically a person will take his or her father&#039;s name as a middle name, preceded by the prefix ul-, for example:&lt;br /&gt;
&lt;br /&gt;
Kenglith ul-Alathar Mitrod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Kenglith Mitrod, son of Alathar Mitrod.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Serpessa ul-Fenduth Quarflis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(i.e. Serpessa Quarflis, daughter of Fenduth Quarflis.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that Arangothian on its most basic level isn&#039;t written in the Latin alphabet but in a script of its own. What that means is that there&#039;s nothing even vaguely &amp;quot;official&amp;quot; about any particular spellings of Arangothian words or names. And K can generally be replaced with C or CK.&lt;br /&gt;
&lt;br /&gt;
And if people are unhappy with the sound of &amp;quot;Arangothian,&amp;quot; it would do no great violence to it to substitute other sounds for those that are objectionable. For example, some individuals pronounce the sound &amp;quot;X&amp;quot; either as &amp;quot;sh&amp;quot; or &amp;quot;zh&amp;quot; whenever it appears in a word or name. It would make just as much sense to write &amp;quot;Menshruc&amp;quot; or &amp;quot;Mengerook&amp;quot; as Menxruk, or &amp;quot;Nadeesha&amp;quot; or &amp;quot;Nedygea&amp;quot; for the feminine name Nedixe. You don&#039;t have to use the names on the list for your character to be an &amp;quot;authentic&amp;quot; Arangothian; there have been plenty of characters with names that don&#039;t appear on this list.&lt;br /&gt;
&lt;br /&gt;
(As a very, very rough rule, male names frequently end in -TH, and female names frequently end in -ESSA if you need to make up a name quickly.)&lt;br /&gt;
&lt;br /&gt;
==Customs and Rituals==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothian Customs and Rituals]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Arangoth, the three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. &lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
There are a number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
All three of the following were composed by [[Feaster]] in midi format. &lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4a/Anthem.mid The Arangothian National Anthem]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/4/4d/Coronation.mid King Arlok&#039;s Coronation March]&lt;br /&gt;
* [http://www.arangoth.org/wiki/images/3/3f/Khalar.mid A Khalar Dance]&lt;br /&gt;
&lt;br /&gt;
==Sport==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Grubball]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Grubball]] is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands. The Arangothian Grubball League, or AGL, consists of 16 teams from or around Arangoth, with the [[Isles of Myst]] fielding a team in place of [[Goat Island]] which went bankrupt following the 470 season. A season consists of 30 games in which each team plays each other twice, once at home and once away. Following the 30-game regular season is a postseason playoff. Originally the top two teams played a 5-game series with the winning claiming the Season Championship as well as the Arlok Cup. The winner of the AGL championship goes on to take part in the International Grubball Association, or IGA, playing teams from the surrounding countries. &lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Page: [[Arangothian Currency]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The coins minted in Arangoth are lurinthoons (gold coins), rixtles (silver coins), and quaspins (copper coins). [[Drache]] is a port city that thrives on commerce, so there are almost as many currencies in circulation in Drache as there are foreign visitors to the city. To make transactions easier with this baffling array of coinage, the most common financial unit in Drache is the [[Drachean Bank Crown|Bank Crown]], which is a banking unit used for accounting and moneychanging. Most businesses and even the government in Drache sets values in Bank Crowns, which are then either collected or paid out in various currencies. In Arangoth, the half-rixtle piece, a silver coin, is equivalent to the value of a Bank Crown.&lt;br /&gt;
&lt;br /&gt;
The average resident of the [[Wharf District]] has a &amp;quot;monetary value&amp;quot; of 23 bank crowns; in the [[Red Lantern District]] it&#039;s 14. That&#039;s basically the amount of money these people could get if they sold everything they owned (except very basic things like the clothes off their backs) and combined that with all their cash on hand. These people don&#039;t really have *any* savings and very little property, and would probably be destitute in a week or so without working or stealing. Therefore I&#039;d say that the minimum cost for food and lodgings in Drache for a week is about 15 bank crowns.&lt;br /&gt;
&lt;br /&gt;
==Writing and Printing Methods==&lt;br /&gt;
&lt;br /&gt;
The vellum (sheepskin) scroll is still the most common form of private letter, and is generally wrapped around a thin wooden dowel with a knob on either end, and then tied shut with a string or ribbon. Most letters are sent in small leather pouches tied shut with something resembling a shoelace. However, rag paper is also used for letters, and since it comes in rectangular sheets, it is not rolled but rather folded and closed up into an &#039;envelope&#039; sealed generally with either wax or wheat paste. There is no official postal service in Arangoth, but letter-carriers may be hired cheaply for cross-city communication. It costs rather more to send letters between cities, and there are a couple of companies specializing in this area, such as the [[Mankrastro Courier Service]]. Slates and wax tablets are common where reusable writing surfaces are needed. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;book&amp;quot; in Arangoth does not open to the left and right, but rather to the top and bottom, with the spine oriented horizontally. Library desks thus resemble V-shaped chicken-feeding troughs. These are still mostly made from vellum, and are copied by hand. However, it is probably only a matter of time before such books will be produced using the acid-etching technique on rag paper. Bindings are made either of vellum or leather, with metallic clasps and gilding. Covers are also often painted with miniature paintings of fairly high artistic merit. Books remain extraordinarily expensive. Rumormills and political pamphlets are much cheaper, but must face both the low literacy rate in Drache and a social stigma against reading &amp;quot;trash&amp;quot; literature as opposed to the Arangothian classics. Some rag paper is manufactured locally, and there are a few distinctive [[Drache]] watermarks, such as a bull&#039;s head, and an anchor in a circle. The paper used for [[The Rumormill]] printing and political pamphlets is of very low quality. &lt;br /&gt;
&lt;br /&gt;
Printing images using woodcuts has been known in Arangoth for some time now. However, the procedure of preparing such woodcuts is difficult and time-consuming, and has not been used for written texts. Mostly the technique has been used for producing religious icons, and still is. A few years ago, a new technique for producing printing blocks was developed by an artist in Arania named Nistgi Lakrak. She took zinc plates and coated them with several layers of wax. Into this wax she drew an image with a stylus, leaving the zinc surface exposed there. After she was finished, she placed the zinc into an acidic bath. The acid etched the exposed lines of the drawing into the zinc plate, but did not eat through the areas still covered with wax. Next, the wax was melted off from the plate, and a mirror-image mold was made of a semiporous material the composition of which is still not widely known. This mold was then sanded down (the etched lines were intially of uneven depth) and, once inked, could be used to produce copies on rag paper.&lt;br /&gt;
&lt;br /&gt;
This technique of print-making quickly spread to Drache, where the Rumormill adopted it for reproducing plates covered with writing rather than graphic images. The Rumormill has also innovated by placing the print plates into an adapted wine-press, whereas Nistgi Lakrak had simply weighted down each print with stones. The Rumormill is said to have a dozen such presses in operation.&lt;br /&gt;
&lt;br /&gt;
For a short while the Rumormill monopolized this new technology, but recently it appears that the technique has been learned by other craftsmen in the city. It is estimated that there are between three and five different establishments in the city running presses using the acid-etching technique to reproduce the written word. One such establishment, the Crowned Swan Press, is the first to use the technique to produce entire printed books and offer them for sale. Their offerings include Arangothian classics such as Quarkelet&#039;s [[Dream of the Nine Otherworlds]], Vansilad&#039;s Bestiary, Sangliod&#039;s Compleat Herbalist, The Mirror of Nobility, and The Minstrel&#039;s Companion.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]] [[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Magistrates&amp;diff=7470</id>
		<title>Magistrates</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Magistrates&amp;diff=7470"/>
		<updated>2017-08-02T16:22:58Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Roster of Magistrates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Magistrates of the [[Royal Chancellery]] are the judges of [[Drache]], empowered to hold trials anywhere, at any time. In Drache, it&#039;s not just a figure of speech when people say that justice carries a sword. &lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The [[Royal Chancellery]] is the judicial arm of the [[Arangoth|Arangothian]] government and is responsible for trying criminals and hearing civil suits. In addition, the Chancellery is empowered to audit other Crown officials or organizations and hear applications for citizenship. The head of the Chancellery is the [[Lord Chancellor]], who is appointed directly by the king. The Lord Chancellor in turn appoints the Magistrates. The insignia of the Chancellery is pair of golden scales over a sword, sometimes depicted on a shield with a sun rising over it.&lt;br /&gt;
&lt;br /&gt;
=Trial Locations=&lt;br /&gt;
&lt;br /&gt;
Since [[Drache]] is still a relatively new city plagued by frequent disasters, there is no proper courthouse in the city. Instead, Magistrates are empowered to hear cases anywhere and at any time. Trials have been held at [[Castle Black]], in the [[Podar ul-Sinetattel]] (the headquarters of the [[Sithire]] and the [[Privy Council]]), in inns and theaters, and even within the [[Royal Guard]] guardhouse&#039;s dungeons. &lt;br /&gt;
&lt;br /&gt;
=Attire and Appearance=&lt;br /&gt;
&lt;br /&gt;
Magistrates can be recognized by the black robes or black clothing worn while acting in an official capacity, as well as a gorget, a crescent-shaped steel medallion engraved with the insignia of the Chancellery. Many Magistrates wear plain woolen robes when out in public, to curtail the financial burden of replacing robes sliced to ribbons by swords or burned to cinders by magical fire. Many magistrates wear armor while on duty, and almost all of them carry arms in public.&lt;br /&gt;
&lt;br /&gt;
=Roster of Magistrates=&lt;br /&gt;
&lt;br /&gt;
The list of current Magistrates can be found on the [[Officials]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Drache]] [[Category: Government]] [[Category: Military or Law Enforcement Forces]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7442</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7442"/>
		<updated>2017-08-01T00:55:12Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Magistrates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=Arania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
==Seneschal of the Keep==&lt;br /&gt;
Isaacs&lt;br /&gt;
&lt;br /&gt;
=Elgaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Catherine Wisplight&lt;br /&gt;
&lt;br /&gt;
=Leptatarna=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
Arduin ul-Marcion Tagran Aldenbar&lt;br /&gt;
&lt;br /&gt;
=Minkbrantha=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Asnerith Dreth]]&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
&lt;br /&gt;
Korian Kadoyan&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
=Sresaria=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
Palandra ul-Fendruth Nege&lt;br /&gt;
&lt;br /&gt;
=Transdariania=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Isabelle Auxerre]]&lt;br /&gt;
&lt;br /&gt;
==City Council==&lt;br /&gt;
&lt;br /&gt;
Floxod [[Aridia|Aridia Vloress]], representing the common people &amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael, representing the Mage Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
Lieutenant Branth ul-Alathar Mitrod, representing the Civic Guard &amp;lt;br /&amp;gt;&lt;br /&gt;
Cecilia Odenvault, representing the Adventurer&#039;s Guild &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
===The Chancellery===&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - &#039;&#039;Vacant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&lt;br /&gt;
[[Echades]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Civic Guard]] Roster===&lt;br /&gt;
&lt;br /&gt;
====Captain of the Guard====&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
====Arms-Commander/Spell-Commander====&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
====Arms-Corporal/Spell-Corporal====&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Administrative Duty Roster====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Swift Talon]]====&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
=====Captain=====&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
=====Lieutenants=====&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
=====Enlisted=====&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
&lt;br /&gt;
===Lord Treasurer===&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
===Clerks===&lt;br /&gt;
&lt;br /&gt;
===Investigative Representatives===&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
==BlkDragon Inn==&lt;br /&gt;
&lt;br /&gt;
Owner: [[Rantan]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Head Barmaid: [[Dulcina]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Faedre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Barmaid: [[Saeryn]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ambassadors to Drache==&lt;br /&gt;
&lt;br /&gt;
===[[Elvendeep]]===&lt;br /&gt;
&lt;br /&gt;
===[[Gulanadur]]===&lt;br /&gt;
[[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
&lt;br /&gt;
===[[Pentland]]===&lt;br /&gt;
&lt;br /&gt;
Vilfrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Zul Kiras]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]  [[Category: Drache]] [[Category: Government]] [[Category: Officials]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7367</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7367"/>
