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		<id>http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=10815</id>
		<title>Provakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=10815"/>
		<updated>2020-06-22T17:21:15Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Provakh are a race of half-giants that share ancestry with the [[Primordial Giants]]. They make their home in the mountains of [[Varstad]], but Provakh caravans travel Veth to sell wares from the countries they traverse. The caravans are most well known for selling Varstad wyvern eggs and other exotic pets.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Provakh&lt;br /&gt;
| image                   =&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             =&lt;br /&gt;
| average_height          = 8’-9’&lt;br /&gt;
| average_weight          = 400-675lbs&lt;br /&gt;
| eye_color               = Light greys or light blues&lt;br /&gt;
| hair_color              = Dark brown or black&lt;br /&gt;
| lifespan                = Up to 100 years&lt;br /&gt;
| country_of_origin       = [[Varstad]]&lt;br /&gt;
| significant_populations = Varstad&lt;br /&gt;
| language1               = Provakhi,&lt;br /&gt;
| language2               = Varstakh dialect&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               = Grandfather Stone,&lt;br /&gt;
| religion2               = Ancestor Worship&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = [[Primordial Giants]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
The Provakh emerged in the Zarloc Colossi around the same time the Primordial Giants became extinct sometime in the 100,000s BT (Before Tagrana). It’s possible that life among the high mountains and a reduction of resources due to competition with other races caused the giants to develop into a shorter race. The Provakh, however, have a more mythical explanation related to their worship of Grandfather Stone, or Ulugh Dashykh in their language. &lt;br /&gt;
&lt;br /&gt;
Ulugh Dashykh is the name for the first Primordial Giant to walk Siveth. It’s said he was a god made by the elements who was meant to be a steward of the lands. He had a stony hide, the height of the tallest mountain, and the strength of a raging river. It was a lonely life since many of the smaller creatures fled from him in terror, for it is also said that he was as hideous as he was strong. When he could no longer withstand the isolation and rejection, he tore off chunks of his flesh and hurled them across the lands until he succumbed to his self-inflicted injuries. His chunks of flesh became his First Children who then populated Veth.&lt;br /&gt;
&lt;br /&gt;
His remains are said to form a series of mountain peaks that vaguely look like a body in repose. A new race miraculously sprang from the divine rocks and soil that were once the first giant’s bones, but they were shorter than his First Children and appeared more like golems. They had no guidance or direction until a tribe of Primordial Giants found them. Ulugh Dashykh’s progeny intermingled together which over time resulted in the race known as the Provakh.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The earliest history of the Provakh was passed down orally through generations. A few Provakh knew the written language of the Primordial Giants. Its use died out with time, and for a long time no one could read the writings left behind and history was passed down orally. Isolated from neighboring nations and peoples, they developed legends and cultural practices based on a simple tribal lifestyle until Varstad became a home for more races. Fables using the native dire yaks and parables with Primordial Giants were how they taught the younger generations about social norms and morality. Certain historical figures became exaggerated demigods over time, but the related tall tales have a kernel of truth about real events.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most well known legend that turned a mortal Provakh into a demigod is of High Chieftain Marykh Hargh, Born of Khar Daugh, Son of Quarykh Jagh the Brave, Dire Yak Tamer of Nyalzar. Marykh existed sometime between 20,000-10,000BT. He is credited with starting the Provakh’s practice of domesticating and training dire yaks. The wild dire yak he tamed was named Ashynykh and was said to be the meanest one of its species. Both figures in this legend are exaggerated to be taller, stronger, and braver than any living Provakh or dire yak. It didn’t help that Marykh himself exaggerated his stories during his life. The truth of that matter is that Marykh found an abandoned dire yak calf and raised it to be a mount and companion. That in turn led the Provakh to realize the utility and potential in taming herds of dire yaks.&lt;br /&gt;
&lt;br /&gt;
Records written by the Provakh returned in 600s BT and are related to increased interactions with races that later moved into Varstad and settled in the valleys up to the timberline. Initially documents were written in crude Common. Then in 617 BT, an ingenious High Chieftain by the name of Elykh Daugh transcribed Provakhi into a written language with its grammar and idioms saved for use into posterity. He and the Provakh he taught began writing down their oral history, and turned their culture into a codified system.&lt;br /&gt;
&lt;br /&gt;
Tensions in Varstad among the newly arrived races and the Provakh were settled by having a representative from differing groups come together to settle matters as a council. Varstad has remained outside and disconnected from many political conflicts on continental Veth, given the region’s rugged and isolating geography.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
Provakh have a tribal culture with groups separated into what are called herds. The herd is at the center of their life, and each member does what they can to help and provide for their community. Elders are given a special place of recognition on councils that help plan for upcoming seasons. A herd isn’t necessarily restricted to blood ties, and members can be adopted or married into the group. Infirm Provakh are cared for, but they&#039;re expected to take on what duties they can to help the herd. The demanding environment of Varstad combined with their lifestyle often means the sickly do not survive for long.&lt;br /&gt;
&lt;br /&gt;
Their nomadic lifestyle follows the seasonal patterns of Varstad. Herds can have different patterns of movement however, and they’re able to endure the extreme cold high up in the mountains during the winters. Herds that rely on livestock such as dire yaks migrate within the valleys to follow seasonal plant growth. Hunter-gatherer herds often stay in the valleys during the spring and summer then ascend the mountains during the winters. Many herds travel in caravans across Veth to sell wares and most notably a menagerie of exotic pets.&lt;br /&gt;
&lt;br /&gt;
There are many large gatherings of herds throughout the year, primarily during the summers and springs. Provakh men and women test their skills in competitions like dire yak racing, wrestling tournaments, and various feats of strength and skill. Champions receive accolades and medals, which are then used as props during boisterous stories while gathered around a bonfire.&lt;br /&gt;
&lt;br /&gt;
Provakh cuisine is tailored to their nomadic lifestyles with emphasis on foods that can be preserved. Hard dire yak cheeses, jerky, and dry biscuits keep herds going through the winters and long journeys. Communal meals made with readily available seasonal ingredients become common during spring and summer. A fermented dire yak milk beverage is very popular among the Provakh, but it can be hard for outsiders to stomach the fizzy and alcoholic dairy product.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
Provakh men and women range in similar heights between 8’ to 9’. They are naturally muscular and have stony plating on sections of their skin that provides armor-like protection. Skin color can range from slate grey to a light bluish-grey. Eye color ranges between light blues or greys. Hair is usually very dark brown to black.&lt;br /&gt;
&lt;br /&gt;
Scarification and tattooing are done to tell their individual tales with designs done in glyphs and geometric shapes.&lt;br /&gt;
&lt;br /&gt;
Magic use is rare among the Provakh. Sometimes proficiency in earth or ice based magic emerges in a select few. Rarer are those who show shamanistic talents.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
Male names often end with a -kh, ykh, -gh, or -ygh. Female names often end with -aa, -maa.&lt;br /&gt;
&lt;br /&gt;
Last names are based on the maternal grandfather.&lt;br /&gt;
&lt;br /&gt;
It’s common for Provakh to have similar first and last names based on the herd they were born into. They’ll also incorporate the tallest mountain near where they were born and the name of their father to help distinguish each other early on. Provakh add to their names over time as they accrue accomplishments and accolades, i.e. High Cheiftain Elyk Saurgh, Born of Borjygh Daugh, Son of Beylik Kusygh the Swift, Warrior of Hoyuzar. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Fah_Trah&amp;diff=10814</id>
		<title>Fah Trah</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Fah_Trah&amp;diff=10814"/>
		<updated>2020-06-21T18:04:28Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Fah Trah&lt;br /&gt;
| picfile           = Fah Trah.png&lt;br /&gt;
| alttext           = A sludge night drawn by Sam Bosma&lt;br /&gt;
| full_name         = &lt;br /&gt;
| race              = Elemental&lt;br /&gt;
| gender            = &lt;br /&gt;
| age               = &lt;br /&gt;
| date_of_birth     = VIII.4.487&lt;br /&gt;
| country_of_origin = Arangoth&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Sludge&lt;br /&gt;
| eye_color         = Sludge &lt;br /&gt;
| height            = Variable&lt;br /&gt;
| weight            = Variable&lt;br /&gt;
| aliases           = Arbiter of Trash, Trash Paladin&lt;br /&gt;
| religion          = Our Lady of Filth&lt;br /&gt;
| creed             = I will follow Our Lady of Filth til the end of days&lt;br /&gt;
| occupation        = Paladin of Our Lady of Filth, Drache’s Waste Management&lt;br /&gt;
| income            = Middle Class &lt;br /&gt;
| marital_status    = Eternally devoted to Our Lady of Filth&lt;br /&gt;
| player            = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Fah Trah was birthed from alchemical wastes recklessly dumped in the [[Forest Reserve]]. He would have been killed on sight if it weren’t for then Spells-Sargeant LayTrayin Chasingfire discovering that he is sapient. Laytrayin lead him to the Back Alley where he gained mass by feeding on the refuse of the common rabble. Then he infiltrated the sewers. It was there that he discovered his true calling as a follower of Our Lady of Filth, also known as the Unnamed Goddess of the Elemental Plane of Filth. He began targeting undead as trash, then was nearly incinerated in the sewers by an insane vampire dwarf.&lt;br /&gt;
&lt;br /&gt;
Eventually people from the Mage Guild studied him and determined he’d be useful as a waste management strategy for the city. Fah Trah thus was given a plot of land for a waste dump. He now spends his time collecting, sorting, and decomposing trash and building a trash cathedral - otherwise known as the Sanctuary of Our Lady of Filth - from whatever he can.&lt;br /&gt;
&lt;br /&gt;
Every night, pieces of Fah Trah are sent into the city to collect waste, which is brought back to his dump. These pieces of him function more like golems with a limited set of functions, though they’re still very much a part of the trash elemental. The Trash Collectors have a humanoid shape, albeit of a lumpy quality, and often wear tattered clothing to disguise their appearance for the sake of Dracheans. Their stench is undeniable despite their attempts to mask their true nature. People can and do start altercations with Trash Collectors, but the weak things disintegrate easily. Later on, another Trash Collector will pick up the pieces of his brethren and return to Fah Trah’s dump.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Fah Trah&#039;s temperament after declaring his devotion to Our Lady of Filth became less angry, more passionate and focused. He&#039;ll often try to proselytize about Our Lady of Filth to those who wander into his dump to pick trash. He’s still rude and demanding of others. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Fah Trah’s shape is amorphous, but to get by in the city he’s taken on a basic humanoid figure. He’s not skilled at altering his appearance however and still looks sludgy no matter what he does. Initially he used dead vermin’s rotten eyes for crude vision, but he now sees in a form of blindsight that detects energy, decay, and entropy. He feeds on the energy and minerals contained within decaying/discarded materials.&lt;br /&gt;
&lt;br /&gt;
As a trash elemental, Fah Trah has a pungent odor that&#039;s mixed with noxious gasses that can be overwhelming to others’ senses.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Carpentry&#039;&#039;&#039;: Fah Trah can create structures out of discarded materials. His sludge when combined with dirt makes an excellent mortar or adhesive to hold shapes together.&lt;br /&gt;
* &#039;&#039;&#039;Public Speaking&#039;&#039;&#039;: Fah Trah is a confident and eloquent orator.&lt;br /&gt;
* &#039;&#039;&#039;Pseudopod&#039;&#039;&#039;: Sludge can be extended as tendrils at a distance up to 30ft to ensnare a subject before the tendril’s integrity is compromised.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Gas&#039;&#039;&#039;: Fah Trah produces a foul odor paired with gasses as a racial trait. By will, Fah Trah can increase the production of these odorous gasses to cause nausea and difficulty concentrating in subject(s) within a 10ft radius for as long as they are exposed to the gas.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Decompose&#039;&#039;&#039;: On touch and by willpower, Fah Trah’s sludge can magically decompose organic matter at an accelerated rate and turn it into raw energy for himself. This doesn’t work well on living organic matter such as rooted plants or living humanoids, but he can severely damage skin due to its nature as a fast growing and dying organ. This is a very effective against the undead. Prolonged contact per round means increased disintegration. Clothing from natural fibers is susceptible to Decompose.&lt;br /&gt;
* &#039;&#039;&#039;This Corrosion&#039;&#039;&#039;: On touch and by willpower, his sludge can change to corrode metals into a rusted and deteriorated state. It takes 3 rounds for him to eat a hole through steel and 6 rounds to eat through stronger metals.&lt;br /&gt;
* &#039;&#039;&#039;Detect Auras&#039;&#039;&#039;: Fah Trah is blind but has a magic form of vision. He can detect living, entropic, decaying, and undead energies around him as different visual patterns.&lt;br /&gt;
* &#039;&#039;&#039;Rotten Sight&#039;&#039;&#039;: Fah Trah’s sludge can give the ocular organs of dead creatures false life by imparting his energy into them. This form of vision is crude and seldom used.&lt;br /&gt;
* &#039;&#039;&#039;A Blessing from Our Lady of Filth&#039;&#039;&#039;: The Goddess of Filth channels her energy through Fah Trah into objects he wields to give them a blessing/enchantment. The blessing can be: protection from undeath--meaning the object prevents the wielder from being turned undead, increased damage to undead by expedited decomposition similar to his Decompose magic, or turning sludge into fresh water and vice versa. He can only do this with the Goddess’ blessing (i.e. for purposes that progress a story).&lt;br /&gt;
* &#039;&#039;&#039;Trash Golemns&#039;&#039;&#039;: With this ability, Fah Trah can make up to 20 mindless trash golemns for up to 6 hours at a time. The golemns have limited functions that are related to collecting trash in Drache. They do not have any of his magical abilities, like decompose, but they do have the ability to hold up to 50lbs in weight. They can also add more trash to their form for collection purposes. After 6 hours, the golemns disintegrate back into trash. Most people never see the same Trash Collector twice.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Just his bare sludge.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Decrepit Plate Armor&#039;&#039;&#039;: Fah Trah never accepts anything in new condition. He salvages discarded armor from unfortunate (read: deceased) adventurers and attaches the pieces to his sludge for protection against bludgeoning damage.&lt;br /&gt;
==Tools==&lt;br /&gt;
* All the tools are broken&lt;br /&gt;
&lt;br /&gt;
[[Category: GM-Controlled Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Fah_Trah&amp;diff=10813</id>
		<title>Fah Trah</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Fah_Trah&amp;diff=10813"/>
		<updated>2020-06-21T18:04:12Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Fah Trah&lt;br /&gt;
| picfile           = Fah Trah.png&lt;br /&gt;
| alttext           = A sludge night drawn by Sam Bosma&lt;br /&gt;
| full_name         = &lt;br /&gt;
| race              = Elemental&lt;br /&gt;
| gender            = &lt;br /&gt;
| age               = &lt;br /&gt;
| date_of_birth     = VIII.4.487&lt;br /&gt;
| country_of_origin = Arangoth&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Sludge&lt;br /&gt;
| eye_color         = Sludge &lt;br /&gt;
| height            = Variable&lt;br /&gt;
| weight            = Variable&lt;br /&gt;
| aliases           = Arbiter of Trash, Trash Paladin&lt;br /&gt;
| religion          = Our Lady of Filth&lt;br /&gt;
| creed             = I will follow Our Lady of Filth til the end of days&lt;br /&gt;
| occupation        = Paladin of Our Lady of Filth, Drache’s Waste Management&lt;br /&gt;
| income            = Middle Class &lt;br /&gt;
| marital_status    = Eternally devoted to Our Lady of Filth&lt;br /&gt;
| player            = [[User:Gudrun]]/AbsoluteUnit &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Fah Trah was birthed from alchemical wastes recklessly dumped in the [[Forest Reserve]]. He would have been killed on sight if it weren’t for then Spells-Sargeant LayTrayin Chasingfire discovering that he is sapient. Laytrayin lead him to the Back Alley where he gained mass by feeding on the refuse of the common rabble. Then he infiltrated the sewers. It was there that he discovered his true calling as a follower of Our Lady of Filth, also known as the Unnamed Goddess of the Elemental Plane of Filth. He began targeting undead as trash, then was nearly incinerated in the sewers by an insane vampire dwarf.&lt;br /&gt;
&lt;br /&gt;
Eventually people from the Mage Guild studied him and determined he’d be useful as a waste management strategy for the city. Fah Trah thus was given a plot of land for a waste dump. He now spends his time collecting, sorting, and decomposing trash and building a trash cathedral - otherwise known as the Sanctuary of Our Lady of Filth - from whatever he can.&lt;br /&gt;
&lt;br /&gt;
Every night, pieces of Fah Trah are sent into the city to collect waste, which is brought back to his dump. These pieces of him function more like golems with a limited set of functions, though they’re still very much a part of the trash elemental. The Trash Collectors have a humanoid shape, albeit of a lumpy quality, and often wear tattered clothing to disguise their appearance for the sake of Dracheans. Their stench is undeniable despite their attempts to mask their true nature. People can and do start altercations with Trash Collectors, but the weak things disintegrate easily. Later on, another Trash Collector will pick up the pieces of his brethren and return to Fah Trah’s dump.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Fah Trah&#039;s temperament after declaring his devotion to Our Lady of Filth became less angry, more passionate and focused. He&#039;ll often try to proselytize about Our Lady of Filth to those who wander into his dump to pick trash. He’s still rude and demanding of others. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Fah Trah’s shape is amorphous, but to get by in the city he’s taken on a basic humanoid figure. He’s not skilled at altering his appearance however and still looks sludgy no matter what he does. Initially he used dead vermin’s rotten eyes for crude vision, but he now sees in a form of blindsight that detects energy, decay, and entropy. He feeds on the energy and minerals contained within decaying/discarded materials.&lt;br /&gt;
&lt;br /&gt;
As a trash elemental, Fah Trah has a pungent odor that&#039;s mixed with noxious gasses that can be overwhelming to others’ senses.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Carpentry&#039;&#039;&#039;: Fah Trah can create structures out of discarded materials. His sludge when combined with dirt makes an excellent mortar or adhesive to hold shapes together.&lt;br /&gt;
* &#039;&#039;&#039;Public Speaking&#039;&#039;&#039;: Fah Trah is a confident and eloquent orator.&lt;br /&gt;
* &#039;&#039;&#039;Pseudopod&#039;&#039;&#039;: Sludge can be extended as tendrils at a distance up to 30ft to ensnare a subject before the tendril’s integrity is compromised.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Gas&#039;&#039;&#039;: Fah Trah produces a foul odor paired with gasses as a racial trait. By will, Fah Trah can increase the production of these odorous gasses to cause nausea and difficulty concentrating in subject(s) within a 10ft radius for as long as they are exposed to the gas.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Decompose&#039;&#039;&#039;: On touch and by willpower, Fah Trah’s sludge can magically decompose organic matter at an accelerated rate and turn it into raw energy for himself. This doesn’t work well on living organic matter such as rooted plants or living humanoids, but he can severely damage skin due to its nature as a fast growing and dying organ. This is a very effective against the undead. Prolonged contact per round means increased disintegration. Clothing from natural fibers is susceptible to Decompose.&lt;br /&gt;
* &#039;&#039;&#039;This Corrosion&#039;&#039;&#039;: On touch and by willpower, his sludge can change to corrode metals into a rusted and deteriorated state. It takes 3 rounds for him to eat a hole through steel and 6 rounds to eat through stronger metals.&lt;br /&gt;
* &#039;&#039;&#039;Detect Auras&#039;&#039;&#039;: Fah Trah is blind but has a magic form of vision. He can detect living, entropic, decaying, and undead energies around him as different visual patterns.&lt;br /&gt;
* &#039;&#039;&#039;Rotten Sight&#039;&#039;&#039;: Fah Trah’s sludge can give the ocular organs of dead creatures false life by imparting his energy into them. This form of vision is crude and seldom used.&lt;br /&gt;
* &#039;&#039;&#039;A Blessing from Our Lady of Filth&#039;&#039;&#039;: The Goddess of Filth channels her energy through Fah Trah into objects he wields to give them a blessing/enchantment. The blessing can be: protection from undeath--meaning the object prevents the wielder from being turned undead, increased damage to undead by expedited decomposition similar to his Decompose magic, or turning sludge into fresh water and vice versa. He can only do this with the Goddess’ blessing (i.e. for purposes that progress a story).&lt;br /&gt;
* &#039;&#039;&#039;Trash Golemns&#039;&#039;&#039;: With this ability, Fah Trah can make up to 20 mindless trash golemns for up to 6 hours at a time. The golemns have limited functions that are related to collecting trash in Drache. They do not have any of his magical abilities, like decompose, but they do have the ability to hold up to 50lbs in weight. They can also add more trash to their form for collection purposes. After 6 hours, the golemns disintegrate back into trash. Most people never see the same Trash Collector twice.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Just his bare sludge.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Decrepit Plate Armor&#039;&#039;&#039;: Fah Trah never accepts anything in new condition. He salvages discarded armor from unfortunate (read: deceased) adventurers and attaches the pieces to his sludge for protection against bludgeoning damage.&lt;br /&gt;
==Tools==&lt;br /&gt;
* All the tools are broken&lt;br /&gt;
&lt;br /&gt;
[[Category: GM-Controlled Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Primordial_Giants&amp;diff=10812</id>
		<title>Primordial Giants</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Primordial_Giants&amp;diff=10812"/>
		<updated>2020-06-21T05:44:10Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Protected &amp;quot;Primordial Giants&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Primordial Giants&lt;br /&gt;
| image                   =&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             =&lt;br /&gt;
| average_height          = 18-22ft&lt;br /&gt;
| average_weight          = 1200-2000lb&lt;br /&gt;
| eye_color               = Varied&lt;br /&gt;
| hair_color              = Varied&lt;br /&gt;
| lifespan                = Up to 200 years&lt;br /&gt;
| country_of_origin       =&lt;br /&gt;
| significant_populations = Present day [[Zul Kiras]], [[Outer Arangoth]], [[Ruthmarna]]&lt;br /&gt;
| language1               = Primordial,&lt;br /&gt;
| language2               = Deepish&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               =&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = [[Provakh]], [[Elluria#J&#039;Lontzek_Elves_and_Giants|J&#039;Lontz Giants]], half-giants&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The elder race of Primordial Giants lived primarily where there was space for them to roam from the Zarloc Colossi all the way to the Southlands. It’s said they went extinct by 100,000 BT. Their populations were sparse--especially after deadly fights with Ancient Dragons, but their presence was felt in the quaking of the earth with each step they took. The giants were a peaceful race, unless provoked, despite their hulking size and were also eager to interact with other cultures that were forming during the time of their existence.&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
The history and legends about the Primordial Giants were written by the races that succeeded them. [[Elvendeep|Deepish]] Elves have perhaps the most robust repository of archives with original texts about teaching giants how to write and the battles between giants and the ancient dragons. Academic archeological pursuits found inscriptions around burial mounds in a Deepish influenced language that gave the names and accomplishments of the deceased giants. Otherwise the true origin of the Primordial Giants is lost to time. &lt;br /&gt;
&lt;br /&gt;
Some religions attribute the creation of the giants to a deity, such as Naenaloss or Bear who’s among the [[Religion_of_Elvendeep#The_Chief_Spirits|Chief Spirits]] in the Deepish pantheon. For instance the J’Lontz giants are influenced by the elves they live with in the city of J&#039;Lontzek, whose own origins are from within the Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, they have a godly status among some races, such as the [[Provakh]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The Primordial Giants didn’t leave behind many written records aside from inscriptions sometimes found around their burial mounds. Other cultures and races that existed alongside them such as the [[History_of_Elvendeep#The_First_City|Malchuri]] elves in the First City gave a few accounts of cross cultural interactions and the aftermath of battles fought against Ancient Dragons. The Malchuri take credit for teaching the giants how to read and write.&lt;br /&gt;
&lt;br /&gt;
The giants were simple and nomadic with a naturalistic spiritualism that led them to be resourceful and only take what was needed from the lands. They lived in tribes that took names from the natural environment around them. Giants required great amounts of food in order to survive, however. It’s speculated that, along with the deaths caused by dragons, resource competition with emerging races and shrinking territories led to their starvation and subsequent extinction.&lt;br /&gt;
&lt;br /&gt;
All that remains of the Primordial Giants are their burial mounds and traces of their ancestry in the Provakh, J’Lontz giants, and some half-giants.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
Most of the Primordial Giants’ cultural practices are unknown. The Malchuri elves described them as kindly and caring with a love for gatherings around huge, roaring bonfires.&lt;br /&gt;
&lt;br /&gt;
They created a basic language based on the more complicated one taught to them by the Malchuri elves. They carved writings into stone to detail their tribal lives and individual accomplishments. Based on inscriptions around their burial mounds, friendly competitions were incredibly popular and were used to foster close inter-tribal relations. For instance, a marriage was described in the same sentence as a wrestling match.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
Primordial Giants were said to be as tall as the average maple tree--20ft tall give or take two feet. They had humanoid figures and seemed to have an elemental quality influenced by their environment. For instance, giants that lived in the plains had hair and eyes the color of the tall grasses and earth toned skin, while giants that lived among mountains took on a stony appearance.&lt;br /&gt;
&lt;br /&gt;
They were of average intelligence yet were interested to learn about the other races and cultures around them, as long as interactions were peaceful. Brute strength and some elemental magic were used to fight enemies, and they were considered evenly matched against the Ancient Dragons.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Primordial_Giants&amp;diff=10811</id>
		<title>Primordial Giants</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Primordial_Giants&amp;diff=10811"/>
		<updated>2020-06-21T05:43:51Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;{{Infobox Race  | common_name             = Primordial Giants | image                   = | alt                     = | formal_name             = | average_height          = 1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Primordial Giants&lt;br /&gt;
| image                   =&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             =&lt;br /&gt;
| average_height          = 18-22ft&lt;br /&gt;
| average_weight          = 1200-2000lb&lt;br /&gt;
| eye_color               = Varied&lt;br /&gt;
| hair_color              = Varied&lt;br /&gt;
| lifespan                = Up to 200 years&lt;br /&gt;
| country_of_origin       =&lt;br /&gt;
| significant_populations = Present day [[Zul Kiras]], [[Outer Arangoth]], [[Ruthmarna]]&lt;br /&gt;
| language1               = Primordial,&lt;br /&gt;
| language2               = Deepish&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               =&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = [[Provakh]], [[Elluria#J&#039;Lontzek_Elves_and_Giants|J&#039;Lontz Giants]], half-giants&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The elder race of Primordial Giants lived primarily where there was space for them to roam from the Zarloc Colossi all the way to the Southlands. It’s said they went extinct by 100,000 BT. Their populations were sparse--especially after deadly fights with Ancient Dragons, but their presence was felt in the quaking of the earth with each step they took. The giants were a peaceful race, unless provoked, despite their hulking size and were also eager to interact with other cultures that were forming during the time of their existence.&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
The history and legends about the Primordial Giants were written by the races that succeeded them. [[Elvendeep|Deepish]] Elves have perhaps the most robust repository of archives with original texts about teaching giants how to write and the battles between giants and the ancient dragons. Academic archeological pursuits found inscriptions around burial mounds in a Deepish influenced language that gave the names and accomplishments of the deceased giants. Otherwise the true origin of the Primordial Giants is lost to time. &lt;br /&gt;
&lt;br /&gt;
Some religions attribute the creation of the giants to a deity, such as Naenaloss or Bear who’s among the [[Religion_of_Elvendeep#The_Chief_Spirits|Chief Spirits]] in the Deepish pantheon. For instance the J’Lontz giants are influenced by the elves they live with in the city of J&#039;Lontzek, whose own origins are from within the Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, they have a godly status among some races, such as the [[Provakh]].&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The Primordial Giants didn’t leave behind many written records aside from inscriptions sometimes found around their burial mounds. Other cultures and races that existed alongside them such as the [[History_of_Elvendeep#The_First_City|Malchuri]] elves in the First City gave a few accounts of cross cultural interactions and the aftermath of battles fought against Ancient Dragons. The Malchuri take credit for teaching the giants how to read and write.&lt;br /&gt;