		<updated>2017-07-26T18:51:49Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Magistrates of the Crown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
==Interim Council==&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
Aridia Vloress&amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael &amp;lt;br /&amp;gt;&lt;br /&gt;
Branth ul-Alathar Mitrod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - &#039;&#039;Vacant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clerks====&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Echades]]&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard|Civic Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7366</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7366"/>
		<updated>2017-07-26T18:51:31Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Interim Council */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
==Interim Council==&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
Aridia Vloress&amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael &amp;lt;br /&amp;gt;&lt;br /&gt;
Branth ul-Alathar Mitrod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - &#039;&#039;Vacant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Bastien Valois]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clerks====&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Echades]]&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard|Civic Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7365</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7365"/>
		<updated>2017-07-26T18:51:01Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Interim Council */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
==Interim Council==&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
Aridia Vloress&amp;lt;br /&amp;gt;&lt;br /&gt;
Annanistael &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - &#039;&#039;Vacant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Bastien Valois]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Drama]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Dispater Tivaurd &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Clerks====&lt;br /&gt;
[[Fleur Nightingale]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Echades]]&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard|Civic Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Branth ul-Alathar Mitrod&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Idelle Sarault|Idelle Habri]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
Kothliim &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7342</id>
		<title>Zul Kiras</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7342"/>
		<updated>2017-06-23T23:10:13Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Orquila */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Zul Kiras&lt;br /&gt;
| image          = ZulKiras.jpg&lt;br /&gt;
| alt            = Map of Zul Kiras&lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Zirak-Zan]]&lt;br /&gt;
| language1      = Orcish, &lt;br /&gt;
| language2      = other goblinoid languages&lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = &lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Zul Kiran Religion|Zul Kiran pantheon]]&lt;br /&gt;
| government     = Confederation with elective monarchy&lt;br /&gt;
| ruler          = War-King Krauthil Shadowspear&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zul Kiras, also called the United Clans, is an organized and militant kingdom of orcs and some goblinoids located to the north and west of [[Arangoth]]. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The kingdom came into existance in the year 109, when orcish armies led by the legendary Fenris Bonebreaker conquered the kingdom of Beren. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot; Some Zul Kirans like to counter with the observation that several of the countries conquered by the United Clans initiated the wars that led to their downfall. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenris Bonebreaker&#039;&#039;&#039;: Founder and First War-King of Zul Kiras. Now worshipped as a god by several clans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazad Frostknives&#039;&#039;&#039;: An orcish wizard of the Firestorm Clan that committed the Firestorm&#039;s assitance to Bonebreaker&#039;s cause, and commanded their forces in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silik the Grey-Bearded&#039;&#039;&#039;: The first chieftain of the Fading Sun. Personally forged the War-King&#039;s steel crown.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Zkmap2.jpg|thumb|The lands of the united clans of Zul Kiras.]]&lt;br /&gt;
At its present boundaries, the orcish lands are approximately the same size as Arangoth and [[Elvendeep]] combined, stretching from [[Kahlahra]] in the east to the shores of the Inland Sea in the west, and from the River Deepwater in the north to the Lunit Mountains in the south. The Country&#039;s most productive farmland is located in the river valleys of the Thunder and Nez rivers in the kingdom&#039;s interior. The Great Woods is a vast forest in the central and southern portions of the country, which has been slowly expanding throughout the country&#039;s history to reclaim former farmland in kingdoms conquered by the orcish host. The land grows more arid and trees become more scarce as one moves north, transitioning to steppeland.&lt;br /&gt;
&lt;br /&gt;
The capital and largest city of Zul Kiras is [[Zirak-Zan]], a name that means Blood River in the common tongue. It is located along the banks of the River Thunder in the central plains of the nation, on the site of the old Berenite capital city of Berendan. The second largest city in the kingdom is the port city of Vorschk, called the Red City because many of the city&#039;s buildings are made of a locally quarried red sandstone.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Government]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zul Kiras is a confederation of several hundred clans, each having anywhere from several dozen to tens of thousands of members. The the original three founding clans were the Steel Raven, Firestorm, and Fading Sun, but the number of clans has grown as the nation expanded. New groups of orcs and other goblinoids have joined Zul Kiras as new clans, and War-Kings sometimes grant heroes who have distinguised themselves in war the right to found their own clans. Owing to their varied origins, members of different clans can vary significantly in physical appearance, cultural traditions, religious beliefs, and approaches to warfare.&lt;br /&gt;
&lt;br /&gt;
Each clan has its own territory within Zul Kiras, and has a large degree of autonomy in running day to day affairs. The Clan Chieftains elect a War-King, who rules from the fortified city of Zirak-Zan on the banks of the River Thunder. The War-King serves as the supreme commander of the nation&#039;s considerable military might, settle disputes among clans, and determine policy in matters which concern the nation as a whole. Each clan sends a representative to the Council of Clans to advise the War-King, and this body has evolved over time into a quasi-legislature, passing recommendations to the War-King that are usually given the force of law by the Zul Kiran monarch.&lt;br /&gt;
&lt;br /&gt;
Neighboring countries have long refused to acknowledge the orcish kingdom as a legitimate nation. The Zul Kirans for their part have had minimal interest in attempting to forge ties with other countries and reverse their status as a pariah until quite recently. Because of its political and cultural isolation from the rest of the continent throughout most of its history, Zul Kiras has remained an enigma throughout most of its existence. Most of what is now known about the orcish nation in Arangoth is due to a book written by Alfrith ul-Branth Aptentrod, a professor from the [[Royal University]] in [[Hornath ul-Marfed]] who spent a year in Zul Kiras in the company of several orcs from the Fading Sun Clan. &lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&#039;&#039;&#039;Krauthil Shadowspear&#039;&#039;&#039;: Current War-King of Zul Kiras. An orc of the Howling Wind Clan, Shadowspear was elected in the year 481. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vazhak Bloodhammer&#039;&#039;&#039;: Reigned as War-King from 470-481. Former general of the Steel Raven Clan&#039;s forces. Currently serving as the Steel Raven Clan&#039;s delegate to the Council of Clans. Oversaw the invasion and occupation of the western half of Outer Arangoth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vrugar Ghostwalker&#039;&#039;&#039;: A wizard of the Firestorm clan. Reigned as War-King from 459-470. Oversaw the rebuilding efforts following the fourth war with Elvendeep. Currently serves as a diplomatic envoy at large for the War-King.&lt;br /&gt;
&lt;br /&gt;
=The Clans=&lt;br /&gt;
&#039;&#039;Main Article: [[Clans of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The clan system is so integral to the culture of Zul Kiras that most Zul Kirans think of themselves in terms of their clan first, as Zul Kirans second, and as their particular race third. They do not necessarily feel a kinship with other goblinoid races automatically, and will slaughter groups of orcs or other goblinoids who don&#039;t accept their ways as readily as they will enemies of other racial origins. Scholars point to the Bahrians as an example of one group Zul Kirans have a longstanding mutual enmity with because of marked differences in culture and outlook.&lt;br /&gt;
&lt;br /&gt;
There are several hundred clans composing the nation of Zul Kiras, each having anywhere from several dozen to tens of thousands of members. Originally, these clans were small raiding bands consisting of a single extended family group. Occasionally, a particularly powerful chieftain might be able to unite several clans under a single banner, but these alliances invariably broke up rapidly after the death of the charismatic leader that had brought them together. This changed when Fenris Bonebreaker began building his army in the Xaad mountains, and united all of the mountain clans under the banner of his own Steel Ravens. He continued to refer to his entire army as one clan as one way of fostering unity, even though the term was now inaccurate. The practice stuck, and thus, only the smallest of Clans fit the traditional definition in present-day Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Several clans have the been raised to Major Clan status. The distinction between major and minor clans is usually based on the contribution that each clan is able to make to the kingdom&#039;s perpetually active war machine. This is not simply a quantitative measure of the number of troops each clan can supply; rather, there is a certain element of subjectivity in determining how valuable a particular clan has been. The Firestorm Clan, for example, is counted a Major Clan because of their mastery of destructive magic, and the enormous influence they wield as one of the three founding clans. The Fading Sun Clan is also considered a Major Clan despite their virtual pacifism, since the other clans recognize their vital role in the orcish state. In addition, relatively small clans that produce an unusually high number of leaders, or whose forces regularly undertake more than their share of difficult tasks may also be counted among the Major Clans. Major Clans do not merely enjoy a greater prestige than minor clans, but they also have a seat on the Overcouncil, the War-King&#039;s inner circle of advisors. While not unheard of, it is rather rare for a War-King to come from a minor clan. The distinction between major and minor clans is not a fixed one, but rather is re-evaluated every few years.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
When troops are needed, there are often fierce competitions to fill the allotted levy for each clan and win a chance to go to war. Indeed, a declaration of war can touch off fierce debate in the Council of Clans about which clans will be mobilized to fight and in what numbers, since the Zul Kirans do not mobilize their population en masse and form gigantic hordes like some other groups of orcs have a tendency to do in times of war. A good showing in war can mean an increase in prestige for a clan, and a possible elevation to Major Clan status. Individual orcs can increase their standing within their own clans, and reap spoils from vanquished enemies. Owing to their origins as scattered groups in different parts of the region, many clans have distinct methods of warfare, such as the Steel Raven&#039;s infantry or the Stormrider cavalry.&lt;br /&gt;
&lt;br /&gt;
Most of the southern part of the continent has been spared the fury of the United Clans, as the mountains bordering their territory severely limit their inroads into the south. The only nations they may directly invade are Kahlahra, Elvendeep, and Outer Arangoth. Outer Arangoth, while of little economic value to most individuals, is in a strategically vital location. Capturing that province would give the Zul Kirans a path into Caern Rhia and Leptatarna, and back doors into Elvendeep and Kahlahra. The Order of the Beady Eye&#039;s fortress of Hornath-ul-Dinthoss was built at the mouth of the pass through the Skull Teeth into Zul Kiras, and was successful in repelling several invasion attempts before it was finally taken by storm and leveled in the year 423. The orcs then swarmed across the province and laid siege to Kamhorna, then the unofficial capitol of the Beady Eye in Outer Arangoth. An outbreak of a plague (probably Khtarpan Fever) devastated their armies and forced them to withdraw. Nevertheless, this was more than enough to convince the Order of the Beady Eye to withdraw from Outer Arangoth and leave the remaining people on their own.&lt;br /&gt;
&lt;br /&gt;
The orcs invaded a second time in 441 and succeeded in taking Kamhorna, which was at that time in the hands of bandits. They were in the process of preparing for an invasion of Caern Rhia when Elvendeep, fearful of the prospect of Outer Arangoth remaining in orcish hands, attacked Zul Kiras and precipitated the Fourth Elven War, which lasted until 459. This bloody and protracted war had no clear winner, though cases can be made for either side. In the long run, however, the war may have been more costly for the elves, since it will take much longer for them to recover from the loss of life.&lt;br /&gt;
&lt;br /&gt;