&lt;br /&gt;
The giants were simple and nomadic with a naturalistic spiritualism that led them to be resourceful and only take what was needed from the lands. They lived in tribes that took names from the natural environment around them. Giants required great amounts of food in order to survive, however. It’s speculated that, along with the deaths caused by dragons, resource competition with emerging races and shrinking territories led to their starvation and subsequent extinction.&lt;br /&gt;
&lt;br /&gt;
All that remains of the Primordial Giants are their burial mounds and traces of their ancestry in the Provakh, J’Lontz giants, and some half-giants.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
Most of the Primordial Giants’ cultural practices are unknown. The Malchuri elves described them as kindly and caring with a love for gatherings around huge, roaring bonfires.&lt;br /&gt;
&lt;br /&gt;
They created a basic language based on the more complicated one taught to them by the Malchuri elves. They carved writings into stone to detail their tribal lives and individual accomplishments. Based on inscriptions around their burial mounds, friendly competitions were incredibly popular and were used to foster close inter-tribal relations. For instance, a marriage was described in the same sentence as a wrestling match.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
Primordial Giants were said to be as tall as the average maple tree--20ft tall give or take two feet. They had humanoid figures and seemed to have an elemental quality influenced by their environment. For instance, giants that lived in the plains had hair and eyes the color of the tall grasses and earth toned skin, while giants that lived among mountains took on a stony appearance.&lt;br /&gt;
&lt;br /&gt;
They were of average intelligence yet were interested to learn about the other races and cultures around them, as long as interactions were peaceful. Brute strength and some elemental magic were used to fight enemies, and they were considered evenly matched against the Ancient Dragons.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Felvyra&amp;diff=10809</id>
		<title>Felvyra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Felvyra&amp;diff=10809"/>
		<updated>2020-06-20T03:18:53Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;{{Infobox Sheet | name = Felvyra | picfile = https://drive.google.com/file/d/1DzOTx32FXVpXworsfsVeglQy2xe870Gf/view?usp=sharing | alttext = | full_name = Felvyra Krossrin | ra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Felvyra&lt;br /&gt;
| picfile = https://drive.google.com/file/d/1DzOTx32FXVpXworsfsVeglQy2xe870Gf/view?usp=sharing&lt;br /&gt;
| alttext =&lt;br /&gt;
| full_name = Felvyra Krossrin&lt;br /&gt;
| race = Half-elf&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 86&lt;br /&gt;
| date_of_birth = In the spring.&lt;br /&gt;
| country_of_origin = Varstad&lt;br /&gt;
| arrival =&lt;br /&gt;
| hair_color = Pale blonde&lt;br /&gt;
| eye_color = Pale blue&lt;br /&gt;
| height = 5’10”&lt;br /&gt;
| weight = 145&lt;br /&gt;
| aliases = La Croix&lt;br /&gt;
| religion = &lt;br /&gt;
| creed =&lt;br /&gt;
| occupation = &lt;br /&gt;
| income =&lt;br /&gt;
| marital_status =&lt;br /&gt;
| player = Selestia&lt;br /&gt;
}}&lt;br /&gt;
=Biography=  &lt;br /&gt;
Arangoth does not see many of those from the cold and inhospitable Varstad, but there were those who ranged far from home all the time.  Raised in the remote region near the southern border, she was a ward of and raised by the sisterhood after being found on their doorstep as a toddler.&lt;br /&gt;
Upon reaching her majority, Felvyra was encouraged to branch out and leave Varstad and see the rest of the world, possibly finding her heritage beyond the Varstadi.&lt;br /&gt;
 &lt;br /&gt;
=Personality= &lt;br /&gt;
Being raised by the sisterhood and the bullying she endured as a child has left her with abandonment and trust issues.  Her experiences growing up have also given her an extremely pragmatic outlook on life as well as a healthy disdain for religion.  Felvyra is an honest, almost blunt woman who speaks slowly and with thought, as if weighing how her words will be received.  &lt;br /&gt;
 &lt;br /&gt;
=Physical Description= &lt;br /&gt;
Felvyra is tall for a human but still somewhat short for an elf.  Her pale blonde hair is at odds with her Varstadi human roots and would lean toward elvish ancestry, but she keeps it braided close to her scalp and out of her face.  Her attire is usually crafted from nature around her, often leathers and furs.  Her eyes are often smeared with dark paint, a make-up, making the paleness of her eyes stark in contrast.&lt;br /&gt;
 &lt;br /&gt;
=Abilities &amp;amp; Skills=  &lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Felvyra has a very faint taper to her ears, making vague points at the ends.  She does not hide the taper, but does not attempt to draw attention to them either.&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Felvyra did not grow up in a metropolis or sophisticated city.  Her ability to hunt is not remarkable compared to others, but she is able to feed herself in the wilds.&lt;br /&gt;
&lt;br /&gt;
She is competent with horses and large beasts of burden such as oxen and yak.&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Felvyra is ‘cursed’ as her people called her, a wild ice mage.  She has slowly been developing power as she has grown older, gaining control so that the power does not run amok when she becomes emotional.  Currently, there is very little she can do voluntarily or repeat at will.  &lt;br /&gt;
Her age and underdeveloped skills leaves her abilities small; she could drop the temperature of the air or spread frost beneath her fingers if her emotions got the best of her.  &lt;br /&gt;
Training, she has been taught, is essential to keep her abilities under control as she grows older and stronger.&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
There are two steel daggers on her person, one in each boot.&lt;br /&gt;
==Armor==&lt;br /&gt;
While she does not wear armor, she does tend to don heavy furs during the colder months, helping to conceal her person beneath the bulk.&lt;br /&gt;
==Tools==&lt;br /&gt;
=Goals=&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Staff_Positions&amp;diff=10797</id>
		<title>Staff Positions</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Staff_Positions&amp;diff=10797"/>
		<updated>2020-06-10T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to govern and operate BDI and its peripheral channels on an ongoing basis, we have established several levels of staff positions. Some will bear visible status in the channel or on the forums for better recognition by players for support questions, help, or setting expertise. These guidelines are meant to better detail what is expected of each position, both for those that wish to contribute and those who seek assistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Current Staff=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Administrators:&#039;&#039;&#039;  AbsoluteUnit, [[User:Nymphetamine|Nymphetamine (Margo)]]&lt;br /&gt;
* &#039;&#039;&#039;Staff:&#039;&#039;&#039; Uzzo, Nicci&lt;br /&gt;
* &#039;&#039;&#039;Storytellers:&#039;&#039;&#039; Shayde, AbsoluteUnit, Nymphetamine, Nicci, Uzzo&lt;br /&gt;
* &#039;&#039;&#039;Reporters:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Setting Nerds:&#039;&#039;&#039; Uzzo, Shayde, AbsoluteUnit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This list will be kept as up to date as possible.&amp;lt;ref name=&amp;quot;current staff&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Common Goals=&lt;br /&gt;
&lt;br /&gt;
While many of our staff positions differ greatly from each other, each one shares the same goals. They are to:&lt;br /&gt;
&lt;br /&gt;
* protect the channel and its patrons from any attack (ie, spammers, trolls, malicious players).&lt;br /&gt;
* provide an environment that is welcoming and fun to everyone who visits, both in and out of character, new and old alike.&lt;br /&gt;
* support newbies so that they can feel comfortable and educated about the setting.&lt;br /&gt;
* foster a sense of community within the channel by acting with and encouraging respect for all members, no matter their contribution level.&lt;br /&gt;
* place the channel&#039;s future above petty arguments and personal issues.&lt;br /&gt;
* encourage growth and change as well as the future development of our evolving world.&lt;br /&gt;
&lt;br /&gt;
=Volunteer=&lt;br /&gt;
&lt;br /&gt;
Volunteers are BDI&#039;s weekend warriors; these are players that are generous with their time and commit to short term projects as needed. Volunteer projects are considered extracurricular and are not expected to meet deadlines. In the event a deadline is necessary, an operator will make this clear at the beginning of the project and work with the volunteer to determine a schedule that works.&lt;br /&gt;
&lt;br /&gt;
All volunteers are considered equal, unless a project requires a leader. If a volunteer needs to stop work on a project before completion, they should inform an operator so that the next best step can be determined.&lt;br /&gt;
&lt;br /&gt;
Volunteers should be creative, focused, communicative and team-oriented. Since many of our projects are so collaborative, it&#039;s important that a volunteer knows how to take constructive criticism. Please remember to be adaptable and even-tempered whenever possible.&lt;br /&gt;
&lt;br /&gt;
=Reporter=&lt;br /&gt;
&lt;br /&gt;
Reporters work primarily on the Rumor Mill, which is an in-character tabloid posted on the forums. This role provides access to post on the Rumor Mill&#039;s behalf and communicate privately with other reporters to brainstorm and plan out the next issue.&lt;br /&gt;
&lt;br /&gt;
Reporters should have strong writing skills, a good imagination and an eye for detail. They should be able to follow the guidelines and templates for the Rumor Mill, as well as adhere to a basic posting schedule of at least once a month, although greater frequency is of course appreciated. Because the Rumor Mill is based on in-character activities and breaking news stories, reporters need to be able to be proactive about finding (or inventing) and pursuing leads. Reporters are given a good deal of freedom regarding their articles, and do not need approval before sending an article to post.&lt;br /&gt;
&lt;br /&gt;
=Storyteller=&lt;br /&gt;
&lt;br /&gt;
Storytellers are the Dungeon Masters of BDI and are allowed to run setting-wide story lines or events at their own discretion. Traditionally, storytellers are long-time members of the BDI community who are in good standing in the community and are trusted by the ops to adhere to basic, loose guidelines regarding their plans. They may act without supervision, but are required to keep in contact with the ops and other storytellers regarding the current events both in channel and on the forums.&lt;br /&gt;
&lt;br /&gt;
A storyteller&#039;s job is a highly creative one. To be a good storyteller,&amp;lt;ref name=&amp;quot;storytelling&amp;quot; /&amp;gt; you must be able to combine intense imagination with crisp setting knowledge, as well as the flexibility to adapt to the unexpected as players begin to contribute. The storyteller job is about providing an experience for the players, so the ability to place one&#039;s ego aside is a must. You should be a strong writer who can read comprehensively and have the time and focus to respond quickly. Teamwork is also essential to this position as the storytellers work closely with each other and the operators to keep events, channel topics and announcements current.&lt;br /&gt;
&lt;br /&gt;
=Setting Nerd=&lt;br /&gt;
&lt;br /&gt;
Setting nerds are considered the &amp;quot;experts&amp;quot; of the BDI setting. Many have been here since the setting&#039;s creation, have contributed in large part, have spent hours poring over the website and setting notes to learn about it, or any combination of the three. If a setting nerd doesn&#039;t know something, they can tell you where to find it or, if it doesn&#039;t at all, help you figure out how to create it yourself.&lt;br /&gt;
&lt;br /&gt;
Setting nerds are marked with a green name&amp;lt;ref name=&amp;quot;setting_nerd&amp;quot; /&amp;gt; and staff title on the forums, and in the channel with a +voice symbol beside their nick so that they are easy to find. All positions are likely to consult with setting nerds because they are recognized and trusted authorities on the BDI-verse, so it&#039;s important that a person in this role be friendly, patient with random questions and able to communicate well.&lt;br /&gt;
&lt;br /&gt;
They maintain a presence in the OOC room.&lt;br /&gt;
&lt;br /&gt;
=Operator=&lt;br /&gt;
&lt;br /&gt;
Operators, or &amp;quot;ops&amp;quot;, are given moderator access to all areas of the channel and site, including most of the forums, and are charged with the day to day maintenance and protection of the channel and website against spam, vandalism or other abuse. Operators are also responsible for upholding cohesion across all official BDI platforms.&lt;br /&gt;
&lt;br /&gt;
As the most visible representatives of the channel, ops are expected to be on good behavior at all times. This expectation exists not only within the BDI community, but extends elsewhere to the greater [http://www.darkmyst.org DarkMyst] community, such as in [http://www.rpg-hub.com/ #RPG-Hub] and the semi-annual [http://multiverse.rpg-hub.com/ DarkMyst Multiverse] event. Operators are also expected to participate in regular play.&lt;br /&gt;
&lt;br /&gt;
Operators must be strong leaders and capable of clear communication. You must be patient, pro-active, team-oriented, and professional. Ops are the strongest representative of our community so it&#039;s critical that you always put your best foot forward, adhere to guidelines and work to further the spirit and legacy of BDI. Ops should also be willing and wanting to contribute in a &#039;whatever needs doing&#039; fashion, and have a strong understanding of their chosen IRC client.&lt;br /&gt;
&lt;br /&gt;
In order to act as an operator, a person must be willing to learn how to use the Eggdrop bots to handle weather and news changes, removing bans, adding to the RP experience, etc. Ops have rules of their own to follow, and it is important that you know them as well as you do the ones for the players.&lt;br /&gt;
&lt;br /&gt;
They maintain a presence in the two main channels, #BlkDragon*Inn and #BDI*Outside, as well as OOC room.&lt;br /&gt;
&lt;br /&gt;
=Administrator=&lt;br /&gt;
&lt;br /&gt;
An Administrator is an Operator who has a higher level of access to the channel and all related platforms, including the &amp;quot;back end&amp;quot; areas of the site and channel with the intention of maintaining and ensuring the smooth operation of all parts of BDI. It is unlikely that a person will become an Administrator without spending a very long time first as an Operator.&lt;br /&gt;
&lt;br /&gt;
Administrators should be familiar with [http://www.irchelp.org/irchelp/irctutorial.html basic IRC commands &amp;amp; channel modes], [http://darkmyst.org/?page=services DarkMyst&#039;s network services], [http://www.mediawiki.org/wiki/MediaWiki MediaWiki], [http://www.wordpress.org/ Wordpress], [http://www.phpbb.com/ phpBB] and [http://www.egghelp.org/commands/ Eggdrop commands]. Also, some understanding of web design principles and code will go a long way in tweaking the CSS, PHP, HTML and Javascript used on the site. Administrators should be comfortable working in these environments, or willing to learn and educate themselves. Scripting in Eggdrop TCL is always a huge plus.&lt;br /&gt;
&lt;br /&gt;
Administrators should be able to work autonomously to fix minor or technical problems on the site or channel. Major changes to setting content or guides, templates, site design, color schemes, skins, etc. must be decided on as a group and should only be carried out after a consensus is reached. All custom changes made to the hard code of the site must be documented in the case of an update breaking them. Administrators are expected to use the forums to update and stay updated on the applicable threads. Access to the site&#039;s cPanel and FTP, and the shells on which the bots are hosted may still be restricted to their respective owners, ie: Kylus or Nymphetamine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lead Admin==&lt;br /&gt;
&lt;br /&gt;
This position holds all of the same access to all areas of the channel and site as an Administrator, however the Lead Admin will be responsible for guiding the growth of the channel as well as and the organization and delegation of other staff members. Subject to all of the same rules as a regular player and other members of staff, the Lead Admin should have leadership and communication skills as well as a staunch dedication to the channel and its continuation as a whole. It is the Lead Admin&#039;s responsibility to mediate staff disputes or problems as they arise, and to enforce staff rules when needed. There will be only one Lead Admin at a time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;current staff&amp;quot;&amp;gt; Last updated: April 6, 2018. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;storytelling&amp;quot;&amp;gt; This information, while good for any storyteller, only applies to those players that have been recognized as an ongoing and regular storyteller. It does not preclude players from submitting their own story line for play via the [http://www.arangoth.org/submissions/plot/ Plot Submission] page. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;setting nerd&amp;quot;&amp;gt; As of this writing, September 2, 2014. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Staff Documentation]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10796</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10796"/>
		<updated>2020-06-10T10:55:57Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Bathiretil (Inquisition) */&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;
Sacasia ul-Domeryl Sallethek&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Kaxadossa (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Siladossa (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Flunadossa (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Minkadossa (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
[[Eira]] Otibi&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Civic_Guard&amp;diff=10795</id>
		<title>Civic Guard</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Civic_Guard&amp;diff=10795"/>
		<updated>2020-06-10T10:55:17Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Bathiretil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civic Guard is charged with enforcing the the [[Laws of Transdariania]] and the [[Criminal Code of Transdariania]], protecting the citizenry, and maintaining the peace. Fealty to the Duchy shall be unwavering. The Nobility of Transdariania in no way has any authority to command guardsmen; the members of the Civic Guard are subject only to the orders of their superior officers, the Sithire of Transdariania, or the Lord Protector of Transdariania.&lt;br /&gt;
&lt;br /&gt;
=Law and Order in [[Transdariania]]=&lt;br /&gt;
&lt;br /&gt;
While [[Drache]] has the largest contingent of the Civic Guard by far, there are detachments stationed in every city and town in the provinces of [[Transdariania]]. Each detachment has its own captain. In small villages, one member of the Civic Guard will be stationed as the Sheriff (Aptentrod), generally assisted by deputies from the local lord&#039;s private guards.&lt;br /&gt;
&lt;br /&gt;
The [[Provincial Guard]] patrols the countryside, particularly the roads and borders. The watch and the guard cooperate when necessary, but their jurisdictions generally don&#039;t overlap much. The [[Lord Protector]] oversees both the Civic Guard and the Provincial Guard, but cannot take direct command of either organization without permission of the [[Sithire]]. The Lord Protector is appointed by the Sithire, who governs the provinces Transdariania on behalf of the Noble Estates. The Sithire trusts the Lord Protector and the Captain to do their jobs, and generally doesn&#039;t have much of a direct impact on the guard, except when it comes to passing new laws to enforce or appropriating funding. &lt;br /&gt;
&lt;br /&gt;
=The Civic Guard in Drache=&lt;br /&gt;
&lt;br /&gt;
The current strength of the Civic Guard is approximately five hundred individuals in the city of [[Drache]]. Civic Guard operations are divided into three precincts, the Upper City, the Lower City, and Western Drache, each of which is overseen by a Commander, who in turn reports to the Captain of the Guard. Approximately three hundred guards operate out of the main guardhouse, which is located in the [[BlkDragon District]] in the Upper City. Guards from the main guardhouse patrol the BlkDragon District, The Market District (where [[Merchants&#039; Square]] is located), the [[Royal Church District]], the [[Forest Reserve]],  the Chancellery; and the [[Royal Church]] granary. The Western guardhouse force of two hundred is responsible for patrols in West Drache, the [[Mingit District]], the [[Diplomatic District]], the [[Ironworks District]] as well as stationing guard details at [[Castle Black]] to protect the treasury, castle granary, and armory; the guard&#039;s armory; and the [[Podar ul-Sinetattel]] (the Sithire&#039;s administrative headquarters). In addition, guards serving in administrative positions and as jailors for the guardhouse&#039;s dungeon levels are counted among the Western guardhouse&#039;s numbers. Deployment of guards is tracked on a large slate in the guardhouse, indicating whether a given guard is in the guardhouse, out on patrol, or off duty, and if a guard doesn&#039;t show up for work or fails to check in before going home at the end of his or her shift, the absence will be noted and investigated.&lt;br /&gt;
&lt;br /&gt;
The main guardhouse is a large, fortified stone building located just down the street from the [[BlkDragon Inn]]. A standard cell in the guardhouse dungeon has thick stone walls, and a heavy iron door with an observation window covered by bars. Cells may or may not have a window, which is reinforced by steel bars and magical wards. A narrow slot at floor level allows the guards to slide a tray with food and water into the cell. Cells do not have beds that could potentially be disassembled by prisoners and made into makeshift weapons; rather, a slab of stone protrudes from one wall of the cell and is covered with a straw mattress. Each cell is also equipped with a chamber pot that drains into Drache&#039;s sewer system. Some cells are fitted with shackles on the wall to restrain particularly violent prisoners. Due to the number of magic-users in Drache, the entire guardhouse is magically warded to prevent teleportation (or other forms of supernatural travel) into or out of the guardhouse, and some cells are specially designed to house supernatural creatures or other especially dangerous individuals.&lt;br /&gt;
&lt;br /&gt;
The remaining one hundred guards make up the Lower city as the Wharf Patrol, which was created in an effort to clean up the city in the year 471. The wharf granary had been used as the temporary headquarters for guards trapped in the Lower City during a plague, since it was already a heavily fortified structure to protect the city&#039;s grain supply from fire and looters. During the cleanup efforts, the granary complex was expanded and further fortified into a permanent garrison for the Wharfers. The Wharf Garrison contains holding cells for prisoners, though these are usually used to hold drunks until they sober up or temporarily hold prisoners until they can be transferred to the guardhouse&#039;s dungeons. The Wharf Patrol is responsible for the [[Wharf District]], [[Red Lantern District]] (including the [[Xiunlan Quarter]]), and the [[Gessi District]]. The guard rarely ventures into the Back Alley, since doing so usually turns out to be more trouble than it&#039;s worth, and patrols of it aren&#039;t standard protocol. Members of the Wharf Patrol always patrol in pairs, some times accompanied by attack dogs, and Wharfers receive a 10% bonus to their salary for hazard pay. The Wharf Commander can request additional manpower from the main guardhouse when needed.&lt;br /&gt;
&lt;br /&gt;
=Uniform Regulations=&lt;br /&gt;
&lt;br /&gt;
Guard formal/parade/banquet uniform is black tunic, pants and boots, with a grey stripe down the outside seams of the pants, and a grey cloak clasped by a pin that denotes rank. The pin takes the shape of a shield and depicts the Civic Guard insignia, a silver dragon rampant on a black field, which has different symbols around it to indicate the rank of the guard (As indicated on the table below). Grey armbands embroidered with the guard insignia and the individual&#039;s rank are worn on the upper arms over the tunic. Officers above the rank of Corporal are given a silver-braided rope worn on the left shoulder, and officers above Lieutenant are given a gray silk sash to wear under their swordbelts. Decorations and medals are worn on the right breast. Guardsmen are issued ceremonial daggers, while Non-Commissioned Officers are issued straight broadswords. Commissioned Officers are issued ceremonial curved Khalar sabres. If approved by the captain, issued ceremonial blades may be replaced with other blades that the guardsman supplies for the formal uniform.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Rank&lt;br /&gt;
! Insignia&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arms Recruit/Spell Recruit&lt;br /&gt;
| Base Insignia&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Armsman/Spellcaster&lt;br /&gt;
| Base Insignia +1 White Sword/Swirl&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arms Corporal/Spell-Corporal&lt;br /&gt;
| Base Insignia +2 White Swords/Swirls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arms-Sergeant/Spell-Sergeant&lt;br /&gt;
| Base Insignia +2 Silver Swords/Swirls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arms-Lieutenant/Spell-Lieutenant&lt;br /&gt;
| Base Insignia +1 Gold Sword/Swirl&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Arms-Commander/Spell-Commander&lt;br /&gt;
| Base Insignia +2 Gold Swords/Swirls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Captain of the Guard&lt;br /&gt;
| Base Insignia over a Silver Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magic-using Guards may substitute a black robe for the tunic and trousers of their dress uniform if they so desire. The robe has grey trim at the cuffs, collar, and hem for guardsmen; officers&#039; robes have a pattern of dragon scales embroidered on the trim in silver thread. Spellcasters carry carved wooden staves as ceremonial weapons; officers carry staves with a silver dragon&#039;s head ornament atop it.&lt;br /&gt;
&lt;br /&gt;
Uniform on patrol does not have to conform with the formal dress standards of the guard, though the gray cloak is required, as is the insignia pin. Alternately, a pair of gray armbands embroidered with the guard insignia and rank can be substituted for the cloak in hot weather. The rank pin can be worn on the breast or the belt if the cloak is not worn, so long as it is prominently displayed. Individual equipment and armor are allowed on patrol. Because the guards tend to be highly trained in their unique abilities, equipment for patrols is not standardized and left to the individual guard&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=Available Resources=&lt;br /&gt;
&lt;br /&gt;
Members of the Civic Guard have a plethora of resources available to them at any given time.  These resources are meant to strengthen the force and ensure the highest of standards are met.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
While many guards are already accomplished warriors or wizards, green recruits aren&#039;t left to fend for themselves. Arms training and basic hand-to-hand combat skills are taught by veteran guards. Novice spellcasters can receive training through the [[Royal University]].&lt;br /&gt;
&lt;br /&gt;
A salle was constructed in the back of the main Guard House for training purposes. It is closed off from the public and accessible only by members of the Civic Guard and their support staff.&lt;br /&gt;
&lt;br /&gt;
==Weapons/Armor==&lt;br /&gt;
&lt;br /&gt;
When the [[Royal Legion]] disbanded several years ago, the guard took over a substantial portion of its armory. Guards who don&#039;t have their own weapons and armor, or who would like pick up some new equipment, can scrounge up just about any sort of mundane military equipment. The armory may also include weapons and armor confiscated from criminals, so exotic or even magical equipment might occasionally be found in the armory.&lt;br /&gt;
&lt;br /&gt;
==Restraints==&lt;br /&gt;
&lt;br /&gt;
Each guard is issued one pair of null magic shackles to use for restraining individuals for transfer to the guardhouse dungeon. These shackles are quite heavy, designed to restrain creatures much stronger than humans, and they prevent the captured individual from using magic or having magic used on him/her. These shackles cannot be picked or removed save by a member of the guard or a [[Magistrates of the Crown|Magistrate]]&lt;br /&gt;
&lt;br /&gt;
==Housing==&lt;br /&gt;
&lt;br /&gt;
The guard took possession of the Royal Legion&#039;s former barracks in Drache, so free housing is available for guards who need it. There&#039;s very little privacy in the barracks, but at least it&#039;s warm and dry.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
The guard would have a frightening mortality rate if they were unable to provide medical treatment to injured guards. There is an infirmary in the main guardhouse with a staff of full time healers to patch up injured members of the guard as well as injured prisoners.&lt;br /&gt;
&lt;br /&gt;
==Death Benefits==&lt;br /&gt;
&lt;br /&gt;
Some times, even the guard&#039;s healers can&#039;t prevent the worst from happening. The Civic Guard will pay the funeral expenses of any guard killed in the line of duty. Furthermore, the family of the slain guard will continue to receive the guard&#039;s full salary for a period of one year. &lt;br /&gt;
&lt;br /&gt;
==Canine Patrols==&lt;br /&gt;
&lt;br /&gt;
The guard used to keep a small number of [[Griffons]] for use as flying mounts. Lord Protector Mistwinter transferred the Griffons to the Provincial Guard, citing the greater territory to be covered. The former rookery has been transformed into a kennel, and the guard has [[Khalar Herding Dogs]] available for use as attack dogs for members of the Wharf Patrol. The kennel is overseen by a woman named Paxida, who trains the dogs and also trains guards to work with them. Wharfers who&#039;d like to be considered for this program should make a request to the Captain of the Guard. While this is intended to augment the Wharf Patrol and help keep guardsmen safe, the dogs are not a substitute for a human partner. Paxida also has bloodhounds available for tracking suspects and searching out contraband, available for duty as needed.&lt;br /&gt;
&lt;br /&gt;
=Bathiretil=&lt;br /&gt;
&lt;br /&gt;
With the recent uptick of vampire activity in and around Drache in the year 489, the Civic Guard created the Bathiretil (Inquisition) for the express purpose of investigating and eliminating vampiric threats to the citizens. This unit functions autonomously and separate from the guard as a whole, answering only to the Captain. Only members of the guard can join the Bathiretil, though Bounty Hunters can be utilized on an as-needed basis for confrontations.&lt;br /&gt;
&lt;br /&gt;
Members of the Bathiretil are still responsible for regular guard duties when they are not involved in vampire-related investigations, and follow the normal Civic Guard hierarchy. Those who join the unit are given a pin to wear in addition to their guard badge, of a fanged skull with a pair of crossed stakes behind it, and are given the title Balthire. (Inquisitor)&lt;br /&gt;
&lt;br /&gt;
=Port Authority=&lt;br /&gt;