Zul Kiras had been quiet while they recovered from their most recent war with Arangoth until Mid Year of 471, when War-King Vazhak Bloodhammer launched a third invasion of Outer Arangoth at the behest of Prince Tarion of Caern Rhia to defeat the Knights of Takhisis and liberate Caern Rhia from its otherworldly invaders. Since that time, the orcs have laid claim to the western half of the region, and have been settling the area.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcish religion is extremely polyglot as a natural consequence of the far-flung origins of the component clans of Zul Kiras. Clans that lived in closer geographic proximity to one another before their entrance to the United Clans tend to have greater similarities in mythology and religious practices. Many clans have almost entirely different pantheons and hierarchies of gods, however, and have different ways of venerating their gods. Some clans also practice ancestor veneration, and still others give honor to numinous spirits that protect and govern various places and activities. The Black Bull Clan was formed from various priests and other religious leaders from the United Clans to ensure that all of the gods receive the proper worship due them. Over the years, the Clan&#039;s priests have made impressive strides toward creating a unified mythology, though a complete harmonization of all the disparate elements seems a nearly impossible task. The clan has weathered its share of religious disputes throughout the years, and is not free of internal tensions even now.&lt;br /&gt;
&lt;br /&gt;
One of the few unifying threads among all clans is the worship of Sek, the Orcfather. Among non-orcish clans, he is also referred to as the Goblinfather, Trollfather, or Ogrefather, etc. Sek is the undisputed chief deity in the Zul Kiran religion, though the pantheons that serve him can vary widely from clan to clan. The Zul Kirans believe that Sek rules from his hall of Tanuruzdan, where the souls of the dead are brought before him for judgement. Those found worthy live in his hall and do battle against his enemies, while those found unworthy are cast into a dark and shadowy place called Nnetharr, where they are forgotten. The especially odious might be fed to one of Sek&#039;s monstrous pets, or otherwise condemned to an eternity of suffering. Oaths sworn in Sek&#039;s name are considered legally binding, and violating such an oath can have grave consequences.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many ways, Zul Kiras is culture in the midst of transformation. It is an oft-uneasy balance between tradition and change that has been occurring by degrees over the years. Like the evolution of the government of the United Clans, this change has not been occurring according to some master plan, but rather as a consequence of the wars of conquest and their aftermath.&lt;br /&gt;
&lt;br /&gt;
The first of these changes can be traced back to Fenris Bonebreaker himself, who was the first to reject traditional modes of warfare. He realized that as individuals, the warriors of his clan had few equals, but a collection of skilled warriors does not make a powerful army. Instead, he utilized what he had learned as a mercenary in foreign lands and reorganized his clan&#039;s forces, and retrained them with an emphasis on discipline and acting as a cohesive unit. While this was at first resisted vehemently, the Chieftain eventually prevailed by force of will.&lt;br /&gt;
&lt;br /&gt;
Next, Bonebreaker made the shocking move of concluding a secret alliance with the Fading Sun Clan. The Fading Sun had long been shunned by other clans for their radically different worldview and culture--it was the opinion of most that the Fading Sun had become soft and too humanlike. Indeed, the pacifistic philosophy of the Fading Sun had led them to be reduced to a state of virtual slavery by the kingdom of Beren, a status other orcs found disgusting. Still, Fenris is said to have been a pragmatist above all else, and he recognized the value of their aid. Once the humans in the area had been dealt with, the Steel Raven clan would have control of the farms and mines of southeastern Beren, and would have allies supplying them with food and weapons, allowing them to focus exclusively on conducting the war. &lt;br /&gt;
&lt;br /&gt;
After Berendan was destroyed by a combination of Steel Raven might and Firestorm magic, the orcs were presented with a novel situation: they were no longer aliens within another kingdom, or forced to live on the outskirts of other nations. They were the masters of their own land, and needed to figure out what to do with it. As most orc clans based their economies on raiding supplemented by herding, the usefulness of the Fading Sun clan could not be overlooked. They knew how to farm the land and bring forth iron from the ground; they knew how to forge iron into steel and create weapons and armor superior to that of any other clan; they knew how to make great buildings of stone; they knew the human secrets of reading and writing, and a thousand other useful things. In such a situation, the newly crowned War-King could easily have reduced the Fading Sun to slaves once more, but did the unthinkable once again and settled them throughout the new kingdom and bid them to share their knowledge with the other clans. At this time, he created the first new clans from the families of his officers, and also sent word once again to the various goblinoid clans and tribes throughout the region, inviting them to join him. By degrees, more came to settle in the new lands and came to be influenced by the Steel Raven and Fading Sun&#039;s new ways. &lt;br /&gt;
&lt;br /&gt;
==Zul Kiras Today==&lt;br /&gt;
&lt;br /&gt;
These new ways were not accepted by all, and still have not been, though they slowly have been becoming more widespread as the years progress. As the territories of Zul Kiras have continued to expand, raiding has increasingly fallen out of practice. This has occurred for the simple reason that for most clans, there are no neighbors to raid within hundreds of miles, and so other ways of providing become necessary. Today, many orcs farm, raise flocks or herds, or work as tradesmen within their own clan&#039;s lands. The most striking examples of clans refusing to adopt the new ways are the Onyx Viper and Razortooth clans. Both clans have largely retained their ancestral practices, though for different reasons. The Onyx Viper have always been forest dwellers and nomadic hunter-gatherers, and with the size and abundant game of the Great Woods, there has been no reason to do otherwise. The only group of Onyx Viper orcs that became acclimated to urban dwelling became the nucleus of the secretive and feared Twilight Blade, and their example is taken as a warning by the rest of the clan about the evils of cities.&lt;br /&gt;
&lt;br /&gt;
The Razortooth clan, however, has been both outspoken and ostentatious in their maintenance of their old ways, even taking barbarity and savagery to lengths that unnerve other clans on occasion. Despite this, there has been no widespread desire among Razortooth orcs to separate from the United Clans, nor do the other clans wish to drive them out. Rather than force the Razortooth clan to stop raiding neighboring nations, the United Clans have more than once shifted Razortooth lands nearer to the frontiers of Zul Kiras. Despite the possibility for straining already poor relations with other nations, the United Clans are rather confident that most nations would rather tolerate a certain amount of raiding than risk incurring the full fury of the United Clans.&lt;br /&gt;
&lt;br /&gt;
Ironically, the orcs who are truly the closest practitioners of their ancestral ways are the bandit gangs living in remote areas of Zul Kiras, raiding for a living. Some of these raiders are descended from orcs who decided that they disliked Bonebreaker&#039;s new order, while others are simply the sort who would rather steal from others than work for a living. Bandit hunting is a common peacetime occupation for Zul Kiran soldiers, and they tend to be especially ruthless in their work. These bandits are considered not just criminals, but enemies of the War-King for preying on Zul Kirans. There are persistant rumors that some of these bands of raiders are humans, remnants of conquered kingdoms scratching out a living in isolated areas. These rumors have not been substantiated, however, and may simply be the fabrication of individuals wishing poetic justice on the orcs.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Many wild orcish clans will raid and plunder an area until they have taken every last scrap of valuable material, and then move on to another area, leaving a swath of destruction behind them. This is not the case in Zul Kiras. The reason for this shift in attitude stems from a combination of Fading Sun influence, and Fenris Bonebreaker&#039;s method of doling out conquered lands to his army. He emphasized that the land was now theirs, to be passed down through the family until the end of time. Now that some clans have deified the first War-King, his dictates have the force of divine mandate, further reinforced by the peculiar system of family property ownership in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Herding is a fairly common occupation among the orcs, as is fishing and raising livestock, since orcs require more meat in their diet than do most other races. Zul Kiras also has no shortage of farms, especially in the lands of the Stormrider Clan, who raise grain to feed their mounts. The Fading Sun have had mixed success in imparting their agricultural knowledge to other clans, however, and most Zul Kiran clans have a limited interest in the subject. Most orcish farms either raise fodder for livestock, or cultivate crops that will eventually be brewed or distilled into alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
The true wealth of Zul Kiras, however, lies in its mineral resources. Orcish mines are rich with iron, copper, tin, zinc, silver, and coal, and have one of the only deposits of platinum in this part of the world. &lt;br /&gt;
&lt;br /&gt;
Due to the understandably poor relations between Zul Kiras and many of its neighbors, there is very little in the way of foreign trade. Most nations have opted to find new trading partners, rather than continuing to deal with the orcish nation that replaced a number of old kingdoms. As such, many nations are willing to undertake much longer voyages than they formerly would have to avoid dealing with the orcs, much to the benefit of the merchants in the southern and eastern portions of the continent.&lt;br /&gt;
&lt;br /&gt;
What commerce that does take place in Zul Kiras comes principally from two sources: the [[Khalars|Khalar]] tribes, and the [[Korthai]]. While both these groups are considered wild and uncivilized by many other human nations, most orcs esteem them of examples of what humans should be like. The ritualized skirmishing between Kahlahra and Zul Kiras has fostered a healthy mutual respect among both peoples, it is not at all uncommon to see Khalar horsemen wielding orcish scimitars or lances, nor is it unusual to see orcish cavalry astride Khalar steeds.&lt;br /&gt;
&lt;br /&gt;
The trade with the Wolves of the Sea is a result of the Korthai willingness to deal with anyone that might want to buy or sell something. After the fall of Rindona and the founding of Vorschk in its place, Korthai ships docked in their usual place in the harbor as if nothing had changed, and set up their trading tables on the docks without once stopping to debate whether they should be trading with the orcs or not. The Korthai currently have a de facto monopoly on sea trade with Zul Kiras, as ships from most nations wouldn&#039;t voluntarily put into Vorschk&#039;s harbor to weather a storm. The United Clans have no naval strength to speak of, and are still making their first experiments in seafaring.&lt;br /&gt;
&lt;br /&gt;
As such, goods exported from Zul Kiras are distributed through the Korthai, who generally do not reveal the origin of the goods unless it is in their best interest to do so. Particularly interesting in the Orcish-Korthai trade are the matter of platinum, and of the products of the [[Weeping Queen]] plant. Zul Kiras is one of the few known sources of platinum, which is in great demand in southern Arangoth due to the number of Pallodain worshippers who buy religious objects fashioned from precious metal. A substantial amount of the platinum that makes its way into the hands of Arangothian jewelers ultimately comes from orcish mines. Similarly, the [[Weeping Queen]] is a species of indigo plant which grows wild in certain parts of Zul Kiras which is used for making rich purple dyes. While the United Clans make use of the dye for both clothing and manufacturing tattooing ink, the high prices it can fetch in other lands have led to some intentional cultivation of the plant. It is certainly not inconceivable that a noblewoman in Arangoth could own furs from animals trapped in Zul Kiras, a dress dyed with dye produced in Zul Kiras, and a platinum dragon necklace made from metal mined in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Orquila==&lt;br /&gt;
&lt;br /&gt;
In recent times, the cultivation of agave in the far-western regions of the country have yielded a unique, alcoholic concoction known as &amp;quot;Orquila.&amp;quot;  The semi-arid conditions make it ripe for growing blue agave, which has spread quite rapidly in popularity amongst Southern Veth.  Of course, one of the defining features of it&#039;s bottling is the inclusion of a leech, which sinks to the bottom and remains dormant.  Though stories remain legendary as to their revival after the liquor has been siphoned out.  Rumors have spread about their latching onto the lips and faces of those who imbibe.&lt;br /&gt;
  &lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7341</id>
		<title>Zul Kiras</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7341"/>
		<updated>2017-06-23T23:09:22Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Zul Kiras&lt;br /&gt;
| image          = ZulKiras.jpg&lt;br /&gt;
| alt            = Map of Zul Kiras&lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Zirak-Zan]]&lt;br /&gt;
| language1      = Orcish, &lt;br /&gt;
| language2      = other goblinoid languages&lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = &lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Zul Kiran Religion|Zul Kiran pantheon]]&lt;br /&gt;
| government     = Confederation with elective monarchy&lt;br /&gt;
| ruler          = War-King Krauthil Shadowspear&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zul Kiras, also called the United Clans, is an organized and militant kingdom of orcs and some goblinoids located to the north and west of [[Arangoth]]. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The kingdom came into existance in the year 109, when orcish armies led by the legendary Fenris Bonebreaker conquered the kingdom of Beren. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot; Some Zul Kirans like to counter with the observation that several of the countries conquered by the United Clans initiated the wars that led to their downfall. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenris Bonebreaker&#039;&#039;&#039;: Founder and First War-King of Zul Kiras. Now worshipped as a god by several clans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazad Frostknives&#039;&#039;&#039;: An orcish wizard of the Firestorm Clan that committed the Firestorm&#039;s assitance to Bonebreaker&#039;s cause, and commanded their forces in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silik the Grey-Bearded&#039;&#039;&#039;: The first chieftain of the Fading Sun. Personally forged the War-King&#039;s steel crown.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Zkmap2.jpg|thumb|The lands of the united clans of Zul Kiras.]]&lt;br /&gt;