The Port Authority works closely with the Transdarianian navy, though their purposes and methods of operation are wholly different. The Port Authority serve as customs officers, as well as collectors of levies and tariffs. The Port Authority itself, therefore, has no naval vessels; instead, they control of the port of Drache&#039;s on-land defenses, such as the gates and ballistae and black powder cannons. Small ship-to-ship vessels are used for boarding, and if necessary, naval vessels are called upon to assist should they require them. The Port Authorities jurisdiction covers the entirety of the harbour.&lt;br /&gt;
&lt;br /&gt;
The Port Authority&#039;s main concerns are smuggling and piracy, as most foreign nations comply to any tariffs imposed by Drache itself. If a vessel and its captain do not comply to such mandates as a tariff, they are simply barred from entering the port, with force if absolutely necessary. On the topics of piracy and the illegal smuggling of goods, there are a variety of tactics employed by the Port Authority. &lt;br /&gt;
&lt;br /&gt;
The first (and most prevalent) tactic utilized to combat piracy is simply to ensure that the captain of the ship truly does own the goods being delivered. This is largely done via ledgers and bills of sale being verified, though there are a few prevalent merchants that are wholly trusted by the city of Drache. The Sithire only can decide which merchants are counted among the &amp;quot;friends of Drache&amp;quot;, and those merchants must hold a missive with the Sithire&#039;s personal seal. &lt;br /&gt;
&lt;br /&gt;
The second practice used by the Port Authority is quite a lot more simple. If an act of piracy has been reported the goods of the raided vessel will need to be reported. Any ship carrying the same cargo, unreported, will be immediately accused of piracy and charged with the full extent of the law bestowed upon The Chancellery.&lt;br /&gt;
&lt;br /&gt;
To combat smuggling, the Port Authority utilizes an entirely different method. Each ship, prior to even being inspected, is expected to be given express permission to enter the port. This is done by way of anchoring near one of the nearby watchtowers and waiting for a rose-red signal to be sent by the central Port Authority office.  If a ship skips this check-in, it will be flagged down, and if it continues onward it will be sunk without further warning. The port&#039;s upkeep is not of the Authority&#039;s concern, only the defense of Drache and its economy. &lt;br /&gt;
&lt;br /&gt;
=Aerial Defense Corps=&lt;br /&gt;
&amp;quot;The Eyrie&amp;quot; in the northern end of the Merchant District, which formerly housed the Swift Talon, now serves as the base of operations for Drache&#039;s Aerial Defense Corps. With Elvendeep gaining independance, and the return of the Swift Talon detachment stationed in Drache, the city has created its own aerial force to take over some of their former duties and organization as an extention of the Civic Guard. The individuals that comprise the Aerial Corps consist of those capable of flight, either through their own physical means, through some supernatural ability, or via some long lasting magical imbuement. However, the majority of members rely on flying mounts, such as drakes, small dragons, wyverns, or creatures such as pegasi, griffons or hippogryphs. Recruits and members undergo training for their physical and/or magical abilities like other garrisons to support their aerial capabilities.&lt;br /&gt;
&lt;br /&gt;
The Eyrie, however, is not a garrison, and as such the Aerial Corps operate in the entirety of Drache as necessary. Due to this, however, they are rarely involved with investigative cases and serve more in the capacity of a swift response force to support guards within the city. They are expected to cooperate with the other three garrisons, and operate under the auspices of rank where authority over scenes are concerned. If two ranks of equal measure are on scene, they are to cooperate with mutual respect and intent to accomplish their duties. Apprehended individuals are to be turned over to the appropriate garrisons along with documentation of incidences.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the Aerial Defense Corps, they may be officially requested to assist the [[Provincial Guard]], Port Authority or [[Navy of Transdariania]] in situations that require it, and operate outside of Drache under the auspices of these requests.&lt;br /&gt;
&lt;br /&gt;
==Aerial Defense Corp Uniform Regulations==&lt;br /&gt;
&lt;br /&gt;
Guard formal/parade/banquet uniform is black tunic, pants and riding boots, with a grey stripe down the outside seams of the pants, and a grey cloak clasped by a pin that denotes rank. The pin takes the shape of a shield and depicts the Aerial Defense Corps insignia, a silver dragon perched atop a silver spire on a black field, which has different symbols around it to indicate the rank of the guard (As indicated on the table below). Grey armbands embroidered with the guard insignia and the individual&#039;s rank are worn on the upper arms over the tunic. Officers above the rank of Corporal are given a silver-braided rope worn on the left shoulder, and officers above Lieutenant are given a gray silk sash to wear under their swordbelts. Decorations and medals are worn on the right breast. Guardsmen and Non-Commissioned Officers are issued ceremonial daggers, while Commissioned Officers are issued ceremonial lances. If approved by the captain, issued ceremonial blades may be replaced with other blades that the guardsman supplies for the formal uniform.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Rank&lt;br /&gt;
! Insignia&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Private&lt;br /&gt;
| Base Insignia +1 White Wing/Lance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Corporal&lt;br /&gt;
| Base Insignia +2 White Wings/Lances&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Sergeant&lt;br /&gt;
| Base Insignia +2 Silver Wings/Lances&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Lieutenant&lt;br /&gt;
| Base Insignia +1 Gold Wing/Lance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight: bold;&amp;quot; | Commander&lt;br /&gt;
| Base Insignia +2 Gold Wings/Lances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the differences in elements at altitude uniform on patrol does not have to conform with the formal dress standards of the guard, however, the insignia pin is required regardless. Members of the Aerial Defense Corps can wear either the a grey cloak or a pair of gray armbands, which are embroidered with the guard insignia and rank. The rank pin can be worn on the breast or the belt if the cloak is not worn, so long as it is prominently displayed. Individual equipment and armor are allowed on patrol. Because the guards tend to be highly trained in their unique abilities, equipment for patrols is not standardized and left to the individual guard&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=Current Roster=&lt;br /&gt;
&lt;br /&gt;
A current roster can be found amongst the [[Officials]] listing.&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10794</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10794"/>
		<updated>2020-06-10T10:54:19Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Arms-Commander/Spell-Commander */&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;
Sacasia ul-Domeryl Sallethek&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Kaxadossa (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Siladossa (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Flunadossa (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Minkadossa (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Lane Silverbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
[[Eira]] Otibi&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Wharf_District&amp;diff=10793</id>
		<title>Wharf District</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Wharf_District&amp;diff=10793"/>
		<updated>2020-06-10T10:53:39Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Place&lt;br /&gt;
| name             = Wharf District&lt;br /&gt;
| image            = &lt;br /&gt;
| alt              = &lt;br /&gt;
| caption          = &lt;br /&gt;
&lt;br /&gt;
| location         = East Drache&lt;br /&gt;
| features         = Warehouses, gutter bars, and brothels&lt;br /&gt;
| resources        = &lt;br /&gt;
| dangers          = Pickpockets, cutthroats, and drunk stevedores&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;
&lt;br /&gt;
[[Category:Other Notable Places of Interest]]&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The further eastwards one travels from the [[Darian River]], the further one descends into the Drachean underworld. This area is known as the Wharf District, well out of sight of the [[BlkDragon Inn]], consisting of warehouses, shipyards, net makers, and the like, as well as lower-class drinking establishments.&lt;br /&gt;
&lt;br /&gt;
If you are looking for a cockfight or an opium den, you are in the right place; however, you are also in the right place to have your throat slit and your purse snatched. The north-eastern fringe of this section contains Drache&#039;s famed [[Red Lantern District]], lined with brothels of varying repute.&lt;br /&gt;
&lt;br /&gt;
The Iron Gate is located at the western end of the Wharf District; this is a gateway at which he [[Civic Guard]] frisks suspicious-looking persons who want to pass through into the upscale BlkDragon District.&lt;br /&gt;
&lt;br /&gt;
Near the center of the District is the notorious [[Back Alley]], where the criminals and undesirables of the city hold an earnest mockery of society, creating both a safe space for the refuse of the rest of Drache and a gauntlet of danger for any guards who dare enter alone.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
This is in fact the oldest part of Drache; years ago it was nothing but a fishing-port frequented mainly by pirates and thieves. Until the year 471, Royal Guards did not often enter the Lower City. Under Captain Alastair &amp;quot;Solace&amp;quot; Courrant, the Royal Guard built a new a garrison in the Wharf attached to the city granary as part of his campaign to clean up the city. The Wharf Patrol developed a more aggressive style of law enforcement under the direction of Lucius von Stahl and his successor, Trilous Pyrder. Even with the Guard&#039;s presence in the Lower City, it is still not advisable for anyone to travel there unescorted after dark, as the many would-be bodyguards who gather just inside the Iron Gate will tell the foppishly-dressed outsider.&lt;br /&gt;
&lt;br /&gt;
[[Category: Drache]] [[Category: Drache&#039;s Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ashar&amp;diff=10790</id>
		<title>Ashar</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ashar&amp;diff=10790"/>
		<updated>2020-05-31T10:44:40Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;{{Infobox Sheet | name              = Ashar Shenwari | picfile           =  | alttext           =  | full_name         = Ashar Shenwari | race              = Human | gender...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Ashar Shenwari&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           =&lt;br /&gt;
&lt;br /&gt;
| full_name         = Ashar Shenwari&lt;br /&gt;
| race              = Human&lt;br /&gt;
| gender            = Male &lt;br /&gt;
| age               = 33&lt;br /&gt;
| date_of_birth     = &lt;br /&gt;
| country_of_origin = The Eretz, Najjir&lt;br /&gt;
| arrival           =  &lt;br /&gt;
| hair_color        = Black&lt;br /&gt;
| eye_color         = Green&lt;br /&gt;
| height            = 6’0&lt;br /&gt;
| weight            =80kg&lt;br /&gt;
| aliases           = &lt;br /&gt;
| religion          = Not religious but Menxiyeh&lt;br /&gt;
| creed             = &lt;br /&gt;
| occupation        = Ranger, amateur botanist&lt;br /&gt;
| income            = hunting bounties, providing protection&lt;br /&gt;
| marital_status    = single&lt;br /&gt;
| player            = Scopus77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Ashar’s life began on a small inn in a picturesque valley in the Eretz. His father, a retired soldier in the Eretz guard, was its co-proprietor along with his mother. They were aided by Ashar and his four siblings. It was a quiet life that had a young Ashar gazing wistfully over the waters at the great merchant ships docking in Mashriq. From a relatively early age, Ashar developed an affinity for botany, and helping his parents grow and breed new strains of crops. It was not until much later than he realised that his skills were more than mere learnt traits, but something more arcane. &lt;br /&gt;
&lt;br /&gt;
People with botanical magic were highly sought after in the arid Najjiri mainland. Ashar had dreams of studying in the Universities of Dashtrakhan, furthering his knowledge. But his father would not countenance his son going to get lost in books, and scrolls far away while the little tavern struggled to get by. No, Ashar being the eldest sibling would have to learn the trade and take over the family business once he was gone. It was either that or follow his father’s footsteps into the state guard. Ashar, already a proficient cook from learning from his mother, opted for the latter, figuring that he would get to see more of Najjir, if not so much the rest of the world. &lt;br /&gt;
&lt;br /&gt;
His training in the Eretz guard was a gruelling ordeal. Over the years in the guard his botanical skills regressed and his survival and combat skills came to the fore. He proved adept at his duties, so  much so that he was added to the personal guard of the daughter of the Emir of Eretz. This enabled Ashar to travel the length and breadth of Najjir (though mainly to the big main states). Ashar became a favourite of the Princess, elevated to the rank of captain and less formally a loyal confidant. Perhaps inevitably feelings between the two started to emerge and they ended up falling in love. Their relationship was kept a secret for a while but it could not last. The Emir found out and banished Ashar from the guard and The Eretz under pain of death. &lt;br /&gt;
&lt;br /&gt;
Ashar embarked on a new chapter in his life on the Najjir mainland. He became a sword-for-hire, taking up with a band of mercenaries who protected merchant caravans through the treacherous desert routes. During this time, Ashar learnt how to survive in the desert, read the sand and the stars and track prey and enemies alike across mile and mile of endless desert and dunes.  He is accompanied from this point by a female peregrine falcon he named “Gul”, whom he came across as an injured fledgeling in the mountains of Ul’habad. He would split with his mercenary company and go it alone for a few years. Doing odd jobs for Emirs, merchants and nobles alike, as well as joining with some of the nomadic tribes. Ashar longs to be able to return home, but though his name becomes reasonably well known throughout mainland Najjir, his homeland in Eretz until now remains closed to him.&lt;br /&gt;
&lt;br /&gt;
Ashar has been able to study botany in greater depth, despite having no official training. Accompanying scholars in their travels, he has gained some significant insights into this field of science, and his now latent botanical magic. As his knowledge increases, so does his desire to see new lands. He seeks to leave the dunes and heat of Najjir behind and venture forth into the rest of the world. Though he still harbors hope of being able to legally return home to Eretz one day. He has heard a rumour that the Emir seeks an especially rare plant, a type of orchid that has not grown in Najjir for generations and no specimens exist currently. The ‘fire orchid’ also known as the ‘phoenix flower’, or the ‘blood  hellborine’  characterized by its flame red petals and golden orange stamen and dark grey stem is said to grow on parched barren soils on which blood has been shed. The botanists Ashar has consulted are of differing minds on whether this is true or even if the fire orchid even exists, but Ashar wonders if presenting the Emir with such a gift would regain his favour and allow him to return home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
    &lt;br /&gt;
For the most part Ashar is even tempered for the most part, and outwardly is not a man of many words. Though this belies a curious mind, and a thirst for knowledge and adventure which the passing years have not dulled. He has an impulsive streak to him, and will often undertake a task without giving it too much though, relying on instinct and a quick mind to get him through. Despite being proficient at it, Ashar  isn’t someone who particularly enjoys combat, but he loves the thrill of the chase. Tracking someone or something, following field signs and judging his quarry’s motives and pursuing them doggedly does get his blood flowing.&lt;br /&gt;
&lt;br /&gt;
He is at his most relaxed around a campfire under the stars. This is where he would open up to people more easily, over a pot of piping hot coffee (or poppy tea) and a pipe. Once he is comfortable with someone and trusts them, he is quite loyal (despite his mercenary past) and will endeavour to help them if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lately he has taken to attempting to grow certain crops in and around oases using his latent magic. He seeks to understand more about botany and horticulture so that he can bring more green to the parched lands of Najjir. His experimenting with potion making has until now not yielded any positive results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Ashar is 6’0” and with a wiry build. He isn’t particularly physically imposing, and isn’t the fastest runner. But what he does lack in those areas he makes up for in endurance. Able to walk for long distances on minimal rations and water.&lt;br /&gt;
&lt;br /&gt;
His skin tone is brown, and has a thin, if slightly unkempt beard running along a strong jawline. He has jet black hair falling to his neckline, but typically it is wrapped up in a black cotton head scarf typical of his people. Another black scarf is wrapped around his nose and mouth to stop him from inhaling too much sand, so that only his olive green eyes are visible. He wears a long sleeved off-white shirt with loose-fitted black pants and dark brown boots. On top of it is a dull green cloak that is held together with a pin made from an amber coloured crystal in the shape of a falcon, a gift from a merchant he had helped in the past.&lt;br /&gt;
&lt;br /&gt;
He carries a battered leather falconry glove with him, but he has trained Gul by now to rest on his arm or shoulder without its use.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
* Agile, has good balance.&lt;br /&gt;
* Strong endurance&lt;br /&gt;
* Quick with the sword&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Proficient swordsman, and use of quarterstaff&lt;br /&gt;
* Excellent tracking abilities&lt;br /&gt;
* Developing botanical knowledge&lt;br /&gt;
* Able to make herbal salves and ointments&lt;br /&gt;
* Falconry&lt;br /&gt;
* Good horseman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* Botanical magic - Ashar is able to grow plants, or at the very least cause seeds to germinate in inhospitable environments. His efforts to grow them into fully formed crops until now has lead to mixed results. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Gul - He is able to communicate with his falcon and, upon meditating, able to see through her eyes. He is only able to do this with Gul and no other animals.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* A curved sabre strapped across his back. Kept in good condition.&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Hunting knife strapped at his belt used for skinning and slicing meat.&lt;br /&gt;
* A falcon companion that he can communicate with, use to scout the terrain ahead, and hunt small prey items with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Leather gauntlets around his wrists&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* His trusty tobacco pipe with some tobacco (dried and shredding and infused with some spices).&lt;br /&gt;
* Some small tins of ointments and salves he made himself&lt;br /&gt;
* Water canteen&lt;br /&gt;
* Map of roads and trade routes, featuring locations of cities and larger settlements&lt;br /&gt;
* A tin of premium strong Sh’hazridi coffee&lt;br /&gt;
* Coin pouch&lt;br /&gt;
* Some poppy seeds and pods for either smoke or infuse in tea (safely). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
* Learning more about the botanical sciences&lt;br /&gt;
* Being allowed to return to the Eretz&lt;br /&gt;
* Finding the fire orchid&lt;br /&gt;
* Finding more about the world beyond Najjir.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=10778</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=10778"/>
		<updated>2020-05-21T16:43:40Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ruthmarna is a mountainous area that lies just north of [[Drache]], serving as a border between the port city and [[Leptatarna]] in Northern [[Arangoth]]. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the [[Darian River]], and winds through the mountains to cities such as Hornath ul-Marfed and [[Tagrana]] in the north. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title        = Ruthmarna&lt;br /&gt;
|above        = &lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Ruthmarna.jpg|200px]]&lt;br /&gt;
|caption      = &lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Area Information&lt;br /&gt;
|label2   = Location&lt;br /&gt;
|data2    = Center of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = [[Ruthmarnan|Ruthmarnans]], Humans&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = Arangothek, Common&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = &lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = Menxism&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = &lt;br /&gt;
&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = &lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Arangothian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Location=&lt;br /&gt;
&lt;br /&gt;
This mountainous region separates [[Transdariania]] from the fields of northern [[Arangoth]] and is inhabited primarily by dwarves who mine gold, silver and other precious materials from deep caverns within the earth.&lt;br /&gt;
&lt;br /&gt;
=Behind the Name=&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Ruthmarna&amp;quot; is Arangothian for the &amp;quot;Mineland&amp;quot;. The name is derived from the terms &amp;quot;ruthmi&amp;quot;, which translates to &amp;quot;cavern&amp;quot; or &amp;quot;mine&amp;quot; in the common tongue, and &amp;quot;arna&amp;quot;, &amp;quot;land&amp;quot; or &amp;quot;homeland&amp;quot;. [[Ruthmarnans]] specifically refers to the ancestral race of dwarves that call Ruthmarna their home.&lt;br /&gt;
&lt;br /&gt;
=Most Noted Geographical Features=&lt;br /&gt;
&lt;br /&gt;
A narrow road crosses Ruthmarna from north to south, with many sharp windings, steep precipices and precarious bridges. This road often becomes unpassable due to avalanches or other disasters, and the only inhabitants outside the dwarvish miners are the Arangothians of various races settled in mountain villages with the job of making repairs on this vital thoroughfare. The main villages along the road, from south to north, are Thraxeti Kerrat, Diggodrele, Lurintheti Netri, Quarpodar, Tisponthoss,  and Bralkadossath. In the common tongue, the villages are called Diamond Creek, Hundred-bricks, Golden Axe, Black-house, The Oven, and The Height, respectively. &lt;br /&gt;
&lt;br /&gt;
Ruthmarna is also home to Prakanthoss, an ancient monastery located high in the mountains. Prakanthoss has trained both human and dwarven [[Templars of Menxvan]] for centuries. The monastery&#039;s name means &amp;quot;the anvil&amp;quot; in Arangothian, and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. After the Great Shadow&#039;s takeover in 486, the Templars of Menxvan were allowed to continue using Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
=History of the Area=&lt;br /&gt;
&lt;br /&gt;
The dwarves were the primeval inhabitants of Ruthmarna and governed themselves in ancient times. Once humans had settled in [[Arangoth]], the dwarves and humans began trading foodstuffs for metal. Grand Duke Folvaholk of [[Leptatarna]] (Northern or Inner Arangoth) was responsible for building the north-south highway, and he also forced the Ruthmarna dwarves to swear fealty to him by threatening to obstruct their food supply. He established his son Kukarek as Grand Duke of Ruthmarna, and from that point onwards the heir to the Grand Duchy of [[Leptatarna]] always held the title Grand Duke of Ruthmarna. Later, when the Grand Duke of [[Leptatarna]] became recognized as King of [[Arangoth]], the title Grand Duke of Ruthmarna was routinely held by the crown prince and heir to the throne. Ruthmarna supplied the gold, silver and copper for the Arangothian mint, and therefore it was very well-policed while the Old Kingdom still existed. &lt;br /&gt;
&lt;br /&gt;
With the collapse of the Old Kingdom, the dwarves of Ruthmarna regained their ancient independence for a brief period, but they proved unable to defend themselves reliably against bandits who flourished after the old Arangothian police disappeared. For about half a century Ruthmarna fell into a state of anarchy, the old villages along the road resembling nothing so much as towns in the Wild West. Each village established a degree of vigilante justice, and bandits who were caught were generally thrown to their deaths from various precipices. The most fearsome bandit of all was Tatarn-ul-Tarrath (Tatarn-of-the-horn) who for a while had control of several of the villages, kept most of the dwarvish miners enslaved, and burned Thraxeti Kerrat to the ground after his romantic overtures were spurned by a girl native to that village (whom he abducted anyway; she was the mother of his daughter Tarla). Tatarn-ul-Tarrath was captured and thrown to his death by a vigilante group from Quarpodar, and since then his band&#039;s power has diminished somewhat, though it has continued to be a problem under Tatarn&#039;s ruthless successors, his daughter Tarla Nixkenixe and his brother Norpovath Quar. They still controlled some of the less-accessible mines and called themselves the [[Riders of the Horn]] (Sangliodaloth-ul-Tarrath) after Tatarn&#039;s horn, their most prized relic. They terrorized the countryside at will, and periodically staged merciless raids on the gutsy village of Quarpodar to avenge the death of old Tatarn-ul-Tarrath.&lt;br /&gt;
&lt;br /&gt;
When the inhabitants of Ruthmarna learned of King [[BLKDRAGON]] and Queen [[AngelSin]]&#039;s arrival in [[Drache]], they sent a delegation to recognize them as rightful sovereigns of Ruthmarna and bestowed the honorary title Grand Duke of Ruthmarna on their son, Prince Orion. &lt;br /&gt;
&lt;br /&gt;
The [[Riders of the Horn]] took control of Lurintheti Netri, the Ruthmarnian capital in Hearthfire of 469. They claimed to be acting on behalf of the South, since the town supported [[Arlok ul-Dorn|Arlok]] rather than [[The Raven]]. The Northern Arangothian Army, led personally by [[Perlim Larkspin]] moved against them and eventually drove the Riders out of Ruthmarna, but not before they had killed many innocent people and started a fire that burned much of the city. [[Palatine]] Larkspin declared Ruthmarna under the authority of King Arlok. &lt;br /&gt;
&lt;br /&gt;
The decline of the [[Riders of the Horn]] began with the death of Norpovath Quar in Hearthfire of 471 from a case of the Bloody Cough, an extremely contagious disease. His niece, Tarla Nixkenixe, took over control of the Riders, and decided to move their base of operations out of the increasingly well-patrolled mountains of Ruthmarna, into the war-torn and wild territory of Eastern [[Arangoth]]. There they preyed upon the countryside for almost a year, until a lull in the border conflict with the [[Assi]] gave the new Arangothian Army the resources to hunt bandits more aggressively. As a result, Tarla and the remnants of the [[Riders of the Horn]] moved north into the city of [[Taranor]] in Frost Fall of 472. After a few months of extorting [[Taranor]], the Riders disbanded after Tarla was eaten by her own pet Golden Sand Panther.&lt;br /&gt;
&lt;br /&gt;
In May of 486, Ruthmarna was taken over by a shadow dragon who simply called himself the Great Shadow. He began with a gradual takeover of the dwarven mining enclaves and finished with his hostile takeover of the capital, with the help of many of his cultists. The Sithire of Drache was taken prisoner, along with Prince Emereth and various members of the royal retinue.&lt;br /&gt;
&lt;br /&gt;
When Drache declared its independence later that year, the Great Shadow consolidated his power, ruling Ruthmarna as a tyrant king with the help of a large group of cultists known as the Pact of the Umbra. Along with [[Isabelle Auxerre]], his consort, the pair ruled the country for a short length of time before the Great Shadow inexplicably took a substantial portion of the country&#039;s wealth for himself, moved it to his home plane, and abandoned Ruthmarna altogether.&lt;br /&gt;
&lt;br /&gt;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
The country has only recently established a sustainable form of government in the wake of the Great Shadow&#039;s sudden theft and departure. It is now an independent duchy and served as one of the main battlegrounds in the war for Drachean independence during the [[Arangothian Civil War]]. Korian Kadoyan ascended to the title of holdings of Sithire, administered from Lurintheti-Netri, backed by the [[Ruthmarnan#Guild-Clans|Guild-Clans]] of the [[Ruthmarnan|Ruthmarnans]]. &lt;br /&gt;
&lt;br /&gt;
=Related Topics=&lt;br /&gt;
&lt;br /&gt;
[[The Origins of the Kingdom of Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The Fall of Old Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Alysian&#039; Era (465-468)]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Arlokek&#039; Era (469-472)]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Countries]] [[Category:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10777</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10777"/>
		<updated>2020-05-21T06:05:28Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Third Zul Kiran War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep in 5,000BT. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves. Deepish society experienced millennia of relative peace.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believed in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare were formalized, which included the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves joined the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees found homes within Elvendeep, and ties remained strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders were abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempted to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10776</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10776"/>
		<updated>2020-05-21T06:04:43Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Third Zul Kiran War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep in 5,000BT. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves. Deepish society experienced millennia of relative peace.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believed in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempted to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10775</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10775"/>
		<updated>2020-05-21T05:40:01Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* The First Deepish Civil War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep in 5,000BT. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves. Deepish society experienced millennia of relative peace.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempted to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10774</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10774"/>
		<updated>2020-05-21T05:39:00Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* 1,000 BT to the Founding of Tagrana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep in 5,000BT. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves. Deepish society experienced millennia of relative peace.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10773</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10773"/>
		<updated>2020-05-21T05:37:31Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Founding of Elvendeep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep in 5,000BT. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves. Deepish society experienced millennia of relative peace.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10772</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10772"/>
		<updated>2020-05-21T05:35:40Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Founding of Elvendeep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 8,000 to 5,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10771</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10771"/>
		<updated>2020-05-21T05:33:38Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Conflict with Dark Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurred to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 5,000 to 1,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10770</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10770"/>
		<updated>2020-05-21T05:33:10Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Conflict with Dark Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned due to the destruction though the Vuulari were beaten, and another exodus of elves occurs to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 5,000 to 1,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10769</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10769"/>
		<updated>2020-05-21T05:32:08Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* The First City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves began spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned during the frays due to the destruction though the Vuulari were beaten, and another exodus of elves occurs to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 5,000 to 1,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10768</id>
		<title>Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10768"/>
		<updated>2020-05-21T05:30:41Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Elvendeep&lt;br /&gt;
| image          = Elvendeep_New.png&lt;br /&gt;
| alt            = Map of Elvendeep&lt;br /&gt;
| caption        = Map of Elvendeep&lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Elfspire]]&lt;br /&gt;
| language1      = [[Elvish]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = [[Elves#High Elves|High Elves]], [[Elves#Common Elves|Common Elves]],&lt;br /&gt;
| race2          = [[Elves#Wild Elves|Wild Elves]], and&lt;br /&gt;
| race3          = [[Half-Elves|Half-Elves]]&lt;br /&gt;
| religion       = [[Religion of Elvendeep|Celestial Court]]&lt;br /&gt;
| government     = Oligarchy (Nominally republican)&lt;br /&gt;
| ruler          = &lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
West of [[Arangoth]] lies the dense [[Soranion]], a forest containing the nation of Elvendeep. This nation is a confederacy, which includes both city elves and wild elves as citizens; both are ruled over by the [[Peoples of Elvendeep#High Elves|High Elves]]. Elvendeep is home to [[Elves|elven]] and half-elven peoples of many backgrounds that trickled together for unity and protection since times immemorial. &lt;br /&gt;
&lt;br /&gt;
Elvendeep is one of, if not &#039;&#039;the&#039;&#039; most ancient nation in the known world. Its symbol is the swan in profile on a field of green. It became a Protectorate of Arangoth for military aid against the orc invaders from [[Zul Kiras]], however, after the [[Arangothian Civil War]] it once again became a free nation. In [[Arangothek]], the country is called Nimmarna, a name that literally means &amp;quot;land of the elves.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
City and high elves are refined and subtle, known for their world-famous art and literature; diverse export economy; swordplay and spellcraft. Wild elves make top notch rangers and shamans. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The long-lived elves have a memory far longer than most of the other peoples of the world, but even their earliest origins are lost in mists of time. The earliest origins of the elves is the realm of myth and conjecture, debated endlessly by scholars both elven and non-elven. The religion of the elves is equally ancient, practiced long before any of Elvendeep&#039;s present neighbors ever existed. &lt;br /&gt;
&lt;br /&gt;
Recently, the notoriously liberal government of Topaz Silverbow faced two insurrections leading to fierce, if brief civil wars. The first was averted by diplomacy, but the second ended only in bloody victory for the Silverbow faction.&lt;br /&gt;
&lt;br /&gt;
It is believed that some of the reasons for this internecine conflict is Silverbow&#039;s settling of Dark Elves refugees in Nimmarna, as well as his decision to swear allegiance to King [[Arlok ul-Dorn]] of Arangoth and make Elvendeep a Crown Protectorate of Arangoth. This latter is thought to have resulted through fear of yet another [[Zul Kiras|Zul Kiran]] war and though practical in a strict sense, continues to be unpopular today. Silverbow resigned after the second war, the Dark Elves were exiled once more, and no single Governor has risen to such prominence in the following few years.&lt;br /&gt;
&lt;br /&gt;
After the [[Arangothian Civil War]] in 487, Elvendeep regained its sovereignty and is no longer a protectorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Elvendeep, with its neighbors to the west.]]&lt;br /&gt;
The [[Soranion]] is widely held to be the oldest and grandest wood on the continent, and certainly holds one of the only expanses of redwoods near its center. It is in the central territory, those highlands strewn with the giant redwood trees, that the only true urban center resides: the capital [[Elfspire]]. It is a city integrated with the tall stands of timber, be it by series of treetop buildings, platforms, walkways, magic-shaped &#039;hollows&#039; in the trees, or those buildings on the ground. It knows no straight roads or boulevards, for all its massive urbanity is built with the forest&#039;s natural rhythms in mind and magic is often used in place of mortar. Because of this, buildings can actually look treeish themselves, though they are built of brick.&lt;br /&gt;
&lt;br /&gt;
Other significant centers in Elvendeep include the major fortresses of [[Thassalon]] and [[Dindrathil]], as well as the fortified [[Pinewolf’s Ford]], each protecting vital passes into the nation. Though supporting small populations of city and [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]], these are military outposts more than towns of their own right. The river market of [[Highport]] near the confluence of Malchur’s parent rivers is also more of a fortified village than a true city. There are also small villages of [[Peoples of Elvendeep#Common Elves|Common Elves]] dotted along the Malchur in the Spiri province.&lt;br /&gt;
&lt;br /&gt;
Located in the stream-crossed headlands of the River Malchur, Elfspire and the surrounding areas utilize multitudes of canals for transportation. Very few roads cut through the Soranion, as its people prefer not to spoil its beauty. One of the largest leads across the Grey Fang mountains to [[Hornath ul-Marfed]] in Arangoth, another leads north to [[Outer Arangoth]], and a third west to [[Griffon&#039;s Aerie]]. The Malchur and its tributaries (natural and otherwise) provide the majority of inter-Soranion transportation and connect the central province with the ocean. &lt;br /&gt;
&lt;br /&gt;
Air is another way of travel in Elvendeep, and the Lords and Ladies ride [[Giant Eagles|giant eagles]], [[Giant Owls|owls]], and [[Giant Swans|swans]] to and fro. Northern elves have domesticated [[Giant Dragonflies|giant dragonflies]], and these are also used.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Elvendeep is in theory a republic, but in practice it is in fact an oligarchy. Real power resides with the [[Elvendeep High Council|High Council]], a group of a score or so representatives of the most prominent noble families. The High Council elects Governors to fifteen year terms and votes on all important policy matters. In addition to the High Council, there is the [[Elvendeep Low Council|Low Council]], a larger body composed of representatives of lesser High Elven families, Elven Prelates, and retired High Council members. It has no real power but debates furiously nonetheless, since it is considered an excellent forum to display one&#039;s skill at oratory. It is also frequently used by the High Council to test new ideas and policies through allied family members to gauge what sort of reception they receive. &lt;br /&gt;
&lt;br /&gt;
Elvendeep was formerly a monarchy, but Queen [[Allamystrea]] and several other members of the royal family were slain in an [[Orcs|orcish]] ambush during the first war with [[Zul Kiras]] in the year 142. Lacking a clear successor to the throne that would not spark further unrest in the midst of the war, the leading families with claims to the throne agreed to appoint a temporary Governor to see the elven nation until the end of the war. This arrangement has persisted for the past three and a half centuries because while the powerful noble families that make up the High Council may dislike sharing power with one another, they dislike the idea of ceding power to a new monarch even more. Many of the original aspirants to the throne still sit on the High Council and have served terms as Governor.&lt;br /&gt;
&lt;br /&gt;
=Economy= &lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the [[Malchur River]] to the sea and thence beyond. &lt;br /&gt;
&lt;br /&gt;
Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. &lt;br /&gt;
&lt;br /&gt;
The [[Elfspire]] is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnan]] [[Dwarves]]. Dyes, pottery, fruits, and river fish (the latter two being the chief sustenance of the elves) are also exported. &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Military of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The centralization inherent in a sole urban center is useful in war, and though its people abhor violence and much prefer the arts and philosophy, they have been drawn into many long conflicts with other nations: [[Leturia]], [[Griffon&#039;s Aerie]], Dark Elves, and most notably with the orcs of Zul Kiras. In war, the elves cast a mind to defense above all else. They have developed an innovative strategy of abandoning all the outer reaches of the forest, 80% or so of their nation, to the enemy and defending only the small areas around Elfspire itself with quick-moving halberdier infantry. The ceded ground, however, is littered with traps of both magical and mechanical nature, and peopled with thousands of [[Peoples of Elvendeep#Wild Elves (Sorani)|Sorani]] guerillas. This is augmented by stag, giant eagle, and giant dragonfly cavalry. The elves use of magic and intelligent strategy have saved them numerous times from the superior power of the United Clans.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Religion of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three hierarchies of Gods in Elven mythology. First, are the [[Religion of Elvendeep#The Celestial Court|Celestial Divinities]], whom the elves believe are all-powerful gods that rule the heavens and are nearly inexplicable in mortal terms, though they resemble gods like [[Menxned]] or [[Alou]]. Second are the [[Religion of Elvendeep#Chief Spirits|Chief Spirits]] (e.g. Swan/[[Nimrilyn]], Bear/[[Naenaloss]]), who are charged by the Celestial Divinities with tending to the world, and had a hand in shaping the world and creating the mortal races. The elves believe that aside from themselves and the dragons, few remember or honor these gods as is their due. Third are the [[Worldly Spirits]] who serve the Chief Spirits. The elves believe that other races have forgotten the [[Celestial Court]] and the Chief Spirits, and worship instead their servants. They count the deities of most other cultures among this rank of the divine hierarchy.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Peoples of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Nimmarna, the country&#039;s Arangothian name, may generally be divided into three parts: the [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]] of the woods, the [[Peoples of Elvendeep#Common Elves|Common Elves]] of the city and surrounding central areas, and the ruling [[Peoples of Elvendeep#High Elves|High Elves]]. Because Elvendeep is a confederacy of many different elven peoples, founded millenia ago, there are many different ethnic elves and these three groups are more markers of class or geography than anything. Indeed, the Deepish believe that the Soranion is where elfkind originated and all the various other elves of the world, their fierce cousins in Mazewood near [[Elgar Forest|Elgar]], those of the Red Forest in [[Isles of Myst|Myst]], even those of far-off lands are colonies of ancient Deepish migrants.&lt;br /&gt;
&lt;br /&gt;
The dark-haired and ruddy complexioned Wild Elves, or &#039;Sorani&#039; are made up of nomadic, tribal societies who inhabit the majority of Elvendeep&#039;s territory. They are bound, however, to follow the central government just like the variously featured urban &#039;Spiri,&#039; a term referring to both Common and High Elves. The Elfspire-centred government consists of a Low Council, High Council and Governor chosen by the wealthy and powerful High Elves for limited terms of office. No elf but these Lords and Ladies, and none that do not reside in Elfspire may hold office or cast their vote. Common Elves devote themselves to occupations other than government, and work chiefly in textiles and orchardry.&lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the River Malchur to the sea and thence beyond. Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. Elfspire is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnian]] Dwarves. Dyes, pottery, fruits, and riverfish (the latter two being the chief sustenance of the elves) are also exported.&lt;br /&gt;
&lt;br /&gt;
=Knightly Orders=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Knightly Orders of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is often said that the Deepish collect titles as others do old coins. Through various origins, a great number of Knightly Orders have risen up among these fair folk, each promising a Knighthood, a pension, great honor, and occasionally a utilitarian function in protecting the nation. Though both Elflords and Commoners will hold a Knighthood or two, a growing middle class has begun to use the prestige gained by multiple decorations to climb the social ladder.&lt;br /&gt;
&lt;br /&gt;
It should be here noted that unless an elf has completed his tour of duty in an Order (usually twenty years), he is technically a ‘Bachelor’ of that Order and not a Knight, but that distinction is not often attended to and bachelors are known as Knights regardless.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Deepish Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noted Deepish author [[Antequeroth Elmstepper]] describes the language of Elvendeep thusly: “Unlike for instance, [[Arangothek]], which originates from a mixture of [[Goxal]] and [[Igmerinds|Igmerind]] and the modern form of which is only a few centuries old, the Elvendeepish dialect alone has been perfected and elaborated over millennia. Our alphabet has over six hundred characters, with four score modifiers, each applicable to nearly every character.&amp;quot; It is not surprising then, that many elf-children take a human lifetime to learn the script properly.&lt;br /&gt;
&lt;br /&gt;
Though skilled linguists, the Deepish often find other languages tight and constricting, as well as rather simple. In Elvish, it is considered much easier to convey a thought by writing (including emphasis, pacing, tone, etc), as the language is so incredibly intricate and detailed that a hue or emotion may be described in one Elvish character – though the translation would be forced to put it into a paragraph, or even a page in a human language. A thick Elven tome, then, is often a translator’s nightmare of fourteen volumes.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some writers prefer to write in a &amp;quot;stripped down&amp;quot; style, bare and simple, and providing for more ambiguous meanings – the idea being to let the reader puzzle out his or her own interpretation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Countries}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Countries]] [[Category: Elvendeep]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10767</id>
		<title>Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10767"/>
		<updated>2020-05-21T05:30:13Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Elvendeep&lt;br /&gt;
| image          = Elvendeep_New.png&lt;br /&gt;
| alt            = Map of Elvendeep&lt;br /&gt;
| caption        = Map of Elvendeep&lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Elfspire]]&lt;br /&gt;
| language1      = [[Elvish]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = [[Elves#High Elves|High Elves]], [[Elves#Common Elves|Common Elves]],&lt;br /&gt;
| race2          = [[Elves#Wild Elves|Wild Elves]], and&lt;br /&gt;
| race3          = [[Half-Elves|Half-Elves]]&lt;br /&gt;
| religion       = [[Religion of Elvendeep|Celestial Court]]&lt;br /&gt;
| government     = Oligarchy (Nominally republican)&lt;br /&gt;
| ruler          = &lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
West of [[Arangoth]] lies the dense [[Soranion]], a forest containing the nation of Elvendeep. This nation is a confederacy, which includes both city elves and wild elves as citizens; both are ruled over by the [[Peoples of Elvendeep#High Elves|High Elves]]. Elvendeep is home to [[Elves|elven]] and half-elven peoples of many backgrounds that trickled together for unity and protection since times immemorial. &lt;br /&gt;
&lt;br /&gt;
Elvendeep is one of, if not &#039;&#039;the&#039;&#039; most ancient nation in the known world. Its symbol is the swan in profile on a field of green. It became a Protectorate of Arangoth for military aid against the orc invaders from [[Zul Kiras]], however, after the [[Arangothian Civil War]] it once again became a free nation. In [[Arangothek]], the country is called Nimmarna, a name that literally means &amp;quot;land of the elves.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
City and high elves are refined and subtle, known for their world-famous art and literature; diverse export economy; swordplay and spellcraft. Wild elves make top notch rangers and shamans. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The long-lived elves have a memory far longer than most of the other peoples of the world, but even their earliest origins are lost in mists of time. The earliest origins of the elves is the realm of myth and conjecture, debated endlessly by scholars both elven and non-elven. The religion of the elves is equally ancient, practiced long before any of Elvendeep&#039;s present neighbors ever existed. &lt;br /&gt;
&lt;br /&gt;
Recently, the notoriously liberal government of [[Topaz Silverbow]] faced two insurrections leading to fierce, if brief civil wars. The first was averted by diplomacy, but the second ended only in bloody victory for the Silverbow faction.&lt;br /&gt;
&lt;br /&gt;
It is believed that some of the reasons for this internecine conflict is Silverbow&#039;s settling of Dark Elves refugees in Nimmarna, as well as his decision to swear allegiance to King [[Arlok ul-Dorn]] of Arangoth and make Elvendeep a Crown Protectorate of Arangoth. This latter is thought to have resulted through fear of yet another [[Zul Kiran War|Zul Kiran]] war and though practical in a strict sense, continues to be unpopular today. Silverbow resigned after the second war, the Dark Elves were exiled once more, and no single Governor has risen to such prominence in the following few years.&lt;br /&gt;
&lt;br /&gt;
After the [[Arangothian Civil War]] in 487, Elvendeep regained its sovereignty and is no longer a protectorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Elvendeep, with its neighbors to the west.]]&lt;br /&gt;
The [[Soranion]] is widely held to be the oldest and grandest wood on the continent, and certainly holds one of the only expanses of redwoods near its center. It is in the central territory, those highlands strewn with the giant redwood trees, that the only true urban center resides: the capital [[Elfspire]]. It is a city integrated with the tall stands of timber, be it by series of treetop buildings, platforms, walkways, magic-shaped &#039;hollows&#039; in the trees, or those buildings on the ground. It knows no straight roads or boulevards, for all its massive urbanity is built with the forest&#039;s natural rhythms in mind and magic is often used in place of mortar. Because of this, buildings can actually look treeish themselves, though they are built of brick.&lt;br /&gt;
&lt;br /&gt;
Other significant centers in Elvendeep include the major fortresses of [[Thassalon]] and [[Dindrathil]], as well as the fortified [[Pinewolf’s Ford]], each protecting vital passes into the nation. Though supporting small populations of city and [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]], these are military outposts more than towns of their own right. The river market of [[Highport]] near the confluence of Malchur’s parent rivers is also more of a fortified village than a true city. There are also small villages of [[Peoples of Elvendeep#Common Elves|Common Elves]] dotted along the Malchur in the Spiri province.&lt;br /&gt;
&lt;br /&gt;
Located in the stream-crossed headlands of the River Malchur, Elfspire and the surrounding areas utilize multitudes of canals for transportation. Very few roads cut through the Soranion, as its people prefer not to spoil its beauty. One of the largest leads across the Grey Fang mountains to [[Hornath ul-Marfed]] in Arangoth, another leads north to [[Outer Arangoth]], and a third west to [[Griffon&#039;s Aerie]]. The Malchur and its tributaries (natural and otherwise) provide the majority of inter-Soranion transportation and connect the central province with the ocean. &lt;br /&gt;
&lt;br /&gt;
Air is another way of travel in Elvendeep, and the Lords and Ladies ride [[Giant Eagles|giant eagles]], [[Giant Owls|owls]], and [[Giant Swans|swans]] to and fro. Northern elves have domesticated [[Giant Dragonflies|giant dragonflies]], and these are also used.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Elvendeep is in theory a republic, but in practice it is in fact an oligarchy. Real power resides with the [[Elvendeep High Council|High Council]], a group of a score or so representatives of the most prominent noble families. The High Council elects Governors to fifteen year terms and votes on all important policy matters. In addition to the High Council, there is the [[Elvendeep Low Council|Low Council]], a larger body composed of representatives of lesser High Elven families, Elven Prelates, and retired High Council members. It has no real power but debates furiously nonetheless, since it is considered an excellent forum to display one&#039;s skill at oratory. It is also frequently used by the High Council to test new ideas and policies through allied family members to gauge what sort of reception they receive. &lt;br /&gt;
&lt;br /&gt;
Elvendeep was formerly a monarchy, but Queen [[Allamystrea]] and several other members of the royal family were slain in an [[Orcs|orcish]] ambush during the first war with [[Zul Kiras]] in the year 142. Lacking a clear successor to the throne that would not spark further unrest in the midst of the war, the leading families with claims to the throne agreed to appoint a temporary Governor to see the elven nation until the end of the war. This arrangement has persisted for the past three and a half centuries because while the powerful noble families that make up the High Council may dislike sharing power with one another, they dislike the idea of ceding power to a new monarch even more. Many of the original aspirants to the throne still sit on the High Council and have served terms as Governor.&lt;br /&gt;
&lt;br /&gt;
=Economy= &lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the [[Malchur River]] to the sea and thence beyond. &lt;br /&gt;
&lt;br /&gt;
Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. &lt;br /&gt;
&lt;br /&gt;
The [[Elfspire]] is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnan]] [[Dwarves]]. Dyes, pottery, fruits, and river fish (the latter two being the chief sustenance of the elves) are also exported. &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Military of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The centralization inherent in a sole urban center is useful in war, and though its people abhor violence and much prefer the arts and philosophy, they have been drawn into many long conflicts with other nations: [[Leturia]], [[Griffon&#039;s Aerie]], Dark Elves, and most notably with the orcs of Zul Kiras. In war, the elves cast a mind to defense above all else. They have developed an innovative strategy of abandoning all the outer reaches of the forest, 80% or so of their nation, to the enemy and defending only the small areas around Elfspire itself with quick-moving halberdier infantry. The ceded ground, however, is littered with traps of both magical and mechanical nature, and peopled with thousands of [[Peoples of Elvendeep#Wild Elves (Sorani)|Sorani]] guerillas. This is augmented by stag, giant eagle, and giant dragonfly cavalry. The elves use of magic and intelligent strategy have saved them numerous times from the superior power of the United Clans.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Religion of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three hierarchies of Gods in Elven mythology. First, are the [[Religion of Elvendeep#The Celestial Court|Celestial Divinities]], whom the elves believe are all-powerful gods that rule the heavens and are nearly inexplicable in mortal terms, though they resemble gods like [[Menxned]] or [[Alou]]. Second are the [[Religion of Elvendeep#Chief Spirits|Chief Spirits]] (e.g. Swan/[[Nimrilyn]], Bear/[[Naenaloss]]), who are charged by the Celestial Divinities with tending to the world, and had a hand in shaping the world and creating the mortal races. The elves believe that aside from themselves and the dragons, few remember or honor these gods as is their due. Third are the [[Worldly Spirits]] who serve the Chief Spirits. The elves believe that other races have forgotten the [[Celestial Court]] and the Chief Spirits, and worship instead their servants. They count the deities of most other cultures among this rank of the divine hierarchy.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Peoples of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Nimmarna, the country&#039;s Arangothian name, may generally be divided into three parts: the [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]] of the woods, the [[Peoples of Elvendeep#Common Elves|Common Elves]] of the city and surrounding central areas, and the ruling [[Peoples of Elvendeep#High Elves|High Elves]]. Because Elvendeep is a confederacy of many different elven peoples, founded millenia ago, there are many different ethnic elves and these three groups are more markers of class or geography than anything. Indeed, the Deepish believe that the Soranion is where elfkind originated and all the various other elves of the world, their fierce cousins in Mazewood near [[Elgar Forest|Elgar]], those of the Red Forest in [[Isles of Myst|Myst]], even those of far-off lands are colonies of ancient Deepish migrants.&lt;br /&gt;
&lt;br /&gt;
The dark-haired and ruddy complexioned Wild Elves, or &#039;Sorani&#039; are made up of nomadic, tribal societies who inhabit the majority of Elvendeep&#039;s territory. They are bound, however, to follow the central government just like the variously featured urban &#039;Spiri,&#039; a term referring to both Common and High Elves. The Elfspire-centred government consists of a Low Council, High Council and Governor chosen by the wealthy and powerful High Elves for limited terms of office. No elf but these Lords and Ladies, and none that do not reside in Elfspire may hold office or cast their vote. Common Elves devote themselves to occupations other than government, and work chiefly in textiles and orchardry.&lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the River Malchur to the sea and thence beyond. Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. Elfspire is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnian]] Dwarves. Dyes, pottery, fruits, and riverfish (the latter two being the chief sustenance of the elves) are also exported.&lt;br /&gt;
&lt;br /&gt;
=Knightly Orders=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Knightly Orders of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is often said that the Deepish collect titles as others do old coins. Through various origins, a great number of Knightly Orders have risen up among these fair folk, each promising a Knighthood, a pension, great honor, and occasionally a utilitarian function in protecting the nation. Though both Elflords and Commoners will hold a Knighthood or two, a growing middle class has begun to use the prestige gained by multiple decorations to climb the social ladder.&lt;br /&gt;
&lt;br /&gt;
It should be here noted that unless an elf has completed his tour of duty in an Order (usually twenty years), he is technically a ‘Bachelor’ of that Order and not a Knight, but that distinction is not often attended to and bachelors are known as Knights regardless.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Deepish Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noted Deepish author [[Antequeroth Elmstepper]] describes the language of Elvendeep thusly: “Unlike for instance, [[Arangothek]], which originates from a mixture of [[Goxal]] and [[Igmerinds|Igmerind]] and the modern form of which is only a few centuries old, the Elvendeepish dialect alone has been perfected and elaborated over millennia. Our alphabet has over six hundred characters, with four score modifiers, each applicable to nearly every character.&amp;quot; It is not surprising then, that many elf-children take a human lifetime to learn the script properly.&lt;br /&gt;
&lt;br /&gt;
Though skilled linguists, the Deepish often find other languages tight and constricting, as well as rather simple. In Elvish, it is considered much easier to convey a thought by writing (including emphasis, pacing, tone, etc), as the language is so incredibly intricate and detailed that a hue or emotion may be described in one Elvish character – though the translation would be forced to put it into a paragraph, or even a page in a human language. A thick Elven tome, then, is often a translator’s nightmare of fourteen volumes.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some writers prefer to write in a &amp;quot;stripped down&amp;quot; style, bare and simple, and providing for more ambiguous meanings – the idea being to let the reader puzzle out his or her own interpretation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Countries}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Countries]] [[Category: Elvendeep]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10766</id>
		<title>Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=10766"/>
		<updated>2020-05-21T05:30:02Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Elvendeep&lt;br /&gt;
| image          = Elvendeep_New.png&lt;br /&gt;
| alt            = Map of Elvendeep&lt;br /&gt;
| caption        = Map of Elvendeep&lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Elfspire]]&lt;br /&gt;
| language1      = [[Elvish]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = [[Elves#High Elves|High Elves]], [[Elves#Common Elves|Common Elves]],&lt;br /&gt;
| race2          = [[Elves#Wild Elves|Wild Elves]], and&lt;br /&gt;
| race3          = [[Half-Elves|Half-Elves]]&lt;br /&gt;
| religion       = [[Religion of Elvendeep|Celestial Court]]&lt;br /&gt;
| government     = Oligarchy (Nominally republican)&lt;br /&gt;
| ruler          = &lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
West of [[Arangoth]] lies the dense [[Soranion]], a forest containing the nation of Elvendeep. This nation is a confederacy, which includes both city elves and wild elves as citizens; both are ruled over by the [[Peoples of Elvendeep#High Elves|High Elves]]. Elvendeep is home to [[Elves|elven]] and half-elven peoples of many backgrounds that trickled together for unity and protection since times immemorial. &lt;br /&gt;
&lt;br /&gt;
Elvendeep is one of, if not &#039;&#039;the&#039;&#039; most ancient nation in the known world. Its symbol is the swan in profile on a field of green. It became a Protectorate of Arangoth for military aid against the orc invaders from [[Zul Kiras]], however, after the [[Arangothian Civil War]] it once again became a free nation. In [[Arangothek]], the country is called Nimmarna, a name that literally means &amp;quot;land of the elves.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