At its present boundaries, the orcish lands are approximately the same size as Arangoth and [[Elvendeep]] combined, stretching from [[Kahlahra]] in the east to the shores of the Inland Sea in the west, and from the River Deepwater in the north to the Lunit Mountains in the south. The Country&#039;s most productive farmland is located in the river valleys of the Thunder and Nez rivers in the kingdom&#039;s interior. The Great Woods is a vast forest in the central and southern portions of the country, which has been slowly expanding throughout the country&#039;s history to reclaim former farmland in kingdoms conquered by the orcish host. The land grows more arid and trees become more scarce as one moves north, transitioning to steppeland.&lt;br /&gt;
&lt;br /&gt;
The capital and largest city of Zul Kiras is [[Zirak-Zan]], a name that means Blood River in the common tongue. It is located along the banks of the River Thunder in the central plains of the nation, on the site of the old Berenite capital city of Berendan. The second largest city in the kingdom is the port city of Vorschk, called the Red City because many of the city&#039;s buildings are made of a locally quarried red sandstone.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Government]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zul Kiras is a confederation of several hundred clans, each having anywhere from several dozen to tens of thousands of members. The the original three founding clans were the Steel Raven, Firestorm, and Fading Sun, but the number of clans has grown as the nation expanded. New groups of orcs and other goblinoids have joined Zul Kiras as new clans, and War-Kings sometimes grant heroes who have distinguised themselves in war the right to found their own clans. Owing to their varied origins, members of different clans can vary significantly in physical appearance, cultural traditions, religious beliefs, and approaches to warfare.&lt;br /&gt;
&lt;br /&gt;
Each clan has its own territory within Zul Kiras, and has a large degree of autonomy in running day to day affairs. The Clan Chieftains elect a War-King, who rules from the fortified city of Zirak-Zan on the banks of the River Thunder. The War-King serves as the supreme commander of the nation&#039;s considerable military might, settle disputes among clans, and determine policy in matters which concern the nation as a whole. Each clan sends a representative to the Council of Clans to advise the War-King, and this body has evolved over time into a quasi-legislature, passing recommendations to the War-King that are usually given the force of law by the Zul Kiran monarch.&lt;br /&gt;
&lt;br /&gt;
Neighboring countries have long refused to acknowledge the orcish kingdom as a legitimate nation. The Zul Kirans for their part have had minimal interest in attempting to forge ties with other countries and reverse their status as a pariah until quite recently. Because of its political and cultural isolation from the rest of the continent throughout most of its history, Zul Kiras has remained an enigma throughout most of its existence. Most of what is now known about the orcish nation in Arangoth is due to a book written by Alfrith ul-Branth Aptentrod, a professor from the [[Royal University]] in [[Hornath ul-Marfed]] who spent a year in Zul Kiras in the company of several orcs from the Fading Sun Clan. &lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&#039;&#039;&#039;Krauthil Shadowspear&#039;&#039;&#039;: Current War-King of Zul Kiras. An orc of the Howling Wind Clan, Shadowspear was elected in the year 481. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vazhak Bloodhammer&#039;&#039;&#039;: Reigned as War-King from 470-481. Former general of the Steel Raven Clan&#039;s forces. Currently serving as the Steel Raven Clan&#039;s delegate to the Council of Clans. Oversaw the invasion and occupation of the western half of Outer Arangoth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vrugar Ghostwalker&#039;&#039;&#039;: A wizard of the Firestorm clan. Reigned as War-King from 459-470. Oversaw the rebuilding efforts following the fourth war with Elvendeep. Currently serves as a diplomatic envoy at large for the War-King.&lt;br /&gt;
&lt;br /&gt;
=The Clans=&lt;br /&gt;
&#039;&#039;Main Article: [[Clans of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The clan system is so integral to the culture of Zul Kiras that most Zul Kirans think of themselves in terms of their clan first, as Zul Kirans second, and as their particular race third. They do not necessarily feel a kinship with other goblinoid races automatically, and will slaughter groups of orcs or other goblinoids who don&#039;t accept their ways as readily as they will enemies of other racial origins. Scholars point to the Bahrians as an example of one group Zul Kirans have a longstanding mutual enmity with because of marked differences in culture and outlook.&lt;br /&gt;
&lt;br /&gt;
There are several hundred clans composing the nation of Zul Kiras, each having anywhere from several dozen to tens of thousands of members. Originally, these clans were small raiding bands consisting of a single extended family group. Occasionally, a particularly powerful chieftain might be able to unite several clans under a single banner, but these alliances invariably broke up rapidly after the death of the charismatic leader that had brought them together. This changed when Fenris Bonebreaker began building his army in the Xaad mountains, and united all of the mountain clans under the banner of his own Steel Ravens. He continued to refer to his entire army as one clan as one way of fostering unity, even though the term was now inaccurate. The practice stuck, and thus, only the smallest of Clans fit the traditional definition in present-day Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Several clans have the been raised to Major Clan status. The distinction between major and minor clans is usually based on the contribution that each clan is able to make to the kingdom&#039;s perpetually active war machine. This is not simply a quantitative measure of the number of troops each clan can supply; rather, there is a certain element of subjectivity in determining how valuable a particular clan has been. The Firestorm Clan, for example, is counted a Major Clan because of their mastery of destructive magic, and the enormous influence they wield as one of the three founding clans. The Fading Sun Clan is also considered a Major Clan despite their virtual pacifism, since the other clans recognize their vital role in the orcish state. In addition, relatively small clans that produce an unusually high number of leaders, or whose forces regularly undertake more than their share of difficult tasks may also be counted among the Major Clans. Major Clans do not merely enjoy a greater prestige than minor clans, but they also have a seat on the Overcouncil, the War-King&#039;s inner circle of advisors. While not unheard of, it is rather rare for a War-King to come from a minor clan. The distinction between major and minor clans is not a fixed one, but rather is re-evaluated every few years.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
When troops are needed, there are often fierce competitions to fill the allotted levy for each clan and win a chance to go to war. Indeed, a declaration of war can touch off fierce debate in the Council of Clans about which clans will be mobilized to fight and in what numbers, since the Zul Kirans do not mobilize their population en masse and form gigantic hordes like some other groups of orcs have a tendency to do in times of war. A good showing in war can mean an increase in prestige for a clan, and a possible elevation to Major Clan status. Individual orcs can increase their standing within their own clans, and reap spoils from vanquished enemies. Owing to their origins as scattered groups in different parts of the region, many clans have distinct methods of warfare, such as the Steel Raven&#039;s infantry or the Stormrider cavalry.&lt;br /&gt;
&lt;br /&gt;
Most of the southern part of the continent has been spared the fury of the United Clans, as the mountains bordering their territory severely limit their inroads into the south. The only nations they may directly invade are Kahlahra, Elvendeep, and Outer Arangoth. Outer Arangoth, while of little economic value to most individuals, is in a strategically vital location. Capturing that province would give the Zul Kirans a path into Caern Rhia and Leptatarna, and back doors into Elvendeep and Kahlahra. The Order of the Beady Eye&#039;s fortress of Hornath-ul-Dinthoss was built at the mouth of the pass through the Skull Teeth into Zul Kiras, and was successful in repelling several invasion attempts before it was finally taken by storm and leveled in the year 423. The orcs then swarmed across the province and laid siege to Kamhorna, then the unofficial capitol of the Beady Eye in Outer Arangoth. An outbreak of a plague (probably Khtarpan Fever) devastated their armies and forced them to withdraw. Nevertheless, this was more than enough to convince the Order of the Beady Eye to withdraw from Outer Arangoth and leave the remaining people on their own.&lt;br /&gt;
&lt;br /&gt;
The orcs invaded a second time in 441 and succeeded in taking Kamhorna, which was at that time in the hands of bandits. They were in the process of preparing for an invasion of Caern Rhia when Elvendeep, fearful of the prospect of Outer Arangoth remaining in orcish hands, attacked Zul Kiras and precipitated the Fourth Elven War, which lasted until 459. This bloody and protracted war had no clear winner, though cases can be made for either side. In the long run, however, the war may have been more costly for the elves, since it will take much longer for them to recover from the loss of life.&lt;br /&gt;
&lt;br /&gt;
Zul Kiras had been quiet while they recovered from their most recent war with Arangoth until Mid Year of 471, when War-King Vazhak Bloodhammer launched a third invasion of Outer Arangoth at the behest of Prince Tarion of Caern Rhia to defeat the Knights of Takhisis and liberate Caern Rhia from its otherworldly invaders. Since that time, the orcs have laid claim to the western half of the region, and have been settling the area.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcish religion is extremely polyglot as a natural consequence of the far-flung origins of the component clans of Zul Kiras. Clans that lived in closer geographic proximity to one another before their entrance to the United Clans tend to have greater similarities in mythology and religious practices. Many clans have almost entirely different pantheons and hierarchies of gods, however, and have different ways of venerating their gods. Some clans also practice ancestor veneration, and still others give honor to numinous spirits that protect and govern various places and activities. The Black Bull Clan was formed from various priests and other religious leaders from the United Clans to ensure that all of the gods receive the proper worship due them. Over the years, the Clan&#039;s priests have made impressive strides toward creating a unified mythology, though a complete harmonization of all the disparate elements seems a nearly impossible task. The clan has weathered its share of religious disputes throughout the years, and is not free of internal tensions even now.&lt;br /&gt;
&lt;br /&gt;
One of the few unifying threads among all clans is the worship of Sek, the Orcfather. Among non-orcish clans, he is also referred to as the Goblinfather, Trollfather, or Ogrefather, etc. Sek is the undisputed chief deity in the Zul Kiran religion, though the pantheons that serve him can vary widely from clan to clan. The Zul Kirans believe that Sek rules from his hall of Tanuruzdan, where the souls of the dead are brought before him for judgement. Those found worthy live in his hall and do battle against his enemies, while those found unworthy are cast into a dark and shadowy place called Nnetharr, where they are forgotten. The especially odious might be fed to one of Sek&#039;s monstrous pets, or otherwise condemned to an eternity of suffering. Oaths sworn in Sek&#039;s name are considered legally binding, and violating such an oath can have grave consequences.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many ways, Zul Kiras is culture in the midst of transformation. It is an oft-uneasy balance between tradition and change that has been occurring by degrees over the years. Like the evolution of the government of the United Clans, this change has not been occurring according to some master plan, but rather as a consequence of the wars of conquest and their aftermath.&lt;br /&gt;
&lt;br /&gt;
The first of these changes can be traced back to Fenris Bonebreaker himself, who was the first to reject traditional modes of warfare. He realized that as individuals, the warriors of his clan had few equals, but a collection of skilled warriors does not make a powerful army. Instead, he utilized what he had learned as a mercenary in foreign lands and reorganized his clan&#039;s forces, and retrained them with an emphasis on discipline and acting as a cohesive unit. While this was at first resisted vehemently, the Chieftain eventually prevailed by force of will.&lt;br /&gt;
&lt;br /&gt;
Next, Bonebreaker made the shocking move of concluding a secret alliance with the Fading Sun Clan. The Fading Sun had long been shunned by other clans for their radically different worldview and culture--it was the opinion of most that the Fading Sun had become soft and too humanlike. Indeed, the pacifistic philosophy of the Fading Sun had led them to be reduced to a state of virtual slavery by the kingdom of Beren, a status other orcs found disgusting. Still, Fenris is said to have been a pragmatist above all else, and he recognized the value of their aid. Once the humans in the area had been dealt with, the Steel Raven clan would have control of the farms and mines of southeastern Beren, and would have allies supplying them with food and weapons, allowing them to focus exclusively on conducting the war. &lt;br /&gt;
&lt;br /&gt;
After Berendan was destroyed by a combination of Steel Raven might and Firestorm magic, the orcs were presented with a novel situation: they were no longer aliens within another kingdom, or forced to live on the outskirts of other nations. They were the masters of their own land, and needed to figure out what to do with it. As most orc clans based their economies on raiding supplemented by herding, the usefulness of the Fading Sun clan could not be overlooked. They knew how to farm the land and bring forth iron from the ground; they knew how to forge iron into steel and create weapons and armor superior to that of any other clan; they knew how to make great buildings of stone; they knew the human secrets of reading and writing, and a thousand other useful things. In such a situation, the newly crowned War-King could easily have reduced the Fading Sun to slaves once more, but did the unthinkable once again and settled them throughout the new kingdom and bid them to share their knowledge with the other clans. At this time, he created the first new clans from the families of his officers, and also sent word once again to the various goblinoid clans and tribes throughout the region, inviting them to join him. By degrees, more came to settle in the new lands and came to be influenced by the Steel Raven and Fading Sun&#039;s new ways. &lt;br /&gt;