City and high elves are refined and subtle, known for their world-famous art and literature; diverse export economy; swordplay and spellcraft. Wild elves make top notch rangers and shamans. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The long-lived elves have a memory far longer than most of the other peoples of the world, but even their earliest origins are lost in mists of time. The earliest origins of the elves is the realm of myth and conjecture, debated endlessly by scholars both elven and non-elven. The religion of the elves is equally ancient, practiced long before any of Elvendeep&#039;s present neighbors ever existed. &lt;br /&gt;
&lt;br /&gt;
Recently, the notoriously liberal government of [[Topaz Silverbow]] faced two insurrections leading to fierce, if brief civil wars. The first was averted by diplomacy, but the second ended only in bloody victory for the Silverbow faction.&lt;br /&gt;
&lt;br /&gt;
It is believed that some of the reasons for this internecine conflict is Silverbow&#039;s settling of Dark Elves refugees in Nimmarna, as well as his decision to swear allegiance to King [[Arlok ul-Dorn]] of Arangoth and make Elvendeep a Crown Protectorate of Arangoth. This latter is thought to have resulted through fear of yet another [[Zul Kiran War|Zul Kiran]] war and though practical in a strict sense, continues to be unpopular today. Silverbow resigned after the second war, the Dark Elves were exiled once more, and no single Governor has risen to such prominence in the following few years.&lt;br /&gt;
&lt;br /&gt;
After the [[Arangothian Civil War]] in 487, Elvendeep regained its sovereignty and is no longer a protectorate nation.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Elvendeep, with its neighbors to the west.]]&lt;br /&gt;
The [[Soranion]] is widely held to be the oldest and grandest wood on the continent, and certainly holds one of the only expanses of redwoods near its center. It is in the central territory, those highlands strewn with the giant redwood trees, that the only true urban center resides: the capital [[Elfspire]]. It is a city integrated with the tall stands of timber, be it by series of treetop buildings, platforms, walkways, magic-shaped &#039;hollows&#039; in the trees, or those buildings on the ground. It knows no straight roads or boulevards, for all its massive urbanity is built with the forest&#039;s natural rhythms in mind and magic is often used in place of mortar. Because of this, buildings can actually look treeish themselves, though they are built of brick.&lt;br /&gt;
&lt;br /&gt;
Other significant centers in Elvendeep include the major fortresses of [[Thassalon]] and [[Dindrathil]], as well as the fortified [[Pinewolf’s Ford]], each protecting vital passes into the nation. Though supporting small populations of city and [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]], these are military outposts more than towns of their own right. The river market of [[Highport]] near the confluence of Malchur’s parent rivers is also more of a fortified village than a true city. There are also small villages of [[Peoples of Elvendeep#Common Elves|Common Elves]] dotted along the Malchur in the Spiri province.&lt;br /&gt;
&lt;br /&gt;
Located in the stream-crossed headlands of the River Malchur, Elfspire and the surrounding areas utilize multitudes of canals for transportation. Very few roads cut through the Soranion, as its people prefer not to spoil its beauty. One of the largest leads across the Grey Fang mountains to [[Hornath ul-Marfed]] in Arangoth, another leads north to [[Outer Arangoth]], and a third west to [[Griffon&#039;s Aerie]]. The Malchur and its tributaries (natural and otherwise) provide the majority of inter-Soranion transportation and connect the central province with the ocean. &lt;br /&gt;
&lt;br /&gt;
Air is another way of travel in Elvendeep, and the Lords and Ladies ride [[Giant Eagles|giant eagles]], [[Giant Owls|owls]], and [[Giant Swans|swans]] to and fro. Northern elves have domesticated [[Giant Dragonflies|giant dragonflies]], and these are also used.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Elvendeep is in theory a republic, but in practice it is in fact an oligarchy. Real power resides with the [[Elvendeep High Council|High Council]], a group of a score or so representatives of the most prominent noble families. The High Council elects Governors to fifteen year terms and votes on all important policy matters. In addition to the High Council, there is the [[Elvendeep Low Council|Low Council]], a larger body composed of representatives of lesser High Elven families, Elven Prelates, and retired High Council members. It has no real power but debates furiously nonetheless, since it is considered an excellent forum to display one&#039;s skill at oratory. It is also frequently used by the High Council to test new ideas and policies through allied family members to gauge what sort of reception they receive. &lt;br /&gt;
&lt;br /&gt;
Elvendeep was formerly a monarchy, but Queen [[Allamystrea]] and several other members of the royal family were slain in an [[Orcs|orcish]] ambush during the first war with [[Zul Kiras]] in the year 142. Lacking a clear successor to the throne that would not spark further unrest in the midst of the war, the leading families with claims to the throne agreed to appoint a temporary Governor to see the elven nation until the end of the war. This arrangement has persisted for the past three and a half centuries because while the powerful noble families that make up the High Council may dislike sharing power with one another, they dislike the idea of ceding power to a new monarch even more. Many of the original aspirants to the throne still sit on the High Council and have served terms as Governor.&lt;br /&gt;
&lt;br /&gt;
=Economy= &lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the [[Malchur River]] to the sea and thence beyond. &lt;br /&gt;
&lt;br /&gt;
Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. &lt;br /&gt;
&lt;br /&gt;
The [[Elfspire]] is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnan]] [[Dwarves]]. Dyes, pottery, fruits, and river fish (the latter two being the chief sustenance of the elves) are also exported. &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Military of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The centralization inherent in a sole urban center is useful in war, and though its people abhor violence and much prefer the arts and philosophy, they have been drawn into many long conflicts with other nations: [[Leturia]], [[Griffon&#039;s Aerie]], Dark Elves, and most notably with the orcs of Zul Kiras. In war, the elves cast a mind to defense above all else. They have developed an innovative strategy of abandoning all the outer reaches of the forest, 80% or so of their nation, to the enemy and defending only the small areas around Elfspire itself with quick-moving halberdier infantry. The ceded ground, however, is littered with traps of both magical and mechanical nature, and peopled with thousands of [[Peoples of Elvendeep#Wild Elves (Sorani)|Sorani]] guerillas. This is augmented by stag, giant eagle, and giant dragonfly cavalry. The elves use of magic and intelligent strategy have saved them numerous times from the superior power of the United Clans.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Religion of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three hierarchies of Gods in Elven mythology. First, are the [[Religion of Elvendeep#The Celestial Court|Celestial Divinities]], whom the elves believe are all-powerful gods that rule the heavens and are nearly inexplicable in mortal terms, though they resemble gods like [[Menxned]] or [[Alou]]. Second are the [[Religion of Elvendeep#Chief Spirits|Chief Spirits]] (e.g. Swan/[[Nimrilyn]], Bear/[[Naenaloss]]), who are charged by the Celestial Divinities with tending to the world, and had a hand in shaping the world and creating the mortal races. The elves believe that aside from themselves and the dragons, few remember or honor these gods as is their due. Third are the [[Worldly Spirits]] who serve the Chief Spirits. The elves believe that other races have forgotten the [[Celestial Court]] and the Chief Spirits, and worship instead their servants. They count the deities of most other cultures among this rank of the divine hierarchy.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Peoples of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Nimmarna, the country&#039;s Arangothian name, may generally be divided into three parts: the [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]] of the woods, the [[Peoples of Elvendeep#Common Elves|Common Elves]] of the city and surrounding central areas, and the ruling [[Peoples of Elvendeep#High Elves|High Elves]]. Because Elvendeep is a confederacy of many different elven peoples, founded millenia ago, there are many different ethnic elves and these three groups are more markers of class or geography than anything. Indeed, the Deepish believe that the Soranion is where elfkind originated and all the various other elves of the world, their fierce cousins in Mazewood near [[Elgar Forest|Elgar]], those of the Red Forest in [[Isles of Myst|Myst]], even those of far-off lands are colonies of ancient Deepish migrants.&lt;br /&gt;
&lt;br /&gt;
The dark-haired and ruddy complexioned Wild Elves, or &#039;Sorani&#039; are made up of nomadic, tribal societies who inhabit the majority of Elvendeep&#039;s territory. They are bound, however, to follow the central government just like the variously featured urban &#039;Spiri,&#039; a term referring to both Common and High Elves. The Elfspire-centred government consists of a Low Council, High Council and Governor chosen by the wealthy and powerful High Elves for limited terms of office. No elf but these Lords and Ladies, and none that do not reside in Elfspire may hold office or cast their vote. Common Elves devote themselves to occupations other than government, and work chiefly in textiles and orchardry.&lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the River Malchur to the sea and thence beyond. Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. Elfspire is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnian]] Dwarves. Dyes, pottery, fruits, and riverfish (the latter two being the chief sustenance of the elves) are also exported.&lt;br /&gt;
&lt;br /&gt;
=Knightly Orders=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Knightly Orders of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is often said that the Deepish collect titles as others do old coins. Through various origins, a great number of Knightly Orders have risen up among these fair folk, each promising a Knighthood, a pension, great honor, and occasionally a utilitarian function in protecting the nation. Though both Elflords and Commoners will hold a Knighthood or two, a growing middle class has begun to use the prestige gained by multiple decorations to climb the social ladder.&lt;br /&gt;
&lt;br /&gt;
It should be here noted that unless an elf has completed his tour of duty in an Order (usually twenty years), he is technically a ‘Bachelor’ of that Order and not a Knight, but that distinction is not often attended to and bachelors are known as Knights regardless.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Deepish Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noted Deepish author [[Antequeroth Elmstepper]] describes the language of Elvendeep thusly: “Unlike for instance, [[Arangothek]], which originates from a mixture of [[Goxal]] and [[Igmerinds|Igmerind]] and the modern form of which is only a few centuries old, the Elvendeepish dialect alone has been perfected and elaborated over millennia. Our alphabet has over six hundred characters, with four score modifiers, each applicable to nearly every character.&amp;quot; It is not surprising then, that many elf-children take a human lifetime to learn the script properly.&lt;br /&gt;
&lt;br /&gt;
Though skilled linguists, the Deepish often find other languages tight and constricting, as well as rather simple. In Elvish, it is considered much easier to convey a thought by writing (including emphasis, pacing, tone, etc), as the language is so incredibly intricate and detailed that a hue or emotion may be described in one Elvish character – though the translation would be forced to put it into a paragraph, or even a page in a human language. A thick Elven tome, then, is often a translator’s nightmare of fourteen volumes.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some writers prefer to write in a &amp;quot;stripped down&amp;quot; style, bare and simple, and providing for more ambiguous meanings – the idea being to let the reader puzzle out his or her own interpretation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Countries}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Countries]] [[Category: Elvendeep]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10765</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10765"/>
		<updated>2020-05-21T05:28:35Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ancient History of [[Elvendeep]]=&lt;br /&gt;
Deepish elves are one of the oldest and longest lived races in Siveth. Their collective memory spans millennia with a few ancient texts preserved from hundreds of thousands of years ago. Ancient history is spoken of as legend, but many of the events in fact happened.&lt;br /&gt;
&lt;br /&gt;
==The First City==&lt;br /&gt;
The oldest preserved texts account histories dating back to 200,000BT (Before Tagrana). They mention the Soranion Forest as the cradle of elvish civilization. The first elvish kingdom’s name is lost, but its center is called the First City--the ruins of which can still be found in Elvendeep. Early cultural developments in music, bronzework, and architecture led to a flourishing elven society. Contemporary Deepish elves posthumously call the people who inhabited the First City the Malchuri, after the river along which the ancient kingdom existed. Elves that lived outside the first kingdom retained tribal lifestyles. &lt;br /&gt;
&lt;br /&gt;
By around 100,000 BT, groups of elves begin spreading across Siveth. They settled in forested areas such as in the Great Woods, Keulenestra, the Symaru in what is now [[Lonrath]], the [[Elgar Forest]], [[Song Deep]], the Rainbow Elves in what is now [[Elluria]], and the Red Forest on the [[Isles of Myst]]. One group of elves created a subterranean civilization within the [[Korthos Mountains]], in what is now [[Zul Kiras]], and are the ancestors of the [[Vuulari]], [[Bahr]], and [[Gulanadur]] dark elves. Some history of the cities and kingdoms of elves formed outside of the Soranion Forest has vanished.&lt;br /&gt;
&lt;br /&gt;
==Giants and Dragons==&lt;br /&gt;
Primordial Giants and Ancient Dragons are considered legends, but they existed alongside the early elves. The Primordial Giants lived across Veth, and elvish lore says the current mountain ranges are in fact their burial grounds. Elves shared cultural practices such as writing with the giants. Conflicts between the elder races of giants and dragons caused them both to experience severe population declines. Primordial Giants became extinct by 100,000 BT, though a few races can trace their ancestry to them. Only one Ancient Dragon named Arpharizaud still lives in Zul Kiras.&lt;br /&gt;
&lt;br /&gt;
==Conflict with Dark Elves==&lt;br /&gt;
Sometime between 20,000 to 10,000 BT, Vuulari dark elves turned their vengeful gaze to the cradle of elven civilization after being kicked out of the subterranean [[Korthos Mountains | Korthos]] cities. The First City was abandoned during the frays due to the destruction though the Vuulari were beaten, and another exodus of elves occurs to farther flung regions of Siveth. The Wild Elves remained in the surrounding Soranion Forest.&lt;br /&gt;
&lt;br /&gt;
Around the same time, magical cataclysms caused the Symari elves in what is now [[Lonrath]] to make a long trek back on foot to the Soranion.&lt;br /&gt;
&lt;br /&gt;
=Recent History of Elvendeep=&lt;br /&gt;
Elvendeep’s recent history is marked by the nation&#039;s foundation and multiple wars with the united orcish clans of Zul Kiras..&lt;br /&gt;
&lt;br /&gt;
==Founding of Elvendeep==&lt;br /&gt;
Another magical cataclysm happened between 5,000 to 1,000 BT that effected the elves that settled in the [[Elgar Forest]]. One group formed [[Mistgrove | Mazewood]] that’s still in the forest. Another group called the Yilcari ventured back to the Soranion.&lt;br /&gt;
&lt;br /&gt;
A growing philosophy related to the magical cataclysms emerged called The Cirdelaene. It proposed that all elves return to the cradle of their first civilization and form a new nation made of all the diverse elven peoples. More elves return to the Soranion, but many refuse to accept the philosophy.&lt;br /&gt;
&lt;br /&gt;
The elves that do conglomerate within the vast Soranion created the confederacy of Elvendeep. Most of the elves involved were the Yilcari, the Rainbow Elves, and the Symari. Elfspire was built over the ruins of the First City. The new nation is a monarchy, with the King or Queen elected by the nobility from each group of elves--now called the High Elves--that formed the confederacy. The Elite Guard was originally created to protect the monarch but later became Elvendeep’s policing force. Wild Elves remained outside of civilization, but the Order Emissariat was formed as an attempt to bridge relationships between them and the Common and High Elves.&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
In the early 700s BT, a large number of refugees flee from west as rint-riding nomads conquer Mingit and Igmerind civilizations. The Igerminds were traditional allies of Elvendeep and were welcomed for a time before they moved on to establish the Kingdom of Beren to the north. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
Elvendeep’s custom is to banish criminals, and a great number of malcontents were sent to the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become bandits known as the Nimm in the Caern plains--which will eventually become [[Outer Arangoth]].&lt;br /&gt;
&lt;br /&gt;
Orcs to the north align with the last living Ancient Dragon named Arpharizaud. What became known as the Firestorm clan were taught dark magic by the dragon, and they terrorized populations within Beren, Elvendeep, and the Keulenestra Forest.&lt;br /&gt;
&lt;br /&gt;
==First Zul Kiran War==&lt;br /&gt;
Throughout the 100s AT, the orcs of the new United Clans of Zul Kiras destroyed many kingdoms and city-states in what would become the largest golbinoid nation on Siveth. The Kingdom of Beren was the first to be destroyed, and the Igmerinds returned as refugees to Elvendeep.&lt;br /&gt;
&lt;br /&gt;
In 138, Zul Kiras assaults the Great Woods and drives elves back into Elvendeep proper which causes crowding. The provinces are in disarray as they try to find room for the newcomers. The Cirdelaene philosophy is seen as nearing its penultimate conclusion.&lt;br /&gt;
&lt;br /&gt;
Tensions culminated as the First Zul Kiran war from 140-159 AT when orcs reached within 20 miles of Elfspire. The province of Mistwood is annexed by the orcs. The Elven Queen, Allamystrea is slain along with the royal family. Elvendeep is thrown into chaos without any strong candidates to both take the Crown and avoid civil war.&lt;br /&gt;
&lt;br /&gt;
==Second Zul Kiran War==&lt;br /&gt;
A temporary Governor was chosen to fill the role as leader in what’s considered a regency government that has lasted centuries. None within the High Elven nobility attempt to take the throne for themselves.&lt;br /&gt;
&lt;br /&gt;
Mistwood became a battleground as it was reclaimed by Elvendeep in 194 AT through effective guerrilla fighting, but in 212 the province was retaken by the orcs.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the plains of Caern are given to Arangoth since Elvendeep had abandoned its claim to the desolate territory and let it be overtaken by bandits. An indemnity is paid by Arangoth, which smoothed over relations between the two nations. The area was renamed Outer Arangoth by the Order of the Beady Eye in 305 AT.&lt;br /&gt;
&lt;br /&gt;
The Second Zul Kiran War starts in 316 and ends in 333 AT. Elven victories on the battlefield do not spur unity on the Council floor. The Great Woods was annexed and reclaimed by Elvendeep. Imperialist Councilors appointed a Deepish Margrave to lead the forest and the orcish city of Kadran which is renamed Thunderwood. &lt;br /&gt;
&lt;br /&gt;
==Third Zul Kiran War==&lt;br /&gt;
The new Deepish governor, Sidastrial Frostfall, opposed the re-annexation of the Great Woods, however. He and his supporters staunchly believe in The Cirdelaene philosophy, and a strong centralist and isolationist agenda was put forward by them. Outer provinces were stripped of towns and manors, and wild Sorani elves are given the territory as their own. Spiri elves, which was combined of all the divisions of elves into a whole, moved to the inner portion of the country with the sole remaining city Elfspire at its center. Modern Deepish military and warfare are formalized, which includes the Four Columns, mandatory military service, and government control of the economy. Deepish culture became homogeneous at a rapid pace given the centralization around Elfspire.&lt;br /&gt;
&lt;br /&gt;
Mystonian elves join the Deepish confederacy due to a war with human on the [[Isles of Myst]] in 341 AT. Elvish refugees find homes within Elvendeep, and ties remain strong with those left on the isles.&lt;br /&gt;
&lt;br /&gt;
The Third Zul Kiran War resulted in the death of the Deepish Margrave, the return of the Great Woods to orcish control, and the confirmation of Elvendeep’s isolationism. Sidastrial’s approach to war proved successful at keeping the orcs out of the inner provinces, and any notions of reclaiming provinces lost to orcish invaders was abandoned.&lt;br /&gt;
&lt;br /&gt;
==Fourth Zul Kiran War==&lt;br /&gt;
The Fourth Zul Kiran War was more of a stalemate between two immovable forces. Both countries were weakened and left for the worse over the battles that lasted from 441 to 459 AT. Fears of yet another war were an important motivation of political decisions going forward.&lt;br /&gt;
&lt;br /&gt;
During the last few years of war, the High Elves choose a liberal governor named Arton Mistwood in the hopes that it would change their fortunes. Arton is married to a human, and his neice Laerdra is a half-dark elf. Both Arton and his wife--the Arangothian griffon-rider Sora Mistwood--are considered war heroes, but that was not enough to prevent his assassination by conservative High Elves.&lt;br /&gt;
&lt;br /&gt;
==The First Deepish Civil War==&lt;br /&gt;
Despite Governor Mistwood being assassinated over his liberal policies, enough High Elves still wanted progressive change. Topaz Silverbow, a former denizen of Drache and officer of its guard, became governor based on a more radically liberal platform. His first policy was to settle reformed dark elf refugees in Elvendeep, which caused backlash and controversy.&lt;br /&gt;
&lt;br /&gt;
The First Deepish Civil War broke out in 470 AT when several generals attempt to secede from the nation. Peace was only negotiated so Elvendeep could participate in the International Grubball Championships that same year.&lt;br /&gt;
&lt;br /&gt;
==The Second Deepish Civil War==&lt;br /&gt;
The International Grubball Championships did not cause a sustainable peace. since Governor Silverbow was keen on making policy decisions that angered the population. Issues with the dark elf refugees were unresolved, and Elvendeep was turned into a protectorate of Arangoth in 471 AT. Arangoth’s then King Arlok governed the area with a light hand, and in return gave a pledge to give Elvendeep full military support should the orcs invade again. The decision still caused harsh divisions within the Councils and among the commoners.&lt;br /&gt;
&lt;br /&gt;
Fighting ensued and lasted for months. Elves from abroad returned home to fight. King Arlok was persuaded not to intervene. Governor Silverbow’s side was victories, but he nonetheless resigned. Dark elves were--and still are--blamed for fomenting the divisions and strife for their own ends. &lt;br /&gt;
&lt;br /&gt;
The governor elected in 472 AT quietly swept many of Silverbow’s reforms and policies under the rug. Dark elves were once again forbidden from entering the Soranion.&lt;br /&gt;
&lt;br /&gt;
==A Sovereign Nation Once Again==&lt;br /&gt;
The [[Arangothian Civil War]] led to the defeat of the northern rule of Leptatarna in 487 AT. Among the changes caused by this civil war was the reinstatement of Elvendeep as a sovereign nation.&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10746</id>
		<title>History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elvendeep&amp;diff=10746"/>
		<updated>2020-05-15T05:00:26Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;(Work in Progress Placeholder)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Work in Progress Placeholder)&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_History_of_Elvendeep&amp;diff=10745</id>
		<title>Old History of Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_History_of_Elvendeep&amp;diff=10745"/>
		<updated>2020-05-15T04:59:46Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Gudrun moved page History of Elvendeep to Old History of Elvendeep without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The long-lived elves have a memory far longer than most of the other peoples of the world, but even their earliest origins are lost in mists of time. The earliest origins of the elves is the realm of myth and conjecture, debated endlessly by scholars both elven and non-elven. The religion of the elves is equally ancient, practiced long before any of Elvendeep&#039;s present neighbors ever existed. &lt;br /&gt;
&lt;br /&gt;
=Earliest History: Conjecture=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(All according to Elvendeepish history, some more ancient accounts are disputed by scholars of other elven nations and other races. The most ancient information is mostly from myth, oral history passed down in tales and song, and a handful of scattered documents. Even for the elves, very few clear records have survived past the last few millennia)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==200,000+ BT&amp;lt;ref name=&amp;quot;BT&amp;quot; /&amp;gt;== &lt;br /&gt;
&lt;br /&gt;
*Elves create the world&#039;s first civilization in the heart of the Soranion Woods. The kingdom&#039;s name is lost, but its centre is The First City, ruins of which are very scarce but can still be found in Elvendeep. It sustains itself not through farming, but through magic-aided orchards that are nearly impossible to tell from non-cultivated forest. The Deepish commonly call these people the Malchuri, after the river, but this is almost certainly a posthumous name rather than one from the kingdom itself. Some elves retain their tribal lifestyle.&lt;br /&gt;
&lt;br /&gt;
*Although all races have been created, most live like beasts in primitive societies. Dragons are reasonably advanced, but prefer solitude and thus have no civilized knowledge.&lt;br /&gt;
&lt;br /&gt;
*Elves teach dragons and the shrinking population of Primordial Giants the art of writing and simple tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==200,000 - 100,000 BT==&lt;br /&gt;
*According to a comparison of partly-translated stone inscriptions, The Third Elder race, the Primordial Giants of Kayern (Modern Outer Arangoth, Ruthmarna, parts of Zul Kiras, and Rondis), die out roughly during this period and are largely forgotten. Most of the inland mountains, said by the tales to be their burial mounds, stand as testament to their existence.&lt;br /&gt;
&lt;br /&gt;
*Elves begin to spread out over the lands of Arangoth and beyond. They shy away from dangerous open places, such as the plains of the west and the deserts of the north. Elven nations or provinces (none are very sure which) are founded in the Great Woods (in what is now Zul Kiras), Keulenestra (in what is now Leturia), Elgar, Songdeep ( in what is now Arangoth), The Symaru (a forest in what is now the plains of Thontaran) and the Rainbow Woods (in what is now Elluria, largely gone). As the &#039;Deepish tell it (other elves often disagree), elven mariners in hide-hulled boats also find their way to the Red Forest on the Isles of Myst, to the Alesian continent, and to all other landmasses boasting elvish populations. Over time, many wandering elves find their way into the ever-migrating Aran Wood, and develop an amazonian culture in this mystic forest. There are very likely other large elven colonies (for presumably, all elven peoples originated in this migration) but these few are confirmed through common knowledge of the world. It is not known to what extent they were connected, whether by a common King or looser ties.&lt;br /&gt;
&lt;br /&gt;
*Much of these continental elvendoms&#039; histories have not survived, but it is clear that they were nearly unanimously created deep in woods, where elves felt most comfortable, knew how to survive (farming was not known to them), and were protected from a harsh primeval world. Relations with dragons were not always pleasant. Most of these woods had large rivers running through them, and these are what were used for transportation both within the woods and without. It is believed that these are the elves who built the Grand Canal through Aslar, among other mysterious ancient wonders. Only a few tablets and inscriptions survive, however, so even the long memory of the elves can only assume.&lt;br /&gt;
&lt;br /&gt;
==100,000-10,000 BT==&lt;br /&gt;
&lt;br /&gt;
*From the material record, Elven civilization flourishes with simple advances in music, art, bronzework, and architecture. It is still far from as advanced as those civilizations of today, however. Unfortunately it is still quite mysterious, as the destructive wars of the majority of the time seem to erased much of the material and traditional record.&lt;br /&gt;
&lt;br /&gt;
*Without the Giants&#039; lands between them, elves and dragons begin to encroach more and more on each other’s territory and begin to war on one another. Inscriptions speak of long and devastating Dragon-Elf wars, often lasting centuries and broken only by temporary peace. Sages believe that magic reaches such heights of power and desperation for advantage during this time that it begins to unlock unholy arts - such as necromancy and demonic conjury. Many of the great forests of the continent shrink severely as a result of these wars. They are also blamed for the small populations of both dragons and elves today, which is thought as the primary reasons for the subsiding of these wars.&lt;br /&gt;
&lt;br /&gt;
*For unknown reasons, possibly relating to the Dragon wars, The First City is abandoned, though a population of tribal Wild Elves stay in the Soranion, continuing to inhabit the forest to this day. No records survive to tell of the Malchuri&#039;s last days. Oral history among the elves of the Keulenestra say that the lineage of the ElfKing descends through them, and that Keulenestra was the later capital of a panelven Empire.&lt;br /&gt;
&lt;br /&gt;
*The Elven civilization of Symaru, in what is now Thontaran, is destroyed during the last throes of the Dragon wars. Its surviving inhabitants flee underground using elemental spells. Thus begins the long trek of the pale Symari, who spend thousands of years tunnelling beneath the surface to reach the safety of the west and their fellow elves. They would later join the Confederacy of Elvendeep, and their taste for shallow digging (certainly not as deep as the underdark) would make them the miners of the fair folk and inveterate enemies of the dark elves. The Symari woods of Thontaran never grow back and even today the area is prairie.&lt;br /&gt;
&lt;br /&gt;
*Once the dragon wars begin to subside, some brave elves choose to venture out of their protective forests, both to the south by sea and the north by rint and horse. Those northern-bound would beget the Khalar elves, who are almost indistinguishable from the human Khalars themselves nowadays.&lt;br /&gt;
&lt;br /&gt;
*Dwarves begin to create their own rock-bound civilizations with knowledge of language and organization learned from the elves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==10,000-5,000 BT==&lt;br /&gt;
&lt;br /&gt;
*In the far east and far west, humans invent agriculture and begin to create their own small civilizations, now forgotten. This occurs primarily in the plains of the west (what is now Leturia and Griffon&#039;s Aerie), and the east (In what is now Tyranor and Teldanar). Wild humans are found throughout the world, but as the elves hold the midland forests, dwarves and orcs the mountains, and the dragons the far north, there are few other places than open plains for human kingdoms to grow strong.&lt;br /&gt;
&lt;br /&gt;
*Beset by growing populations of goblinoids, humans, dwarves, elves must further face the dark legacy of necromancy in increasingly frequent hordes of undead, and the strikes of the bold dark elves tunnelling up from their subterranean homes.&lt;br /&gt;
&lt;br /&gt;
*To further detriment, the Elven civilization of Elgaria is struck by disaster as their woodland home erupts in darkness and evil - perhaps released by tampering with evil magics. The majority retreat, but some stay, creating the community of Mazewood. Those who leave are known as the Yilcari.&lt;br /&gt;
&lt;br /&gt;
Initially the evil is concentrated on the Black Lagoon, the centre of Elgar and the elven civilization. Later the human Limbri and Akman peoples (ancestors of the Rondissians) would tame much of the surrounding area. Once they were driven off by human migratory patterns in the second millenium Before Tagrana and the majority of the elves had left, the forest regrows as the corrupted mass known today.&lt;br /&gt;
&lt;br /&gt;
*As these dangers increase, a growing philosophy, in the form of a song called The Cirdelaene, takes root among the local elvendoms. This philosophy proposes that all elves return to the forest of their first civilization and form a new nation made up of all the diverse elven peoples. Elves begin bleeding back slowly to the Soranion over time. This is not necessarily a retreat, but a unification movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History of Elvendeep=&lt;br /&gt;
&lt;br /&gt;
==5,000-1,000 BT==&lt;br /&gt;
&lt;br /&gt;
*The fledgling confederacy of Elvendeep is founded by a union of Elven peoples - primarily the Yilcari Elves, the Rainbow Elves, the Symari, and the Soranion wild elf population. The nation is a patchwork of territories, provinces and cities, but the ethnically diverse capital Elfspire is risen up around a tall tower, a wonder of architecture. Elvendeep is a monarchy, but the King or Queen is elected by a Council of &#039;High&#039; elves (originally the nobility from each of the separate peoples) who must also approve many of the Monarch&#039;s decisions. During its early years, Elvendeep is considerably more isolationist than it would later become. (It is at this point that this timeline passes fully from conjecture to recorded history)&lt;br /&gt;
&lt;br /&gt;
*The Order Emissariat is founded in an attempt to better relations between the Wild and Civilized strains of elfkind and utilize both their strengths. The Elite Guard is also formed at this time, but originally serves only as the personal guard of the Elven Monarch. Later it would take on the role of Elfspire&#039;s policing force.&lt;br /&gt;
&lt;br /&gt;
*The Rainbow Woods are mostly abandoned. The growth of Southland human kingdoms obliterates the majority of the once great forest. Only a remnant of old growth is left at the source of the Rainbow River, though this is itself a vast forest.&lt;br /&gt;
&lt;br /&gt;
*Many elves refuse The Cirdelaene and stay where they are. The small community of Mazewood in Elgar, the Elves of Keulenestra in Vallaria (who are very close, and interrelated to, the noble Igmerinds), the Khalar Elves, and, most notably, the Elves of the Great Woods in the north. Some relationships dim to the point of disdain, such as that of Mazewood with Elvendeep, but those with The Great Woods and Keulenestra are strong.&lt;br /&gt;
&lt;br /&gt;
*Even as elves begin to unify, their ancient enemies the dragons begin to do the same in the far north, the region known as the Salt Desert. A terrible swarm descends and drives the human inhabitants of a northern civilization south after many terrible battles. These humans found Vallaria, a loose collection of city-states further south, where Griffon&#039;s Aerie is today, but dragon raids into the south prevent any Vallarian centralization and hound the new nation of Elvendeep.&lt;br /&gt;
&lt;br /&gt;
*Bronze gives way to Steel, but even in elvish histories there are conflicting accounts of its development. Some theories credit the dwarves, others the elves. It is still a bone of contention between the two races, just as bronze is between elves and humans. Common human legend has it that the Igmerinds were the first to use bronze. The elves, of course, insist that their close Igmerind allies simply obtained the ages-old knowledge from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==1,000 BT to the Founding of Tagrana==&lt;br /&gt;
&lt;br /&gt;
*(ca. 720 BT) A great number of Igmerinds and Keulenestra Elves flee east from the influx of Rint-mounted western nomads which had previously destroyed the Igmerind Kingdom. The Keulenestra refugees join Elvendeep. The Igmerinds make a place for themselves in Vallaria, but later many migrate onwards from there due to disagreements. Traditional allies, they are welcome in Elvendeep and live there for a time before moving on to the north, creating the now destroyed kingdom of Beren and other fallen nations. Some move east and interbreed with the primitive Goxal, founding Arangoth. The remnant of this event, and of the later acceptance of Berenite refugees, puts an element of human blood in the Deepish Common Elves and continues a long tradition of tolerance.&lt;br /&gt;
&lt;br /&gt;
*According to custom, Elvendeep banishes a great number of criminals to the far northern desert bowl on the northern side of the Skull Teeth Mountains. A small handful survive the crossing of the treacherous desert and the mountain passes and settle into the Nymrya Vale, founding the tiny and little known elven principality of Nymrya (652 BT). After a fierce war with their exilers, the principality dissipates around 400BT, with some elves moving south to become those bandits in Outer Arangoth known as the Nimm.&lt;br /&gt;
&lt;br /&gt;
*For unknown reasons dragon swarms in the south decline and retreat further north once more. Some legends allege that the unknown cause of unity among the dragons had broken down, and they began to fight among themselves. The losers were presumably either slain or driven away to seek a new domain elsewhere. At least one dragon, the great and ancient Arpharizaud stays to terrorize the populations of the south, including Elvendeep, Beren and Keulenestra. He takes the orcs of the Xaad Mountains as his allies and teaches them terrible magics. These orcs would become the Firestorm clan of Zul Kiras. The Deepish today refer to Arpharizaud as *The* Dragon, seeing few to compare with his ancient kind in today&#039;s southlands. (ca. 558 BT)&lt;br /&gt;
&lt;br /&gt;
*Those elves left in the Keulenestra Forest are enslaved by the Leturians, a tailed human people from the north who conquer the remnants of the Igmerind and Mingit Kingdoms. Over the centuries the Keulenestri adopt much of Leturian culture, and come to be known as the Mikeul. Leturia, meanwhile, wars fiercely with Elvendeep for a number of years across the Thunder River, north of Vallaria/Griffon&#039;s Aerie.&lt;br /&gt;
&lt;br /&gt;
*Griffons take over Vallaria, an elven ally, and much of Leturia, largely ending the Leturian threat but replacing it with an even deadlier one (312BT). These griffons, who rename their new country Griffon&#039;s Aerie, are powerful, intelligent creatures who can shapeshift to human form. Their military is feared and respected throughout the continent. They also war on Elvendeep for centuries, but in their wake the Mikeul gain a sort of independence, though they send Leturia tribute every year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Last Five Hundered Years=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;78-82&#039;&#039;&#039; (After the Founding of Tagrana) The Griffons continue to war on Elvendeep, prompting closer relations with their human neighbours for aid. In the most recent war, King Karos&#039; grand army is finally defeated by an Arangothian-Elvendeepish alliance. Although the elves of the Deep have always had a fondness for their human neighbours, this alliance cements a particular bond between Arangoth and Elvendeep and the two nations have been quite fraternal ever since.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;109&#039;&#039; The new United Clans of Zul Kiras, a terrible collection of orcish clans, destroy Beren, an Igmerind Kingdom, marking the beginning of their destructive influence on the world stage and sending some Berenite refugees south to Elvendeep. Their interbred descendants live there still, as the nation has never had much of a problem with human blood, and the Igmerinds are said to be part elvish from long ago anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;138&#039;&#039;&#039; Zul Kiras assaults the Great Woods, driving the &#039;penultimate&#039; great Elven kingdom to retreat back to the &#039;Deep. Elvendeep is crowded with the near ultimate manifestation of the Cirdelaene, and its provinces are in disarray as they try to find room for the newcomers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;140-159&#039;&#039;&#039; First Zul Kiran War. Orcs reach within twenty miles of Elfspire. The Mistwood province is annexed to Zul Kiras. The Elven Queen, Allamystrea is slain along with the royal family. Lacking any candidate strong enough to take the Crown without sparking civil war, Elvendeep is thrown into chaos.&lt;br /&gt;
&lt;br /&gt;
Eventually, the nation chooses a temporary Governor to fill the vacant role. Ever after, the ruling high elves have elected a Governor every few years from among their number to serve as ruler (a situation best referred to as an Oligarchy or Regency, as it is a number of high nobles sharing power amongst themselves rather than any sort of democracy). None have thus far attempted to seize power and crown themselves. Many governors over the past few centuries, including such great elves as Sidastriel Frostfall and Arton Mistwood, have been from among those original aspirants to the throne.&lt;br /&gt;
&lt;br /&gt;
The Mikeul secretly send military and magical ‘advisors’ to the aid of Elvendeep, but maintain neutrality, protected as they are behind Leturia&#039;s borders. Zul Kiras avoids encroaching on those borders, not wishing to engage in more than one conflict at once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;194&#039;&#039;&#039;: Remaining elves in the province of Mistwood successfully revolt and declare it a part of Elvendeep again. Important lessons are learned as to the effectiveness of such guerilla fighting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;212&#039;&#039;&#039;: Mistwood once again subjugated to Orcish rule&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;304-305&#039;&#039;&#039;: The plains of Caern are carved into the new province of Outer Arangoth by that nation&#039;s Order of the Beady Eye. The rampant banditry in the area, and its desolate nature makes the area unimportant to Elvendeep, its absentee owner. Because they nominally hold title to the area, an indemnity paid by Arangoth smoothes relations and the elves give up the area without much fuss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;316-333&#039;&#039;&#039;: Second Zul Kiran War. Great elven victories on the battlefield are not matched by unity on the Council floor. As such, two independent agendas are set forth from two different sections of the government.&lt;br /&gt;
&lt;br /&gt;
The Great Woods are annexed by Elvendeep, and the city of Kadran named Thunderwood. A Deepish Margrave (Marchlord) is appointed in charge of the city and the forest by the &#039;Imperialist&#039; Councilors. Their belief is that Zul Kiras must be held in an iron grip lest it rise again to threaten the Soranion. The Margrave, however, is hard-pressed to deal with continuous Onyx Viper orcish raids.&lt;br /&gt;
&lt;br /&gt;
Opposed to the occupation of the Great Woods, the new Elven Governor Sidastriel Frostfall and his supporters put forth a strong centralist and isolationist agenda. Elvendeep abandons nearly all traces of the previous provincial divisions, creating instead two territories. The first, the outer 80%, is stripped of all towns and manors and given, in what has been called &#039;Sidastriel&#039;s Gift,&#039; to the various tribes of &#039;Sorani&#039; wild elves (primarily preDeepish and Great Woods sylvan elves). The inner portion, centred around the sole remaining city of Elfspire, is redivided among the &#039;Spiri&#039; (Rainbow, Yilcari, Black Woods, Nestri, Symari and soon, Mystonian). The modern way of elvish war, including the Four Columns, mandatory military service, and government control of the economy is formalized. By this point, Deepish culture is becoming more solidly integrated and homogenous, and the concentration in Elfspire speeds this along.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;341-408&#039;&#039;&#039;: During this period, many Mystonian Elves migrate to Elvendeep, joining the Confederacy. A war between the Mystonian elves and human invaders, led by Thalanthus Nypin, ends in 341 with the elves ceding much of their lands to the humans. Many refugees without homes in the reduced elven domain, as well as those bitter over the surrender find their way North across the sea to the Soranion. Elvendeep maintains strong ties to those left on the Isles, and many there take up the Deepish religion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;380-387&#039;&#039;&#039;: Third Zul Kiran War. Boundaries returned to original positions. The Deepish Margrave is slain and Thunderwood overrun. Elvendeep&#039;s Isolationist stance is confirmed and the Imperialists defeated politically. Sidastriel’s approach to war proves successful in holding off the Zul Kirans from reaching the inner provinces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;441-459&#039;&#039;&#039;: Fourth Zul Kiran War. Once again, boundaries remain as they were at the beginning and both nations are severely weakened. Elven fear at another war will become a strong political force in the near future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;454-469&#039;&#039;&#039;: In the last few years of the war, the battle-weary High elves choose as governor Arton Mistwood, a staunch liberal, hoping for a change in their fortunes. Not only is Arton married to a human, but in his House is a half-dark elf, his niece Laerdra. Both Arton and his wife, the Arangothian griffon-rider Sora Mistwood are decorated war heroes, but the controversial Governor&#039;s changes offend the more conservative High Elves to the extent that he is assassinated. His reforms, however, seem to be supported by the majority of the Noble elves and after a short hiatus, another proponent of change is chosen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;469&#039;&#039;&#039;: Topaz Silverbow, former denizen of Drache and officer of its Royal Guard, becomes Governor of Elvendeep on an even more radically liberal platform. With great support in the Elite Guard and a number of Councilors, he overcomes the opposition of the more cautious members of the High Council. His reforms embroil the nation in controversy, starting with his decision to begin to settle &#039;reformed&#039; dark elvish refugees in Elvendeep.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;470&#039;&#039;&#039;: Elvendeep breaks out in its first Civil War, as rogue generals attempt to secede. A peace is negotiated only to allow Elvendeep to participate in the 470 International Grubball championships for the honour of the nation as a whole. Silverbow does not cease his radical policies, and the peace doesn&#039;t last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;471&#039;&#039;&#039;: In a move thought to result from fears of the startlingly quick revival of Zul Kiras and its aggressive moves on the international scene, Governor Topaz Silverbow makes his second highly controversial decision. The former Arangothian citizen negotiates Elvendeep&#039;s entry into Arangoth as a Crown Protectorate, giving up its sovereignty in exchange for guaranteed support should another war begin. Arlok has governed with a very light hand ever since, but even today the move is still debated fiercely in the Councils and unpopular among the commoners.&lt;br /&gt;
&lt;br /&gt;
The Second Elvendeepish Civil War begins soon afterwards. Its roots are traced to the unresolved issues of the first: Governor Silverbow&#039;s controversial acceptance of dark elvish refugees; and in his placing the nation under the sovereignty of Arangoth. Rogue Deepish Council members ally with the discontent Generals and take the capital and sole city, Elfspire. Both sides accuse the other of being aided by Dark Elves. Many Drache-based elves return to their homeland to fight. Asking their new sovereign Arlok not to interfere with his province&#039;s troubles, the liberal Silverbow/Mistwood faction, representing the chosen government, is eventually victorious after months of warfare. Governor Topaz Silverbow resigns afterwards. Dark elves are popularly blamed for inciting the war for their own ends.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;472&#039;&#039;&#039;: Under a new, more moderate Governor, some of Silverbow&#039;s changes are quietly swept under the rug. Though Silverbow is not despised outright (some still call him Dark-elf friend, and the phrase &#039;The Follies of Silverbow&#039; is growing more common), dark elves are once again forbidden from entering the Soranion. Rumours stir that the secession of Elvendeep from Arangoth is on this new Governor&#039;s agenda. Others say he plans to request a summit to gain Leturian, Griffon and Khalar aid should a Fifth Zul Kiran war break out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;487&#039;&#039;&#039;-present: With the [[Crownlands|Leptatarna]] defeat in the [[Arangothian Civil War]] Elvendeep ceased to be a protectorate state of [[Arangoth]], and is now a sovereign nation unto its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;BT&amp;quot;&amp;gt;Before the founding of Tagrana, the point at which the Arangothian calendar begins.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Elvendeep]] [[Category: History]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gorith&amp;diff=10739</id>
		<title>Gorith</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gorith&amp;diff=10739"/>
		<updated>2020-05-13T22:46:41Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;{{Infobox Sheet | name = Gorith | picfile =  | alttext = A young man, crippled in his youth, begs for coin on the streets of Drache | full_name = Gorith ul-Alfrith Slitisdrith...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Gorith&lt;br /&gt;
| picfile = &lt;br /&gt;
| alttext = A young man, crippled in his youth, begs for coin on the streets of Drache&lt;br /&gt;
| full_name = Gorith ul-Alfrith Slitisdrith&lt;br /&gt;
| race = Human&lt;br /&gt;
| gender = Male&lt;br /&gt;
| age = 25 &lt;br /&gt;
| date_of_birth = 13.II.465&lt;br /&gt;
| country_of_origin = Arangoth&lt;br /&gt;
| arrival = Born&lt;br /&gt;
| hair_color = Dirty brown&lt;br /&gt;
| eye_color = Gold&lt;br /&gt;
| height = 4’8”&lt;br /&gt;
| weight = 94lbs&lt;br /&gt;
| aliases = None he cares to share.&lt;br /&gt;
| religion = Lapsed Menxist&lt;br /&gt;
| creed = “The Rules of Five.”&lt;br /&gt;
| occupation = Beggar and Thief&lt;br /&gt;
| income = Moderate&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player = Arianna Silaren&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Gorith, third son of Alfrith and Riyesia, was a happy healthy child, until his fifth year. In 470, the plague hit Arangoth, and Gorith was one of the unlucky few who was directly affected. His parents bankrupted themselves trying everything they could to cure him, losing their work because of quarantine and while he eventually recovered, he was left stunted and crippled by a mixture of plague and treatments that were more magical than medical. &lt;br /&gt;
 &lt;br /&gt;
Forced by poverty to move into the lower class area of the Gessi District, Gorith’s family eked out a modest living - Alfrith as a dock-worker in the neighbouring wharfs, while Riyesia got a job as a waitress in a tavern. His parents worked hard, while Gorith and his siblings were left to run wild on the streets of the city. Soon, the taunts of the neighbourhood children caused even his brothers to stop wanting him tagging after them, his misshapen form hidden beneath bulky clothes. &lt;br /&gt;
 &lt;br /&gt;
When Gorith was twelve, his father brought home something that would change the course of the boy’s life: a book. A sailor had gifted it to Alfrith upon seeing his interest in it, and he took it home to the boy whose recent morose listlessness had been worrying him. &lt;br /&gt;
 &lt;br /&gt;
Both Alfrith and Riyesia were educated, middle-class members of society before misfortune befell them, and when they were not too exhausted from their day’s labour, they taught their boys to read and write - Riyesia using flour to draw their letters. The only one with a keen interest in literacy was Gorith, who discovered through the book that he could escape his reality. &lt;br /&gt;
 &lt;br /&gt;
He read it over and over, until it was falling to pieces, begging his parents for more but always turned down due to the cost being too extravagant for their meagre pockets. Slowly, resentment began to grow in the boy - it wasn’t fair that he had to be a cripple and poor because of the very thing that made him a cripple. Moreso, the cruelty of his peers, their laughter and jeers, stoked a fierce determination to prove himself better than all of them. &lt;br /&gt;
 &lt;br /&gt;
It was chance more than anything that led to the discovery of his rather unusual penchant for thievery and spying. At fourteen, visiting the tavern for lunch, Gorith noticed a man reading at another table. He watched him avariciously, and with his heart racing when the man rose and left his book behind, Gorith took his chance - slipping the book beneath his coat. &lt;br /&gt;
 &lt;br /&gt;
Upon the man’s return, much fuss was made - with several nearby patrons requested to turn out their pockets and bags in the search for the book. Gorith, sitting nearby, was undisturbed, and it was then he realised the true power of his condition as a cripple among men. &lt;br /&gt;
 &lt;br /&gt;
He would spend the next several years honing his abilities as a pickpocket and thief, “collecting” books with a fervour rivalled only by his determination to prove to his childhood bullies that he was not only capable of matching them in wit and ingenuity - but that he was better than them in every way that mattered. &lt;br /&gt;
 &lt;br /&gt;
Along with thieving, Gorith discovered a talent for mimicry and his memory recall became an invaluable asset as he began trading in secrets as well as goods. Unfortunately certain unsavoury characters objected to this new area of expertise, paying a visit to his home in the early hours of one morning. Waking to find his entire family trussed up, and a clear warning that next time he interfered, he’d find them dead, Gorith left home at 20 - using his contacts to secure a room in the Back Alley. &lt;br /&gt;
 &lt;br /&gt;
He spent the next five years perfecting his techniques, and as a means of protection, began to study poisons, coating a pair of daggers in a fast-acting paralytic that only needed a small scratch to take effect long enough for him to escape potential conflict. A deal with a local apothecary - he procured some items from a merchant reluctant to part with them - gave him access to several books on poisons and their antidotes.&lt;br /&gt;
 &lt;br /&gt;
He is now a well-known figure in the Back Alley - the Cripple Thief, making enough money to send home to keep his parents in comfort (anonymously of course), but he has grander plans - to work his way up to become as legendary as No Man.  &lt;br /&gt;
 &lt;br /&gt;
=Personality=&lt;br /&gt;
Generally quite personable, Gorith wears many masks. He has a tendency to slip into periods of morose introspection, but mostly he is a solitary man determined to claw his way to the top of an empire - even if that empire is built of thieves. &lt;br /&gt;
 &lt;br /&gt;
Keenly intelligent, and surprisingly well-read for a man of the Back Alley, Gorith thrives on being a contradictory surprise to people. Belligerent when treated as less than able, he has created a persona that ensures people either notice him, or don’t - depending on the circumstances. &lt;br /&gt;
 &lt;br /&gt;
Although he is not afraid to take what he wants from people who have it, he’s also not deliberately cruel - his methods are based on practical logic, rather than a desire to cause harm. He’s good at being a thief, and as a cripple, is an unlikely suspect. &lt;br /&gt;
 &lt;br /&gt;
=Physical Description=&lt;br /&gt;
Were he able to straighten up, Gorith would stand at 5’6”. As it is, his misshapen form is 5’2”, but more commonly when he’s working he exaggerates it to stand at 4’8”. &lt;br /&gt;
 &lt;br /&gt;
When he’s not covered in dirt and bulky rags used to hide his takings, his shoulder-length brown hair and golden eyes are quite striking. Beneath the bulk of his beggar’s clothes, he’s a thin man, with pale skin that seldom sees the sun. &lt;br /&gt;
 &lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Stunted and crippled by the plague of 470, Gorith emphasises his “disabilities” as a way of protecting his identity as a thief and spy&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Pickpocketing&lt;br /&gt;
* Lock Picking&lt;br /&gt;
* Mimicry&lt;br /&gt;
* Eidetic Memory&lt;br /&gt;
* Creation and use of poisons - particularly cyanide-based paralytics harvested from a mixture of apple seeds and cassava roots. His theoretical knowledge currently outweighs his practical use. &lt;br /&gt;
* Basic defensive abilities&lt;br /&gt;
 &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* None&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Silver daggers coated in cyanide poison that causes a temporary paralysis within five to ten minutes of being cut with the dagger. Not strong enough to cause permanent damage unless there are complications - recovery is between two to four days. &lt;br /&gt;
 &lt;br /&gt;
==Armor==&lt;br /&gt;
* Layers of clothing and rags that make him appear much bulkier than he is.&lt;br /&gt;
 &lt;br /&gt;
==Tools==&lt;br /&gt;
* Thieves tools&lt;br /&gt;
* Various ingredients required to mix poisons - apple seeds, almonds, castor seeds, cassava roots.&lt;br /&gt;
 &lt;br /&gt;
=Goals=&lt;br /&gt;
To create a comfortable living for himself and his aging parents (who are unaware of his life as a thief). He aims to forge a legend as great as No Man’s. &lt;br /&gt;
 &lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10738</id>
		<title>Templars of Menxvan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10738"/>
		<updated>2020-05-13T22:03:49Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Elgar Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Menxvan Worship&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Menxvan1.jpg|260px]]&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE; width:33%;&lt;br /&gt;
&lt;br /&gt;
|header5  = Religion Information&lt;br /&gt;
|label6   = Type&lt;br /&gt;
|data6    = Duotheistic&lt;br /&gt;
|label8   = Deity(ies) Worshipped&lt;br /&gt;
|data8    = [[Templars of Menxvan| Menxvan]]&lt;br /&gt;
|label9  = Symbols&lt;br /&gt;
|data9   = The Letter &amp;quot;V&amp;quot;, Ouroboros, Starburst, Sword&lt;br /&gt;
}}&lt;br /&gt;
The Templars are an order of knights dedicated to defending the Menxvanic faith, protecting Menxvan&#039;s followers, and safeguarding Menxvanic temples, shrines, and other holy sites. Traditionally, they have been dedicated supporters of the [[Arangoth]]ian monarchs, formed an elite corps in the Arangothian armies in times of war, and been used in prior decades to put down particularly troublesome rebellions.&lt;br /&gt;
&lt;br /&gt;
The symbol of the Templars of Menxvan is a green serpent swallowing its tail, surrounded by a sunburst, with a sword in the center. The Templars display this symbol on their armor, or wear a pendant around their neck when unarmored.&lt;br /&gt;
&lt;br /&gt;
=Code of Conduct=&lt;br /&gt;
&lt;br /&gt;
All Templars swear eternal loyalty to Menxvan and vow to protect his followers and his holy sites. Furthermore, they are dedicated to spread the teachings of Menxvan as far as possible, and to teach by example. Templars realize that they are looked up to by most people, and strive to be role models for those around them. Humility is also a particularly stressed virtue, as arrogance makes it easy to slip from the Templar&#039;s path. Templars, like any followers of Menxvan, do not believe in forced conversions.&lt;br /&gt;
&lt;br /&gt;
=The Templar&#039;s Oath=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Menxvan is my lord and the father of my order as well as my first and foremost duty. His followers shall be my brethren, his temples my home. Those who would threaten these shall be my foes. Those who are not my brethren nor my foes are those who I must strive to demonstrate the rightness of Menxvan&#039;s ways to. In trying to teach his ways, I will remain humble. Never shall I let my arrogance overcome me, lest it lead me off Menxvan&#039;s righteous and just path.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Not all Templars are capable of many of the abilities for which the Templars of Menxvan have become legendary. Most are able to enter into a trance-like state to accelerate the body&#039;s natural healing process. Through rigorous training, many come to learn the ability to enter the first tier of the underworld, the Dreamworld, to commune with the spirits of the recently deceased. Use of this particular ability is taxing. As such, conversations with the dead are generally brief.&lt;br /&gt;
&lt;br /&gt;
Some Templars are able to perceive the mental auras of sentient beings around them, while masters of this ability have such acute senses that they are able to replace ocular vision entirely. During the Sherkhen War, Master Nimpe ul-Alathar was able to lead her troops into battle, despite being blind from birth. Others are able to stand as a rock in spite of whatever assault might be leveled against them. Master Illhurst, in his last stand, was able to stand upright through all manner of blows. &lt;br /&gt;
&lt;br /&gt;
All Templars learn certain skills, such as turning undead and using basic healing magics, and prayers to enhance one&#039;s speed, strength, and reflexes are not uncommon among Knights. &lt;br /&gt;
&lt;br /&gt;
Templars are generally longer lived than most members of their species, and with their excellent physical conditioning and iron discipline, they are able to continue their military service long after mundane knights would have left their arms and armor behind. It is not unknown for a Templar to continue his or her service well into their seventies before retirement.&lt;br /&gt;
&lt;br /&gt;
=Structure of the Templars of Menxvan=&lt;br /&gt;
&lt;br /&gt;
===Initiate===&lt;br /&gt;
&lt;br /&gt;
This is the rank at which all Templars of Menxvan begin their service to the order. Initiates are new recruits and those who have yet to be tested in combat. Initiates have not yet earned the right to call themselves Templars, but rather refer to themselves as Initiates of the Order. Advancing beyond the Initiate state requires that the Initiate measure up to very exacting standards of physical, mental, and spiritual discipline. It is strength of body, strength of mind, and strength of faith that allow Templars to call upon their unique gifts. Many of the Templars&#039; special skills require the Templar to enter a meditative state, focusing the will, and opening the mind to receive Menxvan&#039;s favors. Only a few individuals can walk this path, and fewer still can remain upon it without slipping. Initiates are just beginning to learn the ways of the Templars, still learning to harness the supernatural-seeming powers of the Templars, and making their first contact with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===Knight Templar===&lt;br /&gt;
&lt;br /&gt;
The majority of Templars of Menxvan are at this rank. This rank is for veterans who have proven themselves in the field. As a Templar gains experience in the Templar disciplines and has sustained the intense, disciplined devotion necessary to follow the Templar ways, he or she is awarded the honored rank of Knight once their mettle in battle has been proven. Achieving this rank is a sign that the Templar has the talent and determination to remain upon the path of the Templar disciplines without faltering. Templars at this rank are fully ordained priests of Menxvan and have full authority to conduct religious rituals and lead congregations in worship.&lt;br /&gt;
&lt;br /&gt;
===High Templar===&lt;br /&gt;
&lt;br /&gt;