&lt;br /&gt;
==Zul Kiras Today==&lt;br /&gt;
&lt;br /&gt;
These new ways were not accepted by all, and still have not been, though they slowly have been becoming more widespread as the years progress. As the territories of Zul Kiras have continued to expand, raiding has increasingly fallen out of practice. This has occurred for the simple reason that for most clans, there are no neighbors to raid within hundreds of miles, and so other ways of providing become necessary. Today, many orcs farm, raise flocks or herds, or work as tradesmen within their own clan&#039;s lands. The most striking examples of clans refusing to adopt the new ways are the Onyx Viper and Razortooth clans. Both clans have largely retained their ancestral practices, though for different reasons. The Onyx Viper have always been forest dwellers and nomadic hunter-gatherers, and with the size and abundant game of the Great Woods, there has been no reason to do otherwise. The only group of Onyx Viper orcs that became acclimated to urban dwelling became the nucleus of the secretive and feared Twilight Blade, and their example is taken as a warning by the rest of the clan about the evils of cities.&lt;br /&gt;
&lt;br /&gt;
The Razortooth clan, however, has been both outspoken and ostentatious in their maintenance of their old ways, even taking barbarity and savagery to lengths that unnerve other clans on occasion. Despite this, there has been no widespread desire among Razortooth orcs to separate from the United Clans, nor do the other clans wish to drive them out. Rather than force the Razortooth clan to stop raiding neighboring nations, the United Clans have more than once shifted Razortooth lands nearer to the frontiers of Zul Kiras. Despite the possibility for straining already poor relations with other nations, the United Clans are rather confident that most nations would rather tolerate a certain amount of raiding than risk incurring the full fury of the United Clans.&lt;br /&gt;
&lt;br /&gt;
Ironically, the orcs who are truly the closest practitioners of their ancestral ways are the bandit gangs living in remote areas of Zul Kiras, raiding for a living. Some of these raiders are descended from orcs who decided that they disliked Bonebreaker&#039;s new order, while others are simply the sort who would rather steal from others than work for a living. Bandit hunting is a common peacetime occupation for Zul Kiran soldiers, and they tend to be especially ruthless in their work. These bandits are considered not just criminals, but enemies of the War-King for preying on Zul Kirans. There are persistant rumors that some of these bands of raiders are humans, remnants of conquered kingdoms scratching out a living in isolated areas. These rumors have not been substantiated, however, and may simply be the fabrication of individuals wishing poetic justice on the orcs.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Many wild orcish clans will raid and plunder an area until they have taken every last scrap of valuable material, and then move on to another area, leaving a swath of destruction behind them. This is not the case in Zul Kiras. The reason for this shift in attitude stems from a combination of Fading Sun influence, and Fenris Bonebreaker&#039;s method of doling out conquered lands to his army. He emphasized that the land was now theirs, to be passed down through the family until the end of time. Now that some clans have deified the first War-King, his dictates have the force of divine mandate, further reinforced by the peculiar system of family property ownership in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Herding is a fairly common occupation among the orcs, as is fishing and raising livestock, since orcs require more meat in their diet than do most other races. Zul Kiras also has no shortage of farms, especially in the lands of the Stormrider Clan, who raise grain to feed their mounts. The Fading Sun have had mixed success in imparting their agricultural knowledge to other clans, however, and most Zul Kiran clans have a limited interest in the subject. Most orcish farms either raise fodder for livestock, or cultivate crops that will eventually be brewed or distilled into alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
The true wealth of Zul Kiras, however, lies in its mineral resources. Orcish mines are rich with iron, copper, tin, zinc, silver, and coal, and have one of the only deposits of platinum in this part of the world. &lt;br /&gt;
&lt;br /&gt;
Due to the understandably poor relations between Zul Kiras and many of its neighbors, there is very little in the way of foreign trade. Most nations have opted to find new trading partners, rather than continuing to deal with the orcish nation that replaced a number of old kingdoms. As such, many nations are willing to undertake much longer voyages than they formerly would have to avoid dealing with the orcs, much to the benefit of the merchants in the southern and eastern portions of the continent.&lt;br /&gt;
&lt;br /&gt;
What commerce that does take place in Zul Kiras comes principally from two sources: the [[Khalars|Khalar]] tribes, and the [[Korthai]]. While both these groups are considered wild and uncivilized by many other human nations, most orcs esteem them of examples of what humans should be like. The ritualized skirmishing between Kahlahra and Zul Kiras has fostered a healthy mutual respect among both peoples, it is not at all uncommon to see Khalar horsemen wielding orcish scimitars or lances, nor is it unusual to see orcish cavalry astride Khalar steeds.&lt;br /&gt;
&lt;br /&gt;
The trade with the Wolves of the Sea is a result of the Korthai willingness to deal with anyone that might want to buy or sell something. After the fall of Rindona and the founding of Vorschk in its place, Korthai ships docked in their usual place in the harbor as if nothing had changed, and set up their trading tables on the docks without once stopping to debate whether they should be trading with the orcs or not. The Korthai currently have a de facto monopoly on sea trade with Zul Kiras, as ships from most nations wouldn&#039;t voluntarily put into Vorschk&#039;s harbor to weather a storm. The United Clans have no naval strength to speak of, and are still making their first experiments in seafaring.&lt;br /&gt;
&lt;br /&gt;
As such, goods exported from Zul Kiras are distributed through the Korthai, who generally do not reveal the origin of the goods unless it is in their best interest to do so. Particularly interesting in the Orcish-Korthai trade are the matter of platinum, and of the products of the [[Weeping Queen]] plant. Zul Kiras is one of the few known sources of platinum, which is in great demand in southern Arangoth due to the number of Pallodain worshippers who buy religious objects fashioned from precious metal. A substantial amount of the platinum that makes its way into the hands of Arangothian jewelers ultimately comes from orcish mines. Similarly, the [[Weeping Queen]] is a species of indigo plant which grows wild in certain parts of Zul Kiras which is used for making rich purple dyes. While the United Clans make use of the dye for both clothing and manufacturing tattooing ink, the high prices it can fetch in other lands have led to some intentional cultivation of the plant. It is certainly not inconceivable that a noblewoman in Arangoth could own furs from animals trapped in Zul Kiras, a dress dyed with dye produced in Zul Kiras, and a platinum dragon necklace made from metal mined in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Orquila==&lt;br /&gt;
&lt;br /&gt;
In recent times, the cultivation of agave in the far-western regions of the country have yielded a unique, alcoholic concoction known as &amp;quot;Orquila.&amp;quot;  The semi-arid conditions make it ripe for growing blue agave, which has spread quite rapidly in popularity amongst Southern Veth.  Of course, one of the defining features of it&#039;s bottling is the inclusion of a leech, which sinks to the bottom and remains dormant.  Though stories remain legendary as to their revival after the liquor has been siphoned out.  Stories have spread about their latching onto the lips and faces of those who imbibe.&lt;br /&gt;
  &lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7339</id>
		<title>Zul Kiras</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7339"/>
		<updated>2017-06-23T19:20:07Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Economy */&lt;/p&gt;
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&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Zul Kiras&lt;br /&gt;
| image          = ZulKiras.jpg&lt;br /&gt;
| alt            = Map of Zul Kiras&lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Zirak-Zan]]&lt;br /&gt;
| language1      = Orcish, &lt;br /&gt;
| language2      = other goblinoid languages&lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = &lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Zul Kiran Religion|Zul Kiran pantheon]]&lt;br /&gt;
| government     = Confederation with elective monarchy&lt;br /&gt;
| ruler          = War-King Krauthil Shadowspear&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zul Kiras, also called the United Clans, is an organized and militant kingdom of orcs and some goblinoids located to the north and west of [[Arangoth]]. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The kingdom came into existance in the year 109, when orcish armies led by the legendary Fenris Bonebreaker conquered the kingdom of Beren. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot; Some Zul Kirans like to counter with the observation that several of the countries conquered by the United Clans initiated the wars that led to their downfall. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenris Bonebreaker&#039;&#039;&#039;: Founder and First War-King of Zul Kiras. Now worshipped as a god by several clans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazad Frostknives&#039;&#039;&#039;: An orcish wizard of the Firestorm Clan that committed the Firestorm&#039;s assitance to Bonebreaker&#039;s cause, and commanded their forces in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silik the Grey-Bearded&#039;&#039;&#039;: The first chieftain of the Fading Sun. Personally forged the War-King&#039;s steel crown.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Zkmap2.jpg|thumb|The lands of the united clans of Zul Kiras.]]&lt;br /&gt;
At its present boundaries, the orcish lands are approximately the same size as Arangoth and [[Elvendeep]] combined, stretching from [[Kahlahra]] in the east to the shores of the Inland Sea in the west, and from the River Deepwater in the north to the Lunit Mountains in the south. The Country&#039;s most productive farmland is located in the river valleys of the Thunder and Nez rivers in the kingdom&#039;s interior. The Great Woods is a vast forest in the central and southern portions of the country, which has been slowly expanding throughout the country&#039;s history to reclaim former farmland in kingdoms conquered by the orcish host. The land grows more arid and trees become more scarce as one moves north, transitioning to steppeland.&lt;br /&gt;
&lt;br /&gt;
The capital and largest city of Zul Kiras is [[Zirak-Zan]], a name that means Blood River in the common tongue. It is located along the banks of the River Thunder in the central plains of the nation, on the site of the old Berenite capital city of Berendan. The second largest city in the kingdom is the port city of Vorschk, called the Red City because many of the city&#039;s buildings are made of a locally quarried red sandstone.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Government]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zul Kiras is a confederation of several hundred clans, each having anywhere from several dozen to tens of thousands of members. The the original three founding clans were the Steel Raven, Firestorm, and Fading Sun, but the number of clans has grown as the nation expanded. New groups of orcs and other goblinoids have joined Zul Kiras as new clans, and War-Kings sometimes grant heroes who have distinguised themselves in war the right to found their own clans. Owing to their varied origins, members of different clans can vary significantly in physical appearance, cultural traditions, religious beliefs, and approaches to warfare.&lt;br /&gt;
&lt;br /&gt;
Each clan has its own territory within Zul Kiras, and has a large degree of autonomy in running day to day affairs. The Clan Chieftains elect a War-King, who rules from the fortified city of Zirak-Zan on the banks of the River Thunder. The War-King serves as the supreme commander of the nation&#039;s considerable military might, settle disputes among clans, and determine policy in matters which concern the nation as a whole. Each clan sends a representative to the Council of Clans to advise the War-King, and this body has evolved over time into a quasi-legislature, passing recommendations to the War-King that are usually given the force of law by the Zul Kiran monarch.&lt;br /&gt;
&lt;br /&gt;
Neighboring countries have long refused to acknowledge the orcish kingdom as a legitimate nation. The Zul Kirans for their part have had minimal interest in attempting to forge ties with other countries and reverse their status as a pariah until quite recently. Because of its political and cultural isolation from the rest of the continent throughout most of its history, Zul Kiras has remained an enigma throughout most of its existence. Most of what is now known about the orcish nation in Arangoth is due to a book written by Alfrith ul-Branth Aptentrod, a professor from the [[Royal University]] in [[Hornath ul-Marfed]] who spent a year in Zul Kiras in the company of several orcs from the Fading Sun Clan. &lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&#039;&#039;&#039;Krauthil Shadowspear&#039;&#039;&#039;: Current War-King of Zul Kiras. An orc of the Howling Wind Clan, Shadowspear was elected in the year 481. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vazhak Bloodhammer&#039;&#039;&#039;: Reigned as War-King from 470-481. Former general of the Steel Raven Clan&#039;s forces. Currently serving as the Steel Raven Clan&#039;s delegate to the Council of Clans. Oversaw the invasion and occupation of the western half of Outer Arangoth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vrugar Ghostwalker&#039;&#039;&#039;: A wizard of the Firestorm clan. Reigned as War-King from 459-470. Oversaw the rebuilding efforts following the fourth war with Elvendeep. Currently serves as a diplomatic envoy at large for the War-King.&lt;br /&gt;
&lt;br /&gt;