High Templars serve as commanding officers of forty man detachments. Members promoted to this rank are always selected from members of the Order who have attained the rank of Knight. Attainment of this rank is reserved for experienced Templars that have mastered the Templar disciplines. All High Templars are mystics and visionaries at least to some degree, having a very strong connection to the otherworldly. For this reason, many people find the presence of a High Templar intimidating, as they seem to look through one, rather than at one. High Templars serve as teachers to the Templars, guiding them on the path of Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&lt;br /&gt;
The spiritual leaders of the Templars, Masters represent the zenith of the Templar disciplines. Each Templar stronghold is led by a Master, who provides guidance and instruction. Masters rarely leave the temples to take the field of battle, only doing so in times of great peril. Though Masters are often advanced in years (rarely younger than fifty), they are still more than a match for a score of ordinary soldiers. Masters are considered prelates of the Menxvanic faith and command considerable respect from the faithful.&lt;br /&gt;
&lt;br /&gt;
===Lord Templar===&lt;br /&gt;
&lt;br /&gt;
Only one Templar holds this rank at any time, as this is the supreme military leader of the order. The Lord Templar is given full discretion to choose the appropriate course of action in all military matters which concern the Templars, and is also responsible for making sure that young Templars receive the proper training at the various strongholds. The Lord Templar is elected by a meeting of all the Masters in council, and serves until death or retirement. &lt;br /&gt;
&lt;br /&gt;
=Fortresses=&lt;br /&gt;
&lt;br /&gt;
===Prakanthoss===&lt;br /&gt;
&lt;br /&gt;
Located high in the mountains of [[Ruthmarna]], this ancient monastery has trained both human and dwarven Templars for centuries. The monastery&#039;s name means &#039;The Anvil&#039; in [[Arangothek|Arangothian]], and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. Templars learn discipline in this unforgiving environment to prepare them for future hardships in the service of Menxvan. They also receive basic arms and hand to hand combat training during their time here. Prakanthoss is home to at least two forty man detachments of Templars in training at any given time, as well as one detachment of trainers and an active duty detachment. When the Great Shadow of Ruthmarna took control of the province, Prakanthoss was left untouched, its Templars and staff able to come and go with impunity.&lt;br /&gt;
&lt;br /&gt;
===Shiskwa===&lt;br /&gt;
&lt;br /&gt;
Shiskwa is outside of Arangoth, located on the north shore of [[Song Deep]] at the mouth of the River Tkhonu, on the lands of the Menxvan-worshipping Hoshk tribe in [[Kahlahra]]. The rough lands of Kahlahra are a traditional proving ground for young Templars where they practice their endurance and learn horsemanship from legendary Khalar horsemen. In addition to horsemanship, the proving grounds at Shiskwa teach advanced arms training and unit drilling. The fortress at Shiskwa houses up to four forty man detachments of Templars in training, one detachment of trainers, and one active duty detachment. In return for spiritual guidance from the Templars, the Hoshk have a longstanding practice of donating horses to the Templars as offerings to Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Sonkovath Village===&lt;br /&gt;
&lt;br /&gt;
This monastery is located in a small mountain village on the western side of the Skull Teeth, the mountain range that divides [[Outer Arangoth]] and [[Leptatarna]] (Inner Arangoth). It is in this secluded stronghold that young Initiates receive their education, both religious and secular. They also continue the arms training begun at Prakanthoss. Sonkovath is home to a cadre of Templar Masters and is generally the place where retired Templars focus on their spiritual devotions after ending their active service to the order. Aside from the teachers and students, Sonkovath maintains one forty man detachment of Templars in active service. The original monastary at Sonkovath was destroyed by the Order of the Beady Eye during the prior civil war to open the pass into Inner Arangoth. The stronghold has long since been rebuilt, though several of the artifacts that used to reside in Sonkovath were either destroyed or stolen in the attack.&lt;br /&gt;
&lt;br /&gt;
===Millabratel===&lt;br /&gt;
&lt;br /&gt;
Situated at the crossroads that connects [[Drache]], [[Arania]], and the [[Sresar Vale]], the town of Millabratel was the only remaining significant outpost for the Templars in the southern region of the kingdom for many years. The Menxvanic Temple complex at Millabratel is located in the center of the city where the three roads converge. Millabratel was the provincial capitol of [[Transdariania]] before [[BLKDRAGON]] and [[AngelSin]] founded their capitol at Drache, and has a permanent population of approximately ten thousand (though this number can double during important religious holidays). Millabratel boasts a full forty man detachment, as well as a number of students undergoing advanced studies in the High Templar disciplines. Each of the other Menxvanic temples in the southern provinces of Arangoth has at least one Templar (as many as five in the case of larger temples), though all the Templars in Transadariania, Arania, and the Sresar Vale report to the Master of Millabratel. Aside from its strategic location, Millabratel has remained an important center for the Templars because it is a repository for several important relics, including the original copy of the Book of Metrarin, a set of spiritual meditative exercises which is essential in mastering the Templars&#039; ability to commune with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===[[Drache]]===&lt;br /&gt;
&lt;br /&gt;
This stronghold is a fortified temple surrounded by an octagonal wall in Drache&#039;s Wharf District. In the wake of the destruction caused by the [[Cult of Anathema]] in the year 475, the Master of Millabratel pledged the Templars&#039; assistance with the rebuilding efforts in return for a grant of land to build a new temple to serve as a place of refuge in future disasters. While it was unusual for the Templars to build a new stronghold in the middle of a city, the order considered it a vital outpost in the struggle against evil. The new Drache stronghold houses a full-strength detachment of forty Templars led by a Master Templar, half of which is ordinarily deployed to protect the [[Royal University]] and the Temple of Menxvan in the Royal Church District. The stronghold&#039;s staff also includes several priests and healers to attend to the needs of the faithful, as well as potential Initiates receiving initial introduction to the order before traveling north to Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
===Castle of Gessihorna===&lt;br /&gt;
&lt;br /&gt;
Gessihorna is traditionally the residence of the Lord Templar. The position of Master of Gessihorna has been held by Templars of the Sanskaranth family for centuries, and it was the family&#039;s duties as vassals of the Arangothian monarchs that first forged the link between the Crown and the Templars. Located on the shores of the strait that divides Song Deep from Little Deep, Gessihorna is the largest fortified castle in the country, large enough to contain a small town within its walls. Gessihorna&#039;s defenses are a marvel of engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold&#039;s original founding. Such is its reputation as an impregnable fortress that it was not attacked at all by the forces of the Order of the Beady Eye during the civil war, and was flooded with refugees fleeing the war after the fall of [[Tagrana]]. Gessihorna absorbed a considerable portion of Tagrana&#039;s population after the war, causing a new town to spring up around the walls of the castle in the years since the civil war. Gessihorna boasts ten forty-man detachments of Templars, plus a permanent garrison of four additional detachments that remain to defend the stronghold in times of war. In addition to the Templar forces, there is a sizable contingent of the Border Guard stationed in Gessihorna under the command of the Lord Templar, serving as the town&#039;s police force in peace, and defenders in war.&lt;br /&gt;
&lt;br /&gt;
===[[Elgar Forest]]===&lt;br /&gt;
The Templar&#039;s newest stronghold was created in the summer of 488, close to the former Korthai homeport of [[Mhernettla]] after the city was freed from evil forces. The stronghold is now part of Transdariania&#039;s protectorate. It&#039;s separated from other settlements in the area by dense woods. One road that leads to Mhernettla is maintained for supplies and travelers. The stronghold was established not to conquer or purge the evil woods but as a training ground meant to prepare Templars for the psychological and physical rigors of fighting unending evils. To that end, most of the work within the Stronghold is focused on securing the grounds against nightly monsters raids or infiltration by parasitic plants. Groups of initiates and knights are sent to camp in the woods overnight as part of survival training. It&#039;s perhaps the most high stakes training they can do. Despite the dangers surrounding the stronghold, it&#039;s nonetheless open to travelers seeking refuge from the forest and is a place many Menxvanists in the region seek out for spiritual counseling. Knights act as escorts for pilgrims to and from Mhernettla, other settlements, and the stronghold.&lt;br /&gt;
&lt;br /&gt;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;br /&gt;
[[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10737</id>
		<title>Templars of Menxvan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10737"/>
		<updated>2020-05-13T21:51:08Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Elgar Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Menxvan Worship&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Menxvan1.jpg|260px]]&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE; width:33%;&lt;br /&gt;
&lt;br /&gt;
|header5  = Religion Information&lt;br /&gt;
|label6   = Type&lt;br /&gt;
|data6    = Duotheistic&lt;br /&gt;
|label8   = Deity(ies) Worshipped&lt;br /&gt;
|data8    = [[Templars of Menxvan| Menxvan]]&lt;br /&gt;
|label9  = Symbols&lt;br /&gt;
|data9   = The Letter &amp;quot;V&amp;quot;, Ouroboros, Starburst, Sword&lt;br /&gt;
}}&lt;br /&gt;
The Templars are an order of knights dedicated to defending the Menxvanic faith, protecting Menxvan&#039;s followers, and safeguarding Menxvanic temples, shrines, and other holy sites. Traditionally, they have been dedicated supporters of the [[Arangoth]]ian monarchs, formed an elite corps in the Arangothian armies in times of war, and been used in prior decades to put down particularly troublesome rebellions.&lt;br /&gt;
&lt;br /&gt;
The symbol of the Templars of Menxvan is a green serpent swallowing its tail, surrounded by a sunburst, with a sword in the center. The Templars display this symbol on their armor, or wear a pendant around their neck when unarmored.&lt;br /&gt;
&lt;br /&gt;
=Code of Conduct=&lt;br /&gt;
&lt;br /&gt;
All Templars swear eternal loyalty to Menxvan and vow to protect his followers and his holy sites. Furthermore, they are dedicated to spread the teachings of Menxvan as far as possible, and to teach by example. Templars realize that they are looked up to by most people, and strive to be role models for those around them. Humility is also a particularly stressed virtue, as arrogance makes it easy to slip from the Templar&#039;s path. Templars, like any followers of Menxvan, do not believe in forced conversions.&lt;br /&gt;
&lt;br /&gt;
=The Templar&#039;s Oath=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Menxvan is my lord and the father of my order as well as my first and foremost duty. His followers shall be my brethren, his temples my home. Those who would threaten these shall be my foes. Those who are not my brethren nor my foes are those who I must strive to demonstrate the rightness of Menxvan&#039;s ways to. In trying to teach his ways, I will remain humble. Never shall I let my arrogance overcome me, lest it lead me off Menxvan&#039;s righteous and just path.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Not all Templars are capable of many of the abilities for which the Templars of Menxvan have become legendary. Most are able to enter into a trance-like state to accelerate the body&#039;s natural healing process. Through rigorous training, many come to learn the ability to enter the first tier of the underworld, the Dreamworld, to commune with the spirits of the recently deceased. Use of this particular ability is taxing. As such, conversations with the dead are generally brief.&lt;br /&gt;
&lt;br /&gt;
Some Templars are able to perceive the mental auras of sentient beings around them, while masters of this ability have such acute senses that they are able to replace ocular vision entirely. During the Sherkhen War, Master Nimpe ul-Alathar was able to lead her troops into battle, despite being blind from birth. Others are able to stand as a rock in spite of whatever assault might be leveled against them. Master Illhurst, in his last stand, was able to stand upright through all manner of blows. &lt;br /&gt;
&lt;br /&gt;
All Templars learn certain skills, such as turning undead and using basic healing magics, and prayers to enhance one&#039;s speed, strength, and reflexes are not uncommon among Knights. &lt;br /&gt;
&lt;br /&gt;
Templars are generally longer lived than most members of their species, and with their excellent physical conditioning and iron discipline, they are able to continue their military service long after mundane knights would have left their arms and armor behind. It is not unknown for a Templar to continue his or her service well into their seventies before retirement.&lt;br /&gt;
&lt;br /&gt;
=Structure of the Templars of Menxvan=&lt;br /&gt;
&lt;br /&gt;
===Initiate===&lt;br /&gt;
&lt;br /&gt;
This is the rank at which all Templars of Menxvan begin their service to the order. Initiates are new recruits and those who have yet to be tested in combat. Initiates have not yet earned the right to call themselves Templars, but rather refer to themselves as Initiates of the Order. Advancing beyond the Initiate state requires that the Initiate measure up to very exacting standards of physical, mental, and spiritual discipline. It is strength of body, strength of mind, and strength of faith that allow Templars to call upon their unique gifts. Many of the Templars&#039; special skills require the Templar to enter a meditative state, focusing the will, and opening the mind to receive Menxvan&#039;s favors. Only a few individuals can walk this path, and fewer still can remain upon it without slipping. Initiates are just beginning to learn the ways of the Templars, still learning to harness the supernatural-seeming powers of the Templars, and making their first contact with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===Knight Templar===&lt;br /&gt;
&lt;br /&gt;
The majority of Templars of Menxvan are at this rank. This rank is for veterans who have proven themselves in the field. As a Templar gains experience in the Templar disciplines and has sustained the intense, disciplined devotion necessary to follow the Templar ways, he or she is awarded the honored rank of Knight once their mettle in battle has been proven. Achieving this rank is a sign that the Templar has the talent and determination to remain upon the path of the Templar disciplines without faltering. Templars at this rank are fully ordained priests of Menxvan and have full authority to conduct religious rituals and lead congregations in worship.&lt;br /&gt;
&lt;br /&gt;
===High Templar===&lt;br /&gt;
&lt;br /&gt;
High Templars serve as commanding officers of forty man detachments. Members promoted to this rank are always selected from members of the Order who have attained the rank of Knight. Attainment of this rank is reserved for experienced Templars that have mastered the Templar disciplines. All High Templars are mystics and visionaries at least to some degree, having a very strong connection to the otherworldly. For this reason, many people find the presence of a High Templar intimidating, as they seem to look through one, rather than at one. High Templars serve as teachers to the Templars, guiding them on the path of Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&lt;br /&gt;
The spiritual leaders of the Templars, Masters represent the zenith of the Templar disciplines. Each Templar stronghold is led by a Master, who provides guidance and instruction. Masters rarely leave the temples to take the field of battle, only doing so in times of great peril. Though Masters are often advanced in years (rarely younger than fifty), they are still more than a match for a score of ordinary soldiers. Masters are considered prelates of the Menxvanic faith and command considerable respect from the faithful.&lt;br /&gt;
&lt;br /&gt;
===Lord Templar===&lt;br /&gt;
&lt;br /&gt;
Only one Templar holds this rank at any time, as this is the supreme military leader of the order. The Lord Templar is given full discretion to choose the appropriate course of action in all military matters which concern the Templars, and is also responsible for making sure that young Templars receive the proper training at the various strongholds. The Lord Templar is elected by a meeting of all the Masters in council, and serves until death or retirement. &lt;br /&gt;
&lt;br /&gt;
=Fortresses=&lt;br /&gt;
&lt;br /&gt;
===Prakanthoss===&lt;br /&gt;
&lt;br /&gt;
Located high in the mountains of [[Ruthmarna]], this ancient monastery has trained both human and dwarven Templars for centuries. The monastery&#039;s name means &#039;The Anvil&#039; in [[Arangothek|Arangothian]], and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. Templars learn discipline in this unforgiving environment to prepare them for future hardships in the service of Menxvan. They also receive basic arms and hand to hand combat training during their time here. Prakanthoss is home to at least two forty man detachments of Templars in training at any given time, as well as one detachment of trainers and an active duty detachment. When the Great Shadow of Ruthmarna took control of the province, Prakanthoss was left untouched, its Templars and staff able to come and go with impunity.&lt;br /&gt;
&lt;br /&gt;
===Shiskwa===&lt;br /&gt;
&lt;br /&gt;
Shiskwa is outside of Arangoth, located on the north shore of [[Song Deep]] at the mouth of the River Tkhonu, on the lands of the Menxvan-worshipping Hoshk tribe in [[Kahlahra]]. The rough lands of Kahlahra are a traditional proving ground for young Templars where they practice their endurance and learn horsemanship from legendary Khalar horsemen. In addition to horsemanship, the proving grounds at Shiskwa teach advanced arms training and unit drilling. The fortress at Shiskwa houses up to four forty man detachments of Templars in training, one detachment of trainers, and one active duty detachment. In return for spiritual guidance from the Templars, the Hoshk have a longstanding practice of donating horses to the Templars as offerings to Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Sonkovath Village===&lt;br /&gt;
&lt;br /&gt;
This monastery is located in a small mountain village on the western side of the Skull Teeth, the mountain range that divides [[Outer Arangoth]] and [[Leptatarna]] (Inner Arangoth). It is in this secluded stronghold that young Initiates receive their education, both religious and secular. They also continue the arms training begun at Prakanthoss. Sonkovath is home to a cadre of Templar Masters and is generally the place where retired Templars focus on their spiritual devotions after ending their active service to the order. Aside from the teachers and students, Sonkovath maintains one forty man detachment of Templars in active service. The original monastary at Sonkovath was destroyed by the Order of the Beady Eye during the prior civil war to open the pass into Inner Arangoth. The stronghold has long since been rebuilt, though several of the artifacts that used to reside in Sonkovath were either destroyed or stolen in the attack.&lt;br /&gt;
&lt;br /&gt;
===Millabratel===&lt;br /&gt;
&lt;br /&gt;
Situated at the crossroads that connects [[Drache]], [[Arania]], and the [[Sresar Vale]], the town of Millabratel was the only remaining significant outpost for the Templars in the southern region of the kingdom for many years. The Menxvanic Temple complex at Millabratel is located in the center of the city where the three roads converge. Millabratel was the provincial capitol of [[Transdariania]] before [[BLKDRAGON]] and [[AngelSin]] founded their capitol at Drache, and has a permanent population of approximately ten thousand (though this number can double during important religious holidays). Millabratel boasts a full forty man detachment, as well as a number of students undergoing advanced studies in the High Templar disciplines. Each of the other Menxvanic temples in the southern provinces of Arangoth has at least one Templar (as many as five in the case of larger temples), though all the Templars in Transadariania, Arania, and the Sresar Vale report to the Master of Millabratel. Aside from its strategic location, Millabratel has remained an important center for the Templars because it is a repository for several important relics, including the original copy of the Book of Metrarin, a set of spiritual meditative exercises which is essential in mastering the Templars&#039; ability to commune with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===[[Drache]]===&lt;br /&gt;
&lt;br /&gt;
This stronghold is a fortified temple surrounded by an octagonal wall in Drache&#039;s Wharf District. In the wake of the destruction caused by the [[Cult of Anathema]] in the year 475, the Master of Millabratel pledged the Templars&#039; assistance with the rebuilding efforts in return for a grant of land to build a new temple to serve as a place of refuge in future disasters. While it was unusual for the Templars to build a new stronghold in the middle of a city, the order considered it a vital outpost in the struggle against evil. The new Drache stronghold houses a full-strength detachment of forty Templars led by a Master Templar, half of which is ordinarily deployed to protect the [[Royal University]] and the Temple of Menxvan in the Royal Church District. The stronghold&#039;s staff also includes several priests and healers to attend to the needs of the faithful, as well as potential Initiates receiving initial introduction to the order before traveling north to Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
===Castle of Gessihorna===&lt;br /&gt;
&lt;br /&gt;
Gessihorna is traditionally the residence of the Lord Templar. The position of Master of Gessihorna has been held by Templars of the Sanskaranth family for centuries, and it was the family&#039;s duties as vassals of the Arangothian monarchs that first forged the link between the Crown and the Templars. Located on the shores of the strait that divides Song Deep from Little Deep, Gessihorna is the largest fortified castle in the country, large enough to contain a small town within its walls. Gessihorna&#039;s defenses are a marvel of engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold&#039;s original founding. Such is its reputation as an impregnable fortress that it was not attacked at all by the forces of the Order of the Beady Eye during the civil war, and was flooded with refugees fleeing the war after the fall of [[Tagrana]]. Gessihorna absorbed a considerable portion of Tagrana&#039;s population after the war, causing a new town to spring up around the walls of the castle in the years since the civil war. Gessihorna boasts ten forty-man detachments of Templars, plus a permanent garrison of four additional detachments that remain to defend the stronghold in times of war. In addition to the Templar forces, there is a sizable contingent of the Border Guard stationed in Gessihorna under the command of the Lord Templar, serving as the town&#039;s police force in peace, and defenders in war.&lt;br /&gt;
&lt;br /&gt;
===[[Elgar Forest]]===&lt;br /&gt;
The Templar&#039;s newest stronghold was created in the summer of 488, close to the former Korthai homeport of [[Mhernettla]] after the city was freed from evil forces. The stronghold is now part of Transdariania&#039;s protectorate. It&#039;s separated from other settlements in the area by dense woods. One road that leads to Mhernettla is maintained for supplies and travelers. The stronghold was established not to conquer or purge the evil woods but as a training ground meant to prepare Templars for the psychological and physical rigors of fighting unending evils. To that end, most of the work within the Stronghold is focused on securing the grounds against nightly monsters raids or infiltration by parasitic plants. Groups of initiates and knight are sent to camp in the woods overnight as part of survival training. It&#039;s perhaps the most high stakes training they can do. Despite the dangers surrounding the stronghold, it&#039;s nonetheless open to travelers seeking refuge from the forest and is a place many Menxvanists in the region seek out for spiritual counseling. Knights act as escorts for pilgrims to and from Mhernettla, other settlements, and the stronghold.&lt;br /&gt;
&lt;br /&gt;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;br /&gt;
[[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10736</id>
		<title>Templars of Menxvan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=10736"/>
		<updated>2020-05-13T21:50:53Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Fortresses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Menxvan Worship&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Menxvan1.jpg|260px]]&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE; width:33%;&lt;br /&gt;
&lt;br /&gt;
|header5  = Religion Information&lt;br /&gt;
|label6   = Type&lt;br /&gt;
|data6    = Duotheistic&lt;br /&gt;
|label8   = Deity(ies) Worshipped&lt;br /&gt;
|data8    = [[Templars of Menxvan| Menxvan]]&lt;br /&gt;
|label9  = Symbols&lt;br /&gt;
|data9   = The Letter &amp;quot;V&amp;quot;, Ouroboros, Starburst, Sword&lt;br /&gt;
}}&lt;br /&gt;
The Templars are an order of knights dedicated to defending the Menxvanic faith, protecting Menxvan&#039;s followers, and safeguarding Menxvanic temples, shrines, and other holy sites. Traditionally, they have been dedicated supporters of the [[Arangoth]]ian monarchs, formed an elite corps in the Arangothian armies in times of war, and been used in prior decades to put down particularly troublesome rebellions.&lt;br /&gt;
&lt;br /&gt;
The symbol of the Templars of Menxvan is a green serpent swallowing its tail, surrounded by a sunburst, with a sword in the center. The Templars display this symbol on their armor, or wear a pendant around their neck when unarmored.&lt;br /&gt;
&lt;br /&gt;
=Code of Conduct=&lt;br /&gt;
&lt;br /&gt;
All Templars swear eternal loyalty to Menxvan and vow to protect his followers and his holy sites. Furthermore, they are dedicated to spread the teachings of Menxvan as far as possible, and to teach by example. Templars realize that they are looked up to by most people, and strive to be role models for those around them. Humility is also a particularly stressed virtue, as arrogance makes it easy to slip from the Templar&#039;s path. Templars, like any followers of Menxvan, do not believe in forced conversions.&lt;br /&gt;
&lt;br /&gt;
=The Templar&#039;s Oath=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Menxvan is my lord and the father of my order as well as my first and foremost duty. His followers shall be my brethren, his temples my home. Those who would threaten these shall be my foes. Those who are not my brethren nor my foes are those who I must strive to demonstrate the rightness of Menxvan&#039;s ways to. In trying to teach his ways, I will remain humble. Never shall I let my arrogance overcome me, lest it lead me off Menxvan&#039;s righteous and just path.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Not all Templars are capable of many of the abilities for which the Templars of Menxvan have become legendary. Most are able to enter into a trance-like state to accelerate the body&#039;s natural healing process. Through rigorous training, many come to learn the ability to enter the first tier of the underworld, the Dreamworld, to commune with the spirits of the recently deceased. Use of this particular ability is taxing. As such, conversations with the dead are generally brief.&lt;br /&gt;
&lt;br /&gt;
Some Templars are able to perceive the mental auras of sentient beings around them, while masters of this ability have such acute senses that they are able to replace ocular vision entirely. During the Sherkhen War, Master Nimpe ul-Alathar was able to lead her troops into battle, despite being blind from birth. Others are able to stand as a rock in spite of whatever assault might be leveled against them. Master Illhurst, in his last stand, was able to stand upright through all manner of blows. &lt;br /&gt;
&lt;br /&gt;
All Templars learn certain skills, such as turning undead and using basic healing magics, and prayers to enhance one&#039;s speed, strength, and reflexes are not uncommon among Knights. &lt;br /&gt;
&lt;br /&gt;
Templars are generally longer lived than most members of their species, and with their excellent physical conditioning and iron discipline, they are able to continue their military service long after mundane knights would have left their arms and armor behind. It is not unknown for a Templar to continue his or her service well into their seventies before retirement.&lt;br /&gt;
&lt;br /&gt;
=Structure of the Templars of Menxvan=&lt;br /&gt;
&lt;br /&gt;
===Initiate===&lt;br /&gt;
&lt;br /&gt;
This is the rank at which all Templars of Menxvan begin their service to the order. Initiates are new recruits and those who have yet to be tested in combat. Initiates have not yet earned the right to call themselves Templars, but rather refer to themselves as Initiates of the Order. Advancing beyond the Initiate state requires that the Initiate measure up to very exacting standards of physical, mental, and spiritual discipline. It is strength of body, strength of mind, and strength of faith that allow Templars to call upon their unique gifts. Many of the Templars&#039; special skills require the Templar to enter a meditative state, focusing the will, and opening the mind to receive Menxvan&#039;s favors. Only a few individuals can walk this path, and fewer still can remain upon it without slipping. Initiates are just beginning to learn the ways of the Templars, still learning to harness the supernatural-seeming powers of the Templars, and making their first contact with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===Knight Templar===&lt;br /&gt;
&lt;br /&gt;
The majority of Templars of Menxvan are at this rank. This rank is for veterans who have proven themselves in the field. As a Templar gains experience in the Templar disciplines and has sustained the intense, disciplined devotion necessary to follow the Templar ways, he or she is awarded the honored rank of Knight once their mettle in battle has been proven. Achieving this rank is a sign that the Templar has the talent and determination to remain upon the path of the Templar disciplines without faltering. Templars at this rank are fully ordained priests of Menxvan and have full authority to conduct religious rituals and lead congregations in worship.&lt;br /&gt;
&lt;br /&gt;
===High Templar===&lt;br /&gt;
&lt;br /&gt;
High Templars serve as commanding officers of forty man detachments. Members promoted to this rank are always selected from members of the Order who have attained the rank of Knight. Attainment of this rank is reserved for experienced Templars that have mastered the Templar disciplines. All High Templars are mystics and visionaries at least to some degree, having a very strong connection to the otherworldly. For this reason, many people find the presence of a High Templar intimidating, as they seem to look through one, rather than at one. High Templars serve as teachers to the Templars, guiding them on the path of Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&lt;br /&gt;
The spiritual leaders of the Templars, Masters represent the zenith of the Templar disciplines. Each Templar stronghold is led by a Master, who provides guidance and instruction. Masters rarely leave the temples to take the field of battle, only doing so in times of great peril. Though Masters are often advanced in years (rarely younger than fifty), they are still more than a match for a score of ordinary soldiers. Masters are considered prelates of the Menxvanic faith and command considerable respect from the faithful.&lt;br /&gt;