=The Clans=&lt;br /&gt;
&#039;&#039;Main Article: [[Clans of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The clan system is so integral to the culture of Zul Kiras that most Zul Kirans think of themselves in terms of their clan first, as Zul Kirans second, and as their particular race third. They do not necessarily feel a kinship with other goblinoid races automatically, and will slaughter groups of orcs or other goblinoids who don&#039;t accept their ways as readily as they will enemies of other racial origins. Scholars point to the Bahrians as an example of one group Zul Kirans have a longstanding mutual enmity with because of marked differences in culture and outlook.&lt;br /&gt;
&lt;br /&gt;
There are several hundred clans composing the nation of Zul Kiras, each having anywhere from several dozen to tens of thousands of members. Originally, these clans were small raiding bands consisting of a single extended family group. Occasionally, a particularly powerful chieftain might be able to unite several clans under a single banner, but these alliances invariably broke up rapidly after the death of the charismatic leader that had brought them together. This changed when Fenris Bonebreaker began building his army in the Xaad mountains, and united all of the mountain clans under the banner of his own Steel Ravens. He continued to refer to his entire army as one clan as one way of fostering unity, even though the term was now inaccurate. The practice stuck, and thus, only the smallest of Clans fit the traditional definition in present-day Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Several clans have the been raised to Major Clan status. The distinction between major and minor clans is usually based on the contribution that each clan is able to make to the kingdom&#039;s perpetually active war machine. This is not simply a quantitative measure of the number of troops each clan can supply; rather, there is a certain element of subjectivity in determining how valuable a particular clan has been. The Firestorm Clan, for example, is counted a Major Clan because of their mastery of destructive magic, and the enormous influence they wield as one of the three founding clans. The Fading Sun Clan is also considered a Major Clan despite their virtual pacifism, since the other clans recognize their vital role in the orcish state. In addition, relatively small clans that produce an unusually high number of leaders, or whose forces regularly undertake more than their share of difficult tasks may also be counted among the Major Clans. Major Clans do not merely enjoy a greater prestige than minor clans, but they also have a seat on the Overcouncil, the War-King&#039;s inner circle of advisors. While not unheard of, it is rather rare for a War-King to come from a minor clan. The distinction between major and minor clans is not a fixed one, but rather is re-evaluated every few years.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
When troops are needed, there are often fierce competitions to fill the allotted levy for each clan and win a chance to go to war. Indeed, a declaration of war can touch off fierce debate in the Council of Clans about which clans will be mobilized to fight and in what numbers, since the Zul Kirans do not mobilize their population en masse and form gigantic hordes like some other groups of orcs have a tendency to do in times of war. A good showing in war can mean an increase in prestige for a clan, and a possible elevation to Major Clan status. Individual orcs can increase their standing within their own clans, and reap spoils from vanquished enemies. Owing to their origins as scattered groups in different parts of the region, many clans have distinct methods of warfare, such as the Steel Raven&#039;s infantry or the Stormrider cavalry.&lt;br /&gt;
&lt;br /&gt;
Most of the southern part of the continent has been spared the fury of the United Clans, as the mountains bordering their territory severely limit their inroads into the south. The only nations they may directly invade are Kahlahra, Elvendeep, and Outer Arangoth. Outer Arangoth, while of little economic value to most individuals, is in a strategically vital location. Capturing that province would give the Zul Kirans a path into Caern Rhia and Leptatarna, and back doors into Elvendeep and Kahlahra. The Order of the Beady Eye&#039;s fortress of Hornath-ul-Dinthoss was built at the mouth of the pass through the Skull Teeth into Zul Kiras, and was successful in repelling several invasion attempts before it was finally taken by storm and leveled in the year 423. The orcs then swarmed across the province and laid siege to Kamhorna, then the unofficial capitol of the Beady Eye in Outer Arangoth. An outbreak of a plague (probably Khtarpan Fever) devastated their armies and forced them to withdraw. Nevertheless, this was more than enough to convince the Order of the Beady Eye to withdraw from Outer Arangoth and leave the remaining people on their own.&lt;br /&gt;
&lt;br /&gt;
The orcs invaded a second time in 441 and succeeded in taking Kamhorna, which was at that time in the hands of bandits. They were in the process of preparing for an invasion of Caern Rhia when Elvendeep, fearful of the prospect of Outer Arangoth remaining in orcish hands, attacked Zul Kiras and precipitated the Fourth Elven War, which lasted until 459. This bloody and protracted war had no clear winner, though cases can be made for either side. In the long run, however, the war may have been more costly for the elves, since it will take much longer for them to recover from the loss of life.&lt;br /&gt;
&lt;br /&gt;
Zul Kiras had been quiet while they recovered from their most recent war with Arangoth until Mid Year of 471, when War-King Vazhak Bloodhammer launched a third invasion of Outer Arangoth at the behest of Prince Tarion of Caern Rhia to defeat the Knights of Takhisis and liberate Caern Rhia from its otherworldly invaders. Since that time, the orcs have laid claim to the western half of the region, and have been settling the area.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcish religion is extremely polyglot as a natural consequence of the far-flung origins of the component clans of Zul Kiras. Clans that lived in closer geographic proximity to one another before their entrance to the United Clans tend to have greater similarities in mythology and religious practices. Many clans have almost entirely different pantheons and hierarchies of gods, however, and have different ways of venerating their gods. Some clans also practice ancestor veneration, and still others give honor to numinous spirits that protect and govern various places and activities. The Black Bull Clan was formed from various priests and other religious leaders from the United Clans to ensure that all of the gods receive the proper worship due them. Over the years, the Clan&#039;s priests have made impressive strides toward creating a unified mythology, though a complete harmonization of all the disparate elements seems a nearly impossible task. The clan has weathered its share of religious disputes throughout the years, and is not free of internal tensions even now.&lt;br /&gt;
&lt;br /&gt;
One of the few unifying threads among all clans is the worship of Sek, the Orcfather. Among non-orcish clans, he is also referred to as the Goblinfather, Trollfather, or Ogrefather, etc. Sek is the undisputed chief deity in the Zul Kiran religion, though the pantheons that serve him can vary widely from clan to clan. The Zul Kirans believe that Sek rules from his hall of Tanuruzdan, where the souls of the dead are brought before him for judgement. Those found worthy live in his hall and do battle against his enemies, while those found unworthy are cast into a dark and shadowy place called Nnetharr, where they are forgotten. The especially odious might be fed to one of Sek&#039;s monstrous pets, or otherwise condemned to an eternity of suffering. Oaths sworn in Sek&#039;s name are considered legally binding, and violating such an oath can have grave consequences.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many ways, Zul Kiras is culture in the midst of transformation. It is an oft-uneasy balance between tradition and change that has been occurring by degrees over the years. Like the evolution of the government of the United Clans, this change has not been occurring according to some master plan, but rather as a consequence of the wars of conquest and their aftermath.&lt;br /&gt;
&lt;br /&gt;
The first of these changes can be traced back to Fenris Bonebreaker himself, who was the first to reject traditional modes of warfare. He realized that as individuals, the warriors of his clan had few equals, but a collection of skilled warriors does not make a powerful army. Instead, he utilized what he had learned as a mercenary in foreign lands and reorganized his clan&#039;s forces, and retrained them with an emphasis on discipline and acting as a cohesive unit. While this was at first resisted vehemently, the Chieftain eventually prevailed by force of will.&lt;br /&gt;
&lt;br /&gt;
Next, Bonebreaker made the shocking move of concluding a secret alliance with the Fading Sun Clan. The Fading Sun had long been shunned by other clans for their radically different worldview and culture--it was the opinion of most that the Fading Sun had become soft and too humanlike. Indeed, the pacifistic philosophy of the Fading Sun had led them to be reduced to a state of virtual slavery by the kingdom of Beren, a status other orcs found disgusting. Still, Fenris is said to have been a pragmatist above all else, and he recognized the value of their aid. Once the humans in the area had been dealt with, the Steel Raven clan would have control of the farms and mines of southeastern Beren, and would have allies supplying them with food and weapons, allowing them to focus exclusively on conducting the war. &lt;br /&gt;
&lt;br /&gt;
After Berendan was destroyed by a combination of Steel Raven might and Firestorm magic, the orcs were presented with a novel situation: they were no longer aliens within another kingdom, or forced to live on the outskirts of other nations. They were the masters of their own land, and needed to figure out what to do with it. As most orc clans based their economies on raiding supplemented by herding, the usefulness of the Fading Sun clan could not be overlooked. They knew how to farm the land and bring forth iron from the ground; they knew how to forge iron into steel and create weapons and armor superior to that of any other clan; they knew how to make great buildings of stone; they knew the human secrets of reading and writing, and a thousand other useful things. In such a situation, the newly crowned War-King could easily have reduced the Fading Sun to slaves once more, but did the unthinkable once again and settled them throughout the new kingdom and bid them to share their knowledge with the other clans. At this time, he created the first new clans from the families of his officers, and also sent word once again to the various goblinoid clans and tribes throughout the region, inviting them to join him. By degrees, more came to settle in the new lands and came to be influenced by the Steel Raven and Fading Sun&#039;s new ways. &lt;br /&gt;
&lt;br /&gt;
==Zul Kiras Today==&lt;br /&gt;
&lt;br /&gt;
These new ways were not accepted by all, and still have not been, though they slowly have been becoming more widespread as the years progress. As the territories of Zul Kiras have continued to expand, raiding has increasingly fallen out of practice. This has occurred for the simple reason that for most clans, there are no neighbors to raid within hundreds of miles, and so other ways of providing become necessary. Today, many orcs farm, raise flocks or herds, or work as tradesmen within their own clan&#039;s lands. The most striking examples of clans refusing to adopt the new ways are the Onyx Viper and Razortooth clans. Both clans have largely retained their ancestral practices, though for different reasons. The Onyx Viper have always been forest dwellers and nomadic hunter-gatherers, and with the size and abundant game of the Great Woods, there has been no reason to do otherwise. The only group of Onyx Viper orcs that became acclimated to urban dwelling became the nucleus of the secretive and feared Twilight Blade, and their example is taken as a warning by the rest of the clan about the evils of cities.&lt;br /&gt;
&lt;br /&gt;
The Razortooth clan, however, has been both outspoken and ostentatious in their maintenance of their old ways, even taking barbarity and savagery to lengths that unnerve other clans on occasion. Despite this, there has been no widespread desire among Razortooth orcs to separate from the United Clans, nor do the other clans wish to drive them out. Rather than force the Razortooth clan to stop raiding neighboring nations, the United Clans have more than once shifted Razortooth lands nearer to the frontiers of Zul Kiras. Despite the possibility for straining already poor relations with other nations, the United Clans are rather confident that most nations would rather tolerate a certain amount of raiding than risk incurring the full fury of the United Clans.&lt;br /&gt;
&lt;br /&gt;
Ironically, the orcs who are truly the closest practitioners of their ancestral ways are the bandit gangs living in remote areas of Zul Kiras, raiding for a living. Some of these raiders are descended from orcs who decided that they disliked Bonebreaker&#039;s new order, while others are simply the sort who would rather steal from others than work for a living. Bandit hunting is a common peacetime occupation for Zul Kiran soldiers, and they tend to be especially ruthless in their work. These bandits are considered not just criminals, but enemies of the War-King for preying on Zul Kirans. There are persistant rumors that some of these bands of raiders are humans, remnants of conquered kingdoms scratching out a living in isolated areas. These rumors have not been substantiated, however, and may simply be the fabrication of individuals wishing poetic justice on the orcs.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Many wild orcish clans will raid and plunder an area until they have taken every last scrap of valuable material, and then move on to another area, leaving a swath of destruction behind them. This is not the case in Zul Kiras. The reason for this shift in attitude stems from a combination of Fading Sun influence, and Fenris Bonebreaker&#039;s method of doling out conquered lands to his army. He emphasized that the land was now theirs, to be passed down through the family until the end of time. Now that some clans have deified the first War-King, his dictates have the force of divine mandate, further reinforced by the peculiar system of family property ownership in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Herding is a fairly common occupation among the orcs, as is fishing and raising livestock, since orcs require more meat in their diet than do most other races. Zul Kiras also has no shortage of farms, especially in the lands of the Stormrider Clan, who raise grain to feed their mounts. The Fading Sun have had mixed success in imparting their agricultural knowledge to other clans, however, and most Zul Kiran clans have a limited interest in the subject. Most orcish farms either raise fodder for livestock, or cultivate crops that will eventually be brewed or distilled into alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
The true wealth of Zul Kiras, however, lies in its mineral resources. Orcish mines are rich with iron, copper, tin, zinc, silver, and coal, and have one of the only deposits of platinum in this part of the world. &lt;br /&gt;
&lt;br /&gt;
Due to the understandably poor relations between Zul Kiras and many of its neighbors, there is very little in the way of foreign trade. Most nations have opted to find new trading partners, rather than continuing to deal with the orcish nation that replaced a number of old kingdoms. As such, many nations are willing to undertake much longer voyages than they formerly would have to avoid dealing with the orcs, much to the benefit of the merchants in the southern and eastern portions of the continent.&lt;br /&gt;
&lt;br /&gt;
What commerce that does take place in Zul Kiras comes principally from two sources: the [[Khalars|Khalar]] tribes, and the [[Korthai]]. While both these groups are considered wild and uncivilized by many other human nations, most orcs esteem them of examples of what humans should be like. The ritualized skirmishing between Kahlahra and Zul Kiras has fostered a healthy mutual respect among both peoples, it is not at all uncommon to see Khalar horsemen wielding orcish scimitars or lances, nor is it unusual to see orcish cavalry astride Khalar steeds.&lt;br /&gt;
&lt;br /&gt;
The trade with the Wolves of the Sea is a result of the Korthai willingness to deal with anyone that might want to buy or sell something. After the fall of Rindona and the founding of Vorschk in its place, Korthai ships docked in their usual place in the harbor as if nothing had changed, and set up their trading tables on the docks without once stopping to debate whether they should be trading with the orcs or not. The Korthai currently have a de facto monopoly on sea trade with Zul Kiras, as ships from most nations wouldn&#039;t voluntarily put into Vorschk&#039;s harbor to weather a storm. The United Clans have no naval strength to speak of, and are still making their first experiments in seafaring.&lt;br /&gt;
&lt;br /&gt;
As such, goods exported from Zul Kiras are distributed through the Korthai, who generally do not reveal the origin of the goods unless it is in their best interest to do so. Particularly interesting in the Orcish-Korthai trade are the matter of platinum, and of the products of the [[Weeping Queen]] plant. Zul Kiras is one of the few known sources of platinum, which is in great demand in southern Arangoth due to the number of Pallodain worshippers who buy religious objects fashioned from precious metal. A substantial amount of the platinum that makes its way into the hands of Arangothian jewelers ultimately comes from orcish mines. Similarly, the [[Weeping Queen]] is a species of indigo plant which grows wild in certain parts of Zul Kiras which is used for making rich purple dyes. While the United Clans make use of the dye for both clothing and manufacturing tattooing ink, the high prices it can fetch in other lands have led to some intentional cultivation of the plant. It is certainly not inconceivable that a noblewoman in Arangoth could own furs from animals trapped in Zul Kiras, a dress dyed with dye produced in Zul Kiras, and a platinum dragon necklace made from metal mined in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
In recent times, the cultivation of agave in the far-western regions of the country have yielded a unique, alcoholic concoction known as &amp;quot;Orquila.&amp;quot;  The semi-arid conditions make it ripe for growing blue agave, which has spread quite rapidly in popularity amongst Southern Veth.  Of course, one of the defining features of it&#039;s bottling is the inclusion of a leech, which sinks to the bottom and remains dormant.  Though stories remain legendary as to their revival after the liquor has been siphoned out.  Stories have spread about their latching onto the lips and faces of those who imbibe.&lt;br /&gt;
  &lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7338</id>
		<title>Zul Kiras</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Zul_Kiras&amp;diff=7338"/>
		<updated>2017-06-23T19:17:30Z</updated>

		<summary type="html">&lt;p&gt;Ayanula: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Zul Kiras&lt;br /&gt;
| image          = ZulKiras.jpg&lt;br /&gt;
| alt            = Map of Zul Kiras&lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Zirak-Zan]]&lt;br /&gt;
| language1      = Orcish, &lt;br /&gt;
| language2      = other goblinoid languages&lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = &lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Zul Kiran Religion|Zul Kiran pantheon]]&lt;br /&gt;
| government     = Confederation with elective monarchy&lt;br /&gt;
| ruler          = War-King Krauthil Shadowspear&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zul Kiras, also called the United Clans, is an organized and militant kingdom of orcs and some goblinoids located to the north and west of [[Arangoth]]. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The kingdom came into existance in the year 109, when orcish armies led by the legendary Fenris Bonebreaker conquered the kingdom of Beren. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history, leading one famous elven orator to describe it as &amp;quot;a nation built from the bones of the dead.&amp;quot; Some Zul Kirans like to counter with the observation that several of the countries conquered by the United Clans initiated the wars that led to their downfall. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenris Bonebreaker&#039;&#039;&#039;: Founder and First War-King of Zul Kiras. Now worshipped as a god by several clans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nazad Frostknives&#039;&#039;&#039;: An orcish wizard of the Firestorm Clan that committed the Firestorm&#039;s assitance to Bonebreaker&#039;s cause, and commanded their forces in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silik the Grey-Bearded&#039;&#039;&#039;: The first chieftain of the Fading Sun. Personally forged the War-King&#039;s steel crown.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Zkmap2.jpg|thumb|The lands of the united clans of Zul Kiras.]]&lt;br /&gt;
At its present boundaries, the orcish lands are approximately the same size as Arangoth and [[Elvendeep]] combined, stretching from [[Kahlahra]] in the east to the shores of the Inland Sea in the west, and from the River Deepwater in the north to the Lunit Mountains in the south. The Country&#039;s most productive farmland is located in the river valleys of the Thunder and Nez rivers in the kingdom&#039;s interior. The Great Woods is a vast forest in the central and southern portions of the country, which has been slowly expanding throughout the country&#039;s history to reclaim former farmland in kingdoms conquered by the orcish host. The land grows more arid and trees become more scarce as one moves north, transitioning to steppeland.&lt;br /&gt;
&lt;br /&gt;
The capital and largest city of Zul Kiras is [[Zirak-Zan]], a name that means Blood River in the common tongue. It is located along the banks of the River Thunder in the central plains of the nation, on the site of the old Berenite capital city of Berendan. The second largest city in the kingdom is the port city of Vorschk, called the Red City because many of the city&#039;s buildings are made of a locally quarried red sandstone.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Government]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zul Kiras is a confederation of several hundred clans, each having anywhere from several dozen to tens of thousands of members. The the original three founding clans were the Steel Raven, Firestorm, and Fading Sun, but the number of clans has grown as the nation expanded. New groups of orcs and other goblinoids have joined Zul Kiras as new clans, and War-Kings sometimes grant heroes who have distinguised themselves in war the right to found their own clans. Owing to their varied origins, members of different clans can vary significantly in physical appearance, cultural traditions, religious beliefs, and approaches to warfare.&lt;br /&gt;
&lt;br /&gt;
Each clan has its own territory within Zul Kiras, and has a large degree of autonomy in running day to day affairs. The Clan Chieftains elect a War-King, who rules from the fortified city of Zirak-Zan on the banks of the River Thunder. The War-King serves as the supreme commander of the nation&#039;s considerable military might, settle disputes among clans, and determine policy in matters which concern the nation as a whole. Each clan sends a representative to the Council of Clans to advise the War-King, and this body has evolved over time into a quasi-legislature, passing recommendations to the War-King that are usually given the force of law by the Zul Kiran monarch.&lt;br /&gt;
&lt;br /&gt;
Neighboring countries have long refused to acknowledge the orcish kingdom as a legitimate nation. The Zul Kirans for their part have had minimal interest in attempting to forge ties with other countries and reverse their status as a pariah until quite recently. Because of its political and cultural isolation from the rest of the continent throughout most of its history, Zul Kiras has remained an enigma throughout most of its existence. Most of what is now known about the orcish nation in Arangoth is due to a book written by Alfrith ul-Branth Aptentrod, a professor from the [[Royal University]] in [[Hornath ul-Marfed]] who spent a year in Zul Kiras in the company of several orcs from the Fading Sun Clan. &lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&#039;&#039;&#039;Krauthil Shadowspear&#039;&#039;&#039;: Current War-King of Zul Kiras. An orc of the Howling Wind Clan, Shadowspear was elected in the year 481. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vazhak Bloodhammer&#039;&#039;&#039;: Reigned as War-King from 470-481. Former general of the Steel Raven Clan&#039;s forces. Currently serving as the Steel Raven Clan&#039;s delegate to the Council of Clans. Oversaw the invasion and occupation of the western half of Outer Arangoth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vrugar Ghostwalker&#039;&#039;&#039;: A wizard of the Firestorm clan. Reigned as War-King from 459-470. Oversaw the rebuilding efforts following the fourth war with Elvendeep. Currently serves as a diplomatic envoy at large for the War-King.&lt;br /&gt;
&lt;br /&gt;
=The Clans=&lt;br /&gt;
&#039;&#039;Main Article: [[Clans of Zul Kiras]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The clan system is so integral to the culture of Zul Kiras that most Zul Kirans think of themselves in terms of their clan first, as Zul Kirans second, and as their particular race third. They do not necessarily feel a kinship with other goblinoid races automatically, and will slaughter groups of orcs or other goblinoids who don&#039;t accept their ways as readily as they will enemies of other racial origins. Scholars point to the Bahrians as an example of one group Zul Kirans have a longstanding mutual enmity with because of marked differences in culture and outlook.&lt;br /&gt;
&lt;br /&gt;
There are several hundred clans composing the nation of Zul Kiras, each having anywhere from several dozen to tens of thousands of members. Originally, these clans were small raiding bands consisting of a single extended family group. Occasionally, a particularly powerful chieftain might be able to unite several clans under a single banner, but these alliances invariably broke up rapidly after the death of the charismatic leader that had brought them together. This changed when Fenris Bonebreaker began building his army in the Xaad mountains, and united all of the mountain clans under the banner of his own Steel Ravens. He continued to refer to his entire army as one clan as one way of fostering unity, even though the term was now inaccurate. The practice stuck, and thus, only the smallest of Clans fit the traditional definition in present-day Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Several clans have the been raised to Major Clan status. The distinction between major and minor clans is usually based on the contribution that each clan is able to make to the kingdom&#039;s perpetually active war machine. This is not simply a quantitative measure of the number of troops each clan can supply; rather, there is a certain element of subjectivity in determining how valuable a particular clan has been. The Firestorm Clan, for example, is counted a Major Clan because of their mastery of destructive magic, and the enormous influence they wield as one of the three founding clans. The Fading Sun Clan is also considered a Major Clan despite their virtual pacifism, since the other clans recognize their vital role in the orcish state. In addition, relatively small clans that produce an unusually high number of leaders, or whose forces regularly undertake more than their share of difficult tasks may also be counted among the Major Clans. Major Clans do not merely enjoy a greater prestige than minor clans, but they also have a seat on the Overcouncil, the War-King&#039;s inner circle of advisors. While not unheard of, it is rather rare for a War-King to come from a minor clan. The distinction between major and minor clans is not a fixed one, but rather is re-evaluated every few years.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
When troops are needed, there are often fierce competitions to fill the allotted levy for each clan and win a chance to go to war. Indeed, a declaration of war can touch off fierce debate in the Council of Clans about which clans will be mobilized to fight and in what numbers, since the Zul Kirans do not mobilize their population en masse and form gigantic hordes like some other groups of orcs have a tendency to do in times of war. A good showing in war can mean an increase in prestige for a clan, and a possible elevation to Major Clan status. Individual orcs can increase their standing within their own clans, and reap spoils from vanquished enemies. Owing to their origins as scattered groups in different parts of the region, many clans have distinct methods of warfare, such as the Steel Raven&#039;s infantry or the Stormrider cavalry.&lt;br /&gt;
&lt;br /&gt;
Most of the southern part of the continent has been spared the fury of the United Clans, as the mountains bordering their territory severely limit their inroads into the south. The only nations they may directly invade are Kahlahra, Elvendeep, and Outer Arangoth. Outer Arangoth, while of little economic value to most individuals, is in a strategically vital location. Capturing that province would give the Zul Kirans a path into Caern Rhia and Leptatarna, and back doors into Elvendeep and Kahlahra. The Order of the Beady Eye&#039;s fortress of Hornath-ul-Dinthoss was built at the mouth of the pass through the Skull Teeth into Zul Kiras, and was successful in repelling several invasion attempts before it was finally taken by storm and leveled in the year 423. The orcs then swarmed across the province and laid siege to Kamhorna, then the unofficial capitol of the Beady Eye in Outer Arangoth. An outbreak of a plague (probably Khtarpan Fever) devastated their armies and forced them to withdraw. Nevertheless, this was more than enough to convince the Order of the Beady Eye to withdraw from Outer Arangoth and leave the remaining people on their own.&lt;br /&gt;
&lt;br /&gt;
The orcs invaded a second time in 441 and succeeded in taking Kamhorna, which was at that time in the hands of bandits. They were in the process of preparing for an invasion of Caern Rhia when Elvendeep, fearful of the prospect of Outer Arangoth remaining in orcish hands, attacked Zul Kiras and precipitated the Fourth Elven War, which lasted until 459. This bloody and protracted war had no clear winner, though cases can be made for either side. In the long run, however, the war may have been more costly for the elves, since it will take much longer for them to recover from the loss of life.&lt;br /&gt;
&lt;br /&gt;
Zul Kiras had been quiet while they recovered from their most recent war with Arangoth until Mid Year of 471, when War-King Vazhak Bloodhammer launched a third invasion of Outer Arangoth at the behest of Prince Tarion of Caern Rhia to defeat the Knights of Takhisis and liberate Caern Rhia from its otherworldly invaders. Since that time, the orcs have laid claim to the western half of the region, and have been settling the area.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcish religion is extremely polyglot as a natural consequence of the far-flung origins of the component clans of Zul Kiras. Clans that lived in closer geographic proximity to one another before their entrance to the United Clans tend to have greater similarities in mythology and religious practices. Many clans have almost entirely different pantheons and hierarchies of gods, however, and have different ways of venerating their gods. Some clans also practice ancestor veneration, and still others give honor to numinous spirits that protect and govern various places and activities. The Black Bull Clan was formed from various priests and other religious leaders from the United Clans to ensure that all of the gods receive the proper worship due them. Over the years, the Clan&#039;s priests have made impressive strides toward creating a unified mythology, though a complete harmonization of all the disparate elements seems a nearly impossible task. The clan has weathered its share of religious disputes throughout the years, and is not free of internal tensions even now.&lt;br /&gt;
&lt;br /&gt;
One of the few unifying threads among all clans is the worship of Sek, the Orcfather. Among non-orcish clans, he is also referred to as the Goblinfather, Trollfather, or Ogrefather, etc. Sek is the undisputed chief deity in the Zul Kiran religion, though the pantheons that serve him can vary widely from clan to clan. The Zul Kirans believe that Sek rules from his hall of Tanuruzdan, where the souls of the dead are brought before him for judgement. Those found worthy live in his hall and do battle against his enemies, while those found unworthy are cast into a dark and shadowy place called Nnetharr, where they are forgotten. The especially odious might be fed to one of Sek&#039;s monstrous pets, or otherwise condemned to an eternity of suffering. Oaths sworn in Sek&#039;s name are considered legally binding, and violating such an oath can have grave consequences.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&#039;&#039;Main Article: [[Zul Kiran Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many ways, Zul Kiras is culture in the midst of transformation. It is an oft-uneasy balance between tradition and change that has been occurring by degrees over the years. Like the evolution of the government of the United Clans, this change has not been occurring according to some master plan, but rather as a consequence of the wars of conquest and their aftermath.&lt;br /&gt;
&lt;br /&gt;
The first of these changes can be traced back to Fenris Bonebreaker himself, who was the first to reject traditional modes of warfare. He realized that as individuals, the warriors of his clan had few equals, but a collection of skilled warriors does not make a powerful army. Instead, he utilized what he had learned as a mercenary in foreign lands and reorganized his clan&#039;s forces, and retrained them with an emphasis on discipline and acting as a cohesive unit. While this was at first resisted vehemently, the Chieftain eventually prevailed by force of will.&lt;br /&gt;
&lt;br /&gt;
Next, Bonebreaker made the shocking move of concluding a secret alliance with the Fading Sun Clan. The Fading Sun had long been shunned by other clans for their radically different worldview and culture--it was the opinion of most that the Fading Sun had become soft and too humanlike. Indeed, the pacifistic philosophy of the Fading Sun had led them to be reduced to a state of virtual slavery by the kingdom of Beren, a status other orcs found disgusting. Still, Fenris is said to have been a pragmatist above all else, and he recognized the value of their aid. Once the humans in the area had been dealt with, the Steel Raven clan would have control of the farms and mines of southeastern Beren, and would have allies supplying them with food and weapons, allowing them to focus exclusively on conducting the war. &lt;br /&gt;
&lt;br /&gt;
After Berendan was destroyed by a combination of Steel Raven might and Firestorm magic, the orcs were presented with a novel situation: they were no longer aliens within another kingdom, or forced to live on the outskirts of other nations. They were the masters of their own land, and needed to figure out what to do with it. As most orc clans based their economies on raiding supplemented by herding, the usefulness of the Fading Sun clan could not be overlooked. They knew how to farm the land and bring forth iron from the ground; they knew how to forge iron into steel and create weapons and armor superior to that of any other clan; they knew how to make great buildings of stone; they knew the human secrets of reading and writing, and a thousand other useful things. In such a situation, the newly crowned War-King could easily have reduced the Fading Sun to slaves once more, but did the unthinkable once again and settled them throughout the new kingdom and bid them to share their knowledge with the other clans. At this time, he created the first new clans from the families of his officers, and also sent word once again to the various goblinoid clans and tribes throughout the region, inviting them to join him. By degrees, more came to settle in the new lands and came to be influenced by the Steel Raven and Fading Sun&#039;s new ways. &lt;br /&gt;
&lt;br /&gt;
==Zul Kiras Today==&lt;br /&gt;
&lt;br /&gt;
These new ways were not accepted by all, and still have not been, though they slowly have been becoming more widespread as the years progress. As the territories of Zul Kiras have continued to expand, raiding has increasingly fallen out of practice. This has occurred for the simple reason that for most clans, there are no neighbors to raid within hundreds of miles, and so other ways of providing become necessary. Today, many orcs farm, raise flocks or herds, or work as tradesmen within their own clan&#039;s lands. The most striking examples of clans refusing to adopt the new ways are the Onyx Viper and Razortooth clans. Both clans have largely retained their ancestral practices, though for different reasons. The Onyx Viper have always been forest dwellers and nomadic hunter-gatherers, and with the size and abundant game of the Great Woods, there has been no reason to do otherwise. The only group of Onyx Viper orcs that became acclimated to urban dwelling became the nucleus of the secretive and feared Twilight Blade, and their example is taken as a warning by the rest of the clan about the evils of cities.&lt;br /&gt;
&lt;br /&gt;
The Razortooth clan, however, has been both outspoken and ostentatious in their maintenance of their old ways, even taking barbarity and savagery to lengths that unnerve other clans on occasion. Despite this, there has been no widespread desire among Razortooth orcs to separate from the United Clans, nor do the other clans wish to drive them out. Rather than force the Razortooth clan to stop raiding neighboring nations, the United Clans have more than once shifted Razortooth lands nearer to the frontiers of Zul Kiras. Despite the possibility for straining already poor relations with other nations, the United Clans are rather confident that most nations would rather tolerate a certain amount of raiding than risk incurring the full fury of the United Clans.&lt;br /&gt;
&lt;br /&gt;
Ironically, the orcs who are truly the closest practitioners of their ancestral ways are the bandit gangs living in remote areas of Zul Kiras, raiding for a living. Some of these raiders are descended from orcs who decided that they disliked Bonebreaker&#039;s new order, while others are simply the sort who would rather steal from others than work for a living. Bandit hunting is a common peacetime occupation for Zul Kiran soldiers, and they tend to be especially ruthless in their work. These bandits are considered not just criminals, but enemies of the War-King for preying on Zul Kirans. There are persistant rumors that some of these bands of raiders are humans, remnants of conquered kingdoms scratching out a living in isolated areas. These rumors have not been substantiated, however, and may simply be the fabrication of individuals wishing poetic justice on the orcs.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Many wild orcish clans will raid and plunder an area until they have taken every last scrap of valuable material, and then move on to another area, leaving a swath of destruction behind them. This is not the case in Zul Kiras. The reason for this shift in attitude stems from a combination of Fading Sun influence, and Fenris Bonebreaker&#039;s method of doling out conquered lands to his army. He emphasized that the land was now theirs, to be passed down through the family until the end of time. Now that some clans have deified the first War-King, his dictates have the force of divine mandate, further reinforced by the peculiar system of family property ownership in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
Herding is a fairly common occupation among the orcs, as is fishing and raising livestock, since orcs require more meat in their diet than do most other races. Zul Kiras also has no shortage of farms, especially in the lands of the Stormrider Clan, who raise grain to feed their mounts. The Fading Sun have had mixed success in imparting their agricultural knowledge to other clans, however, and most Zul Kiran clans have a limited interest in the subject. Most orcish farms either raise fodder for livestock, or cultivate crops that will eventually be brewed or distilled into alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
The true wealth of Zul Kiras, however, lies in its mineral resources. Orcish mines are rich with iron, copper, tin, zinc, silver, and coal, and have one of the only deposits of platinum in this part of the world. &lt;br /&gt;
&lt;br /&gt;
Due to the understandably poor relations between Zul Kiras and many of its neighbors, there is very little in the way of foreign trade. Most nations have opted to find new trading partners, rather than continuing to deal with the orcish nation that replaced a number of old kingdoms. As such, many nations are willing to undertake much longer voyages than they formerly would have to avoid dealing with the orcs, much to the benefit of the merchants in the southern and eastern portions of the continent.&lt;br /&gt;
&lt;br /&gt;
What commerce that does take place in Zul Kiras comes principally from two sources: the [[Khalars|Khalar]] tribes, and the [[Korthai]]. While both these groups are considered wild and uncivilized by many other human nations, most orcs esteem them of examples of what humans should be like. The ritualized skirmishing between Kahlahra and Zul Kiras has fostered a healthy mutual respect among both peoples, it is not at all uncommon to see Khalar horsemen wielding orcish scimitars or lances, nor is it unusual to see orcish cavalry astride Khalar steeds.&lt;br /&gt;
&lt;br /&gt;
The trade with the Wolves of the Sea is a result of the Korthai willingness to deal with anyone that might want to buy or sell something. After the fall of Rindona and the founding of Vorschk in its place, Korthai ships docked in their usual place in the harbor as if nothing had changed, and set up their trading tables on the docks without once stopping to debate whether they should be trading with the orcs or not. The Korthai currently have a de facto monopoly on sea trade with Zul Kiras, as ships from most nations wouldn&#039;t voluntarily put into Vorschk&#039;s harbor to weather a storm. The United Clans have no naval strength to speak of, and are still making their first experiments in seafaring.&lt;br /&gt;
&lt;br /&gt;
As such, goods exported from Zul Kiras are distributed through the Korthai, who generally do not reveal the origin of the goods unless it is in their best interest to do so. Particularly interesting in the Orcish-Korthai trade are the matter of platinum, and of the products of the [[Weeping Queen]] plant. Zul Kiras is one of the few known sources of platinum, which is in great demand in southern Arangoth due to the number of Pallodain worshippers who buy religious objects fashioned from precious metal. A substantial amount of the platinum that makes its way into the hands of Arangothian jewelers ultimately comes from orcish mines. Similarly, the [[Weeping Queen]] is a species of indigo plant which grows wild in certain parts of Zul Kiras which is used for making rich purple dyes. While the United Clans make use of the dye for both clothing and manufacturing tattooing ink, the high prices it can fetch in other lands have led to some intentional cultivation of the plant. It is certainly not inconceivable that a noblewoman in Arangoth could own furs from animals trapped in Zul Kiras, a dress dyed with dye produced in Zul Kiras, and a platinum dragon necklace made from metal mined in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
In recent times, the cultivation of agave in the far-western regions of the country have yielded a unique, alcoholic concoction known as &amp;quot;Orquila.&amp;quot;  The semi-arid conditions make it ripe for growing blue agave, which has spread quite rapidly in popularity amongst Southern Veth.  Of course, one of the defining features of it&#039;s bottling is the inclusion of a leech, which sinks to the bottom and remains dormant.&lt;br /&gt;
  &lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Ayanula</name></author>
	</entry>
</feed>