&lt;br /&gt;
===Lord Templar===&lt;br /&gt;
&lt;br /&gt;
Only one Templar holds this rank at any time, as this is the supreme military leader of the order. The Lord Templar is given full discretion to choose the appropriate course of action in all military matters which concern the Templars, and is also responsible for making sure that young Templars receive the proper training at the various strongholds. The Lord Templar is elected by a meeting of all the Masters in council, and serves until death or retirement. &lt;br /&gt;
&lt;br /&gt;
=Fortresses=&lt;br /&gt;
&lt;br /&gt;
===Prakanthoss===&lt;br /&gt;
&lt;br /&gt;
Located high in the mountains of [[Ruthmarna]], this ancient monastery has trained both human and dwarven Templars for centuries. The monastery&#039;s name means &#039;The Anvil&#039; in [[Arangothek|Arangothian]], and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. Templars learn discipline in this unforgiving environment to prepare them for future hardships in the service of Menxvan. They also receive basic arms and hand to hand combat training during their time here. Prakanthoss is home to at least two forty man detachments of Templars in training at any given time, as well as one detachment of trainers and an active duty detachment. When the Great Shadow of Ruthmarna took control of the province, Prakanthoss was left untouched, its Templars and staff able to come and go with impunity.&lt;br /&gt;
&lt;br /&gt;
===Shiskwa===&lt;br /&gt;
&lt;br /&gt;
Shiskwa is outside of Arangoth, located on the north shore of [[Song Deep]] at the mouth of the River Tkhonu, on the lands of the Menxvan-worshipping Hoshk tribe in [[Kahlahra]]. The rough lands of Kahlahra are a traditional proving ground for young Templars where they practice their endurance and learn horsemanship from legendary Khalar horsemen. In addition to horsemanship, the proving grounds at Shiskwa teach advanced arms training and unit drilling. The fortress at Shiskwa houses up to four forty man detachments of Templars in training, one detachment of trainers, and one active duty detachment. In return for spiritual guidance from the Templars, the Hoshk have a longstanding practice of donating horses to the Templars as offerings to Menxvan.&lt;br /&gt;
&lt;br /&gt;
===Sonkovath Village===&lt;br /&gt;
&lt;br /&gt;
This monastery is located in a small mountain village on the western side of the Skull Teeth, the mountain range that divides [[Outer Arangoth]] and [[Leptatarna]] (Inner Arangoth). It is in this secluded stronghold that young Initiates receive their education, both religious and secular. They also continue the arms training begun at Prakanthoss. Sonkovath is home to a cadre of Templar Masters and is generally the place where retired Templars focus on their spiritual devotions after ending their active service to the order. Aside from the teachers and students, Sonkovath maintains one forty man detachment of Templars in active service. The original monastary at Sonkovath was destroyed by the Order of the Beady Eye during the prior civil war to open the pass into Inner Arangoth. The stronghold has long since been rebuilt, though several of the artifacts that used to reside in Sonkovath were either destroyed or stolen in the attack.&lt;br /&gt;
&lt;br /&gt;
===Millabratel===&lt;br /&gt;
&lt;br /&gt;
Situated at the crossroads that connects [[Drache]], [[Arania]], and the [[Sresar Vale]], the town of Millabratel was the only remaining significant outpost for the Templars in the southern region of the kingdom for many years. The Menxvanic Temple complex at Millabratel is located in the center of the city where the three roads converge. Millabratel was the provincial capitol of [[Transdariania]] before [[BLKDRAGON]] and [[AngelSin]] founded their capitol at Drache, and has a permanent population of approximately ten thousand (though this number can double during important religious holidays). Millabratel boasts a full forty man detachment, as well as a number of students undergoing advanced studies in the High Templar disciplines. Each of the other Menxvanic temples in the southern provinces of Arangoth has at least one Templar (as many as five in the case of larger temples), though all the Templars in Transadariania, Arania, and the Sresar Vale report to the Master of Millabratel. Aside from its strategic location, Millabratel has remained an important center for the Templars because it is a repository for several important relics, including the original copy of the Book of Metrarin, a set of spiritual meditative exercises which is essential in mastering the Templars&#039; ability to commune with ancestral spirits.&lt;br /&gt;
&lt;br /&gt;
===[[Drache]]===&lt;br /&gt;
&lt;br /&gt;
This stronghold is a fortified temple surrounded by an octagonal wall in Drache&#039;s Wharf District. In the wake of the destruction caused by the [[Cult of Anathema]] in the year 475, the Master of Millabratel pledged the Templars&#039; assistance with the rebuilding efforts in return for a grant of land to build a new temple to serve as a place of refuge in future disasters. While it was unusual for the Templars to build a new stronghold in the middle of a city, the order considered it a vital outpost in the struggle against evil. The new Drache stronghold houses a full-strength detachment of forty Templars led by a Master Templar, half of which is ordinarily deployed to protect the [[Royal University]] and the Temple of Menxvan in the Royal Church District. The stronghold&#039;s staff also includes several priests and healers to attend to the needs of the faithful, as well as potential Initiates receiving initial introduction to the order before traveling north to Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
===Castle of Gessihorna===&lt;br /&gt;
&lt;br /&gt;
Gessihorna is traditionally the residence of the Lord Templar. The position of Master of Gessihorna has been held by Templars of the Sanskaranth family for centuries, and it was the family&#039;s duties as vassals of the Arangothian monarchs that first forged the link between the Crown and the Templars. Located on the shores of the strait that divides Song Deep from Little Deep, Gessihorna is the largest fortified castle in the country, large enough to contain a small town within its walls. Gessihorna&#039;s defenses are a marvel of engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold&#039;s original founding. Such is its reputation as an impregnable fortress that it was not attacked at all by the forces of the Order of the Beady Eye during the civil war, and was flooded with refugees fleeing the war after the fall of [[Tagrana]]. Gessihorna absorbed a considerable portion of Tagrana&#039;s population after the war, causing a new town to spring up around the walls of the castle in the years since the civil war. Gessihorna boasts ten forty-man detachments of Templars, plus a permanent garrison of four additional detachments that remain to defend the stronghold in times of war. In addition to the Templar forces, there is a sizable contingent of the Border Guard stationed in Gessihorna under the command of the Lord Templar, serving as the town&#039;s police force in peace, and defenders in war.&lt;br /&gt;
&lt;br /&gt;
==[[Elgar Forest]]==&lt;br /&gt;
The Templar&#039;s newest stronghold was created in the summer of 488, close to the former Korthai homeport of [[Mhernettla]] after the city was freed from evil forces. The stronghold is now part of Transdariania&#039;s protectorate. It&#039;s separated from other settlements in the area by dense woods. One road that leads to Mhernettla is maintained for supplies and travelers. The stronghold was established not to conquer or purge the evil woods but as a training ground meant to prepare Templars for the psychological and physical rigors of fighting unending evils. To that end, most of the work within the Stronghold is focused on securing the grounds against nightly monsters raids or infiltration by parasitic plants. Groups of initiates and knight are sent to camp in the woods overnight as part of survival training. It&#039;s perhaps the most high stakes training they can do. Despite the dangers surrounding the stronghold, it&#039;s nonetheless open to travelers seeking refuge from the forest and is a place many Menxvanists in the region seek out for spiritual counseling. Knights act as escorts for pilgrims to and from Mhernettla, other settlements, and the stronghold.&lt;br /&gt;
&lt;br /&gt;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;br /&gt;
[[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10731</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10731"/>
		<updated>2020-05-10T18:42:00Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* 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;
Sacasia ul-Domeryl Dollitrog&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Bain ul-Kaxbranth (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Bain ul-Silbranth (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Bain ul-Flunbranth (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Bain ul-Minkbranth (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
[[Lane Silverbow]] (Wharf Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Lane Silverbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
[[Eira]] Otibi&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10730</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10730"/>
		<updated>2020-05-10T18:41:45Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Arms-Sergeant/Spell-Sergeant */&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;
Sacasia ul-Domeryl Dollitrog&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Bain ul-Kaxbranth (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Bain ul-Silbranth (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Bain ul-Flunbranth (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Bain ul-Minkbranth (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
[[Lane Silverbow]] (Wharf Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Lane Silverbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
[[Eira]] Otibi&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10729</id>
		<title>Erdene</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10729"/>
		<updated>2020-05-07T17:40:16Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Biography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Erdene&lt;br /&gt;
| picfile = &lt;br /&gt;
| alttext = A young woman on a dun stallion, dressed in traditional robes of the Khalar.&lt;br /&gt;
| full_name = Erdene  Khenbish&lt;br /&gt;
| race = Khalar/Thon&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 20&lt;br /&gt;
| date_of_birth = 17.XII.470&lt;br /&gt;
| country_of_origin = Kahlara&lt;br /&gt;
| arrival = Born&lt;br /&gt;
| hair_color = Black&lt;br /&gt;
| eye_color = Hazel&lt;br /&gt;
| height = 5’ 4” &lt;br /&gt;
| weight = 110lbs &lt;br /&gt;
| aliases = Dena (Pet name from her mother)&lt;br /&gt;
| religion = Polytheistic&lt;br /&gt;
| creed = “Do not attract attention!”&lt;br /&gt;
| occupation = Unemployed, looking to be a scholar at the university.&lt;br /&gt;
| income = Beg, borrow, hunt for food.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player = Arianna Silaren&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Erdene Kenbish has a burning desire to belong… somewhere. Though much-beloved by her mother, she has always felt like an outsider among her tribe - in part because of her mother. &lt;br /&gt;
 &lt;br /&gt;
Orqina Kenbish was found by the Sherkhen wandering alongside a road a fair distance from Taranor. Though she had no memory of who she was or how she got there, she seemed strong and healthy and the horse trader was in need of a new slave, having sold his previous one in Arangoth. When they arrived back at the tribe’s summer settlement, she drew the attention of a Sherkhen youth who bought her from the trader and made her his bride. Their union led to the birth of Erdene a mere two years later. &lt;br /&gt;
 &lt;br /&gt;
Still with no memory of her past, Orqina lavished attention and love on her daughter - and horrified by the treatment of Horse Maidens in her adoptive tribe, she impressed upon her daughter the importance of never drawing attention to herself. She took painstaking measures to ensure her daughter never showed any signs of talent that could be mistaken for magic, and Erdene grew up unaware of her magical abilities - even unconsciously suppressing them. &lt;br /&gt;
 &lt;br /&gt;
At the age of 16, her mother was killed during a tribal skirmish with the Khtarpan, and her father - already kept distant from his daughter by her mother’s over-protectiveness - rejected her outright. She looked too much like the beloved wife he’d lost, and with no real talent to speak of, she was worth less than a slave to him. &lt;br /&gt;
 &lt;br /&gt;
Orqina’s first owner, the horse trader Nergui, had kept an eye on the girl during her time with the tribe - curious about her strange origins and eager to see if her memory returned. With the birth of Erdene, he’d taken a grandfatherly approach to the child, and filled her head with stories of his travels to Arangoth and the incredible City of Drache, waking in the girl a desire to see this place for herself. &lt;br /&gt;
 &lt;br /&gt;
With her father’s rejection firmly cemented, Erdene begged Nergui to take her on to help him on his travels - an arrangement which suited the aging trader well, especially when the girl proved to have a knack for handling the horses. On her first trip to Drache, Erdene met a scholar of the Arcane Studies - literally bumping into him. His magic flared in his surprise and Erdene was smitten. By the magic, not the boy. Upon hearing that he was learning the magic at the Royal University, Erdene determined to learn all she could of the strange building which taught mere men to control the elements. &lt;br /&gt;
 &lt;br /&gt;
When Nerqui’s spirit was taken by the Great Mother Athi four years later, Erdene - with no friends or family to speak of - took the sole horse he’d bequeathed to her, and set off to attain entrance to Drache’s Royal University.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Though initially very shy and withdrawn, Erdene has a core strength that shines through in times of difficulty. She finds it hard to make friends, lacking many of the social graces required to do so by her mother’s overbearing conditioning to stay away from potential threats. &lt;br /&gt;
 &lt;br /&gt;
With a fierce desire for love and affection, she can sometimes be overly-sensitive to perceived slights, reverting back to withdrawn at these provocations.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
At 5’4”, Erdene is an average height for a Sherkhen woman, inheriting her father’s strong bone structure, and her mother’s hazel eyes. Thick black hair, kept covered in the traditional fashion, it flows down her back in silken strands when free. &lt;br /&gt;
 &lt;br /&gt;
She is fit and muscular - long trips on horseback over the past four years have toned her beyond the norm and reveal her lower-class status in the tribe.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Aside from an ability to sit on a horse for extended periods of time, Erdene has not exhibited any unusual physical attributes as yet.&lt;br /&gt;
 &lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Skilled with a bow and arrows, she is an above-average marksman, able to shoot from horseback or on foot. &lt;br /&gt;
* Literate and fluent in Arangothek which Nergui taught her, being a keenly intelligent and curious man himself.&lt;br /&gt;
* Camping and survival on the road.&lt;br /&gt;
* Arrow crafting. She could if needed, make a rudimentary bow from scratch, but prefers to ensure hers is kept safe. &lt;br /&gt;
* Basic hand-to-hand combat with a knife.&lt;br /&gt;
* Sewing and mending clothing.&lt;br /&gt;
* Tanning leather&lt;br /&gt;
* Basic weaving&lt;br /&gt;
* She makes a mean slow-cooked lamb stew.&lt;br /&gt;
 &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* Unknown as yet.&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Hunting knife&lt;br /&gt;
* Bow and between 8 to 10 arrows in a quiver.&lt;br /&gt;
==Armor==&lt;br /&gt;
* Leather clothing.&lt;br /&gt;
==Tools==&lt;br /&gt;
* Flint and steel. &lt;br /&gt;
* Basic camping supplies in a saddle pack&lt;br /&gt;
 &lt;br /&gt;
=Goals=&lt;br /&gt;
Erdene wants somewhere to belong, but more than anything she wants to learn magic, something that would have absolutely horrified her mother. For some inexplicable reason, she is drawn to the Arcane. Her immediate goal is to become a scholar at the Royal University in Drache.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10728</id>
		<title>Erdene</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10728"/>
		<updated>2020-05-07T17:40:08Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Erdene&lt;br /&gt;
| picfile = &lt;br /&gt;
| alttext = A young woman on a dun stallion, dressed in traditional robes of the Khalar.&lt;br /&gt;
| full_name = Erdene  Khenbish&lt;br /&gt;
| race = Khalar/Thon&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 20&lt;br /&gt;
| date_of_birth = 17.XII.470&lt;br /&gt;
| country_of_origin = Kahlara&lt;br /&gt;
| arrival = Born&lt;br /&gt;
| hair_color = Black&lt;br /&gt;
| eye_color = Hazel&lt;br /&gt;
| height = 5’ 4” &lt;br /&gt;
| weight = 110lbs &lt;br /&gt;
| aliases = Dena (Pet name from her mother)&lt;br /&gt;
| religion = Polytheistic&lt;br /&gt;
| creed = “Do not attract attention!”&lt;br /&gt;
| occupation = Unemployed, looking to be a scholar at the university.&lt;br /&gt;
| income = Beg, borrow, hunt for food.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player = Arianna Silaren&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
 Erdene Kenbish has a burning desire to belong… somewhere. Though much-beloved by her mother, she has always felt like an outsider among her tribe - in part because of her mother. &lt;br /&gt;
 &lt;br /&gt;
Orqina Kenbish was found by the Sherkhen wandering alongside a road a fair distance from Taranor. Though she had no memory of who she was or how she got there, she seemed strong and healthy and the horse trader was in need of a new slave, having sold his previous one in Arangoth. When they arrived back at the tribe’s summer settlement, she drew the attention of a Sherkhen youth who bought her from the trader and made her his bride. Their union led to the birth of Erdene a mere two years later. &lt;br /&gt;
 &lt;br /&gt;
 Still with no memory of her past, Orqina lavished attention and love on her daughter - and horrified by the treatment of Horse Maidens in her adoptive tribe, she impressed upon her daughter the importance of never drawing attention to herself. She took painstaking measures to ensure her daughter never showed any signs of talent that could be mistaken for magic, and Erdene grew up unaware of her magical abilities - even unconsciously suppressing them. &lt;br /&gt;
 &lt;br /&gt;
At the age of 16, her mother was killed during a tribal skirmish with the Khtarpan, and her father - already kept distant from his daughter by her mother’s over-protectiveness - rejected her outright. She looked too much like the beloved wife he’d lost, and with no real talent to speak of, she was worth less than a slave to him. &lt;br /&gt;
 &lt;br /&gt;
Orqina’s first owner, the horse trader Nergui, had kept an eye on the girl during her time with the tribe - curious about her strange origins and eager to see if her memory returned. With the birth of Erdene, he’d taken a grandfatherly approach to the child, and filled her head with stories of his travels to Arangoth and the incredible City of Drache, waking in the girl a desire to see this place for herself. &lt;br /&gt;
 &lt;br /&gt;
With her father’s rejection firmly cemented, Erdene begged Nergui to take her on to help him on his travels - an arrangement which suited the aging trader well, especially when the girl proved to have a knack for handling the horses. On her first trip to Drache, Erdene met a scholar of the Arcane Studies - literally bumping into him. His magic flared in his surprise and Erdene was smitten. By the magic, not the boy. Upon hearing that he was learning the magic at the Royal University, Erdene determined to learn all she could of the strange building which taught mere men to control the elements. &lt;br /&gt;
 &lt;br /&gt;
When Nerqui’s spirit was taken by the Great Mother Athi four years later, Erdene - with no friends or family to speak of - took the sole horse he’d bequeathed to her, and set off to attain entrance to Drache’s Royal University.&lt;br /&gt;
 &lt;br /&gt;
=Personality=&lt;br /&gt;
Though initially very shy and withdrawn, Erdene has a core strength that shines through in times of difficulty. She finds it hard to make friends, lacking many of the social graces required to do so by her mother’s overbearing conditioning to stay away from potential threats. &lt;br /&gt;
 &lt;br /&gt;
With a fierce desire for love and affection, she can sometimes be overly-sensitive to perceived slights, reverting back to withdrawn at these provocations.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
At 5’4”, Erdene is an average height for a Sherkhen woman, inheriting her father’s strong bone structure, and her mother’s hazel eyes. Thick black hair, kept covered in the traditional fashion, it flows down her back in silken strands when free. &lt;br /&gt;
 &lt;br /&gt;
She is fit and muscular - long trips on horseback over the past four years have toned her beyond the norm and reveal her lower-class status in the tribe.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Aside from an ability to sit on a horse for extended periods of time, Erdene has not exhibited any unusual physical attributes as yet.&lt;br /&gt;
 &lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Skilled with a bow and arrows, she is an above-average marksman, able to shoot from horseback or on foot. &lt;br /&gt;
* Literate and fluent in Arangothek which Nergui taught her, being a keenly intelligent and curious man himself.&lt;br /&gt;
* Camping and survival on the road.&lt;br /&gt;
* Arrow crafting. She could if needed, make a rudimentary bow from scratch, but prefers to ensure hers is kept safe. &lt;br /&gt;
* Basic hand-to-hand combat with a knife.&lt;br /&gt;
* Sewing and mending clothing.&lt;br /&gt;
* Tanning leather&lt;br /&gt;
* Basic weaving&lt;br /&gt;
* She makes a mean slow-cooked lamb stew.&lt;br /&gt;
 &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* Unknown as yet.&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Hunting knife&lt;br /&gt;
* Bow and between 8 to 10 arrows in a quiver.&lt;br /&gt;
==Armor==&lt;br /&gt;
* Leather clothing.&lt;br /&gt;
==Tools==&lt;br /&gt;
* Flint and steel. &lt;br /&gt;
* Basic camping supplies in a saddle pack&lt;br /&gt;
 &lt;br /&gt;
=Goals=&lt;br /&gt;
Erdene wants somewhere to belong, but more than anything she wants to learn magic, something that would have absolutely horrified her mother. For some inexplicable reason, she is drawn to the Arcane. Her immediate goal is to become a scholar at the Royal University in Drache.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10727</id>
		<title>Erdene</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10727"/>
		<updated>2020-05-07T17:40:01Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Erdene&lt;br /&gt;
| picfile = &lt;br /&gt;
| alttext = A young woman on a dun stallion, dressed in traditional robes of the Khalar.&lt;br /&gt;
| full_name = Erdene  Khenbish&lt;br /&gt;
| race = Khalar/Thon&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 20&lt;br /&gt;
| date_of_birth = 17.XII.470&lt;br /&gt;
| country_of_origin = Kahlara&lt;br /&gt;
| arrival = Born&lt;br /&gt;
| hair_color = Black&lt;br /&gt;
| eye_color = Hazel&lt;br /&gt;
| height = 5’ 4” &lt;br /&gt;
| weight = 110lbs &lt;br /&gt;
| aliases = Dena (Pet name from her mother)&lt;br /&gt;
| religion = Polytheistic&lt;br /&gt;
| creed = “Do not attract attention!”&lt;br /&gt;
| occupation = Unemployed, looking to be a scholar at the university.&lt;br /&gt;
| income = Beg, borrow, hunt for food.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player = Arianna Silaren&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
 Erdene Kenbish has a burning desire to belong… somewhere. Though much-beloved by her mother, she has always felt like an outsider among her tribe - in part because of her mother. &lt;br /&gt;
 &lt;br /&gt;
Orqina Kenbish was found by the Sherkhen wandering alongside a road a fair distance from Taranor. Though she had no memory of who she was or how she got there, she seemed strong and healthy and the horse trader was in need of a new slave, having sold his previous one in Arangoth. When they arrived back at the tribe’s summer settlement, she drew the attention of a Sherkhen youth who bought her from the trader and made her his bride. Their union led to the birth of Erdene a mere two years later. &lt;br /&gt;
 &lt;br /&gt;
 Still with no memory of her past, Orqina lavished attention and love on her daughter - and horrified by the treatment of Horse Maidens in her adoptive tribe, she impressed upon her daughter the importance of never drawing attention to herself. She took painstaking measures to ensure her daughter never showed any signs of talent that could be mistaken for magic, and Erdene grew up unaware of her magical abilities - even unconsciously suppressing them. &lt;br /&gt;
 &lt;br /&gt;
At the age of 16, her mother was killed during a tribal skirmish with the Khtarpan, and her father - already kept distant from his daughter by her mother’s over-protectiveness - rejected her outright. She looked too much like the beloved wife he’d lost, and with no real talent to speak of, she was worth less than a slave to him. &lt;br /&gt;
 &lt;br /&gt;
Orqina’s first owner, the horse trader Nergui, had kept an eye on the girl during her time with the tribe - curious about her strange origins and eager to see if her memory returned. With the birth of Erdene, he’d taken a grandfatherly approach to the child, and filled her head with stories of his travels to Arangoth and the incredible City of Drache, waking in the girl a desire to see this place for herself. &lt;br /&gt;
 &lt;br /&gt;
With her father’s rejection firmly cemented, Erdene begged Nergui to take her on to help him on his travels - an arrangement which suited the aging trader well, especially when the girl proved to have a knack for handling the horses. On her first trip to Drache, Erdene met a scholar of the Arcane Studies - literally bumping into him. His magic flared in his surprise and Erdene was smitten. By the magic, not the boy. Upon hearing that he was learning the magic at the Royal University, Erdene determined to learn all she could of the strange building which taught mere men to control the elements. &lt;br /&gt;
 &lt;br /&gt;
When Nerqui’s spirit was taken by the Great Mother Athi four years later, Erdene - with no friends or family to speak of - took the sole horse he’d bequeathed to her, and set off to attain entrance to Drache’s Royal University.&lt;br /&gt;
 &lt;br /&gt;
=Personality=&lt;br /&gt;
 Though initially very shy and withdrawn, Erdene has a core strength that shines through in times of difficulty. She finds it hard to make friends, lacking many of the social graces required to do so by her mother’s overbearing conditioning to stay away from potential threats. &lt;br /&gt;
 &lt;br /&gt;
With a fierce desire for love and affection, she can sometimes be overly-sensitive to perceived slights, reverting back to withdrawn at these provocations. &lt;br /&gt;
 &lt;br /&gt;
=Physical Description=&lt;br /&gt;
At 5’4”, Erdene is an average height for a Sherkhen woman, inheriting her father’s strong bone structure, and her mother’s hazel eyes. Thick black hair, kept covered in the traditional fashion, it flows down her back in silken strands when free. &lt;br /&gt;
 &lt;br /&gt;
She is fit and muscular - long trips on horseback over the past four years have toned her beyond the norm and reveal her lower-class status in the tribe.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Aside from an ability to sit on a horse for extended periods of time, Erdene has not exhibited any unusual physical attributes as yet.&lt;br /&gt;
 &lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Skilled with a bow and arrows, she is an above-average marksman, able to shoot from horseback or on foot. &lt;br /&gt;
* Literate and fluent in Arangothek which Nergui taught her, being a keenly intelligent and curious man himself.&lt;br /&gt;
* Camping and survival on the road.&lt;br /&gt;
* Arrow crafting. She could if needed, make a rudimentary bow from scratch, but prefers to ensure hers is kept safe. &lt;br /&gt;
* Basic hand-to-hand combat with a knife.&lt;br /&gt;
* Sewing and mending clothing.&lt;br /&gt;
* Tanning leather&lt;br /&gt;
* Basic weaving&lt;br /&gt;
* She makes a mean slow-cooked lamb stew.&lt;br /&gt;
 &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* Unknown as yet.&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Hunting knife&lt;br /&gt;
* Bow and between 8 to 10 arrows in a quiver.&lt;br /&gt;
==Armor==&lt;br /&gt;
* Leather clothing.&lt;br /&gt;
==Tools==&lt;br /&gt;
* Flint and steel. &lt;br /&gt;
* Basic camping supplies in a saddle pack&lt;br /&gt;
 &lt;br /&gt;
=Goals=&lt;br /&gt;
Erdene wants somewhere to belong, but more than anything she wants to learn magic, something that would have absolutely horrified her mother. For some inexplicable reason, she is drawn to the Arcane. Her immediate goal is to become a scholar at the Royal University in Drache.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10726</id>
		<title>Erdene</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Erdene&amp;diff=10726"/>
		<updated>2020-05-07T17:38:03Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: Created page with &amp;quot;{{Infobox Sheet | name = Erdene | picfile =  | alttext = A young woman on a dun stallion, dressed in traditional robes of the Khalar. | full_name = Erdene  Khenbish | race = K...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name = Erdene&lt;br /&gt;
| picfile = &lt;br /&gt;
| alttext = A young woman on a dun stallion, dressed in traditional robes of the Khalar.&lt;br /&gt;
| full_name = Erdene  Khenbish&lt;br /&gt;
| race = Khalar/Thon&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 20&lt;br /&gt;
| date_of_birth = 17.XII.470&lt;br /&gt;
| country_of_origin = Kahlara&lt;br /&gt;
| arrival = Born&lt;br /&gt;
| hair_color = Black&lt;br /&gt;
| eye_color = Hazel&lt;br /&gt;
| height = 5’ 4” &lt;br /&gt;
| weight = 110lbs &lt;br /&gt;
| aliases = Dena (Pet name from her mother)&lt;br /&gt;
| religion = Polytheistic&lt;br /&gt;
| creed = “Do not attract attention!”&lt;br /&gt;
| occupation = Unemployed, looking to be a scholar at the university.&lt;br /&gt;
| income = Beg, borrow, hunt for food.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player = Arianna Silaren&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
 Erdene Kenbish has a burning desire to belong… somewhere. Though much-beloved by her mother, she has always felt like an outsider among her tribe - in part because of her mother. &lt;br /&gt;
 &lt;br /&gt;
Orqina Kenbish was found by the Sherkhen wandering alongside a road a fair distance from Taranor. Though she had no memory of who she was or how she got there, she seemed strong and healthy and the horse trader was in need of a new slave, having sold his previous one in Arangoth. When they arrived back at the tribe’s summer settlement, she drew the attention of a Sherkhen youth who bought her from the trader and made her his bride. Their union led to the birth of Erdene a mere two years later. &lt;br /&gt;
 &lt;br /&gt;
 Still with no memory of her past, Orqina lavished attention and love on her daughter - and horrified by the treatment of Horse Maidens in her adoptive tribe, she impressed upon her daughter the importance of never drawing attention to herself. She took painstaking measures to ensure her daughter never showed any signs of talent that could be mistaken for magic, and Erdene grew up unaware of her magical abilities - even unconsciously suppressing them. &lt;br /&gt;
 &lt;br /&gt;
At the age of 16, her mother was killed during a tribal skirmish with the Khtarpan, and her father - already kept distant from his daughter by her mother’s over-protectiveness - rejected her outright. She looked too much like the beloved wife he’d lost, and with no real talent to speak of, she was worth less than a slave to him. &lt;br /&gt;
 &lt;br /&gt;
Orqina’s first owner, the horse trader Nergui, had kept an eye on the girl during her time with the tribe - curious about her strange origins and eager to see if her memory returned. With the birth of Erdene, he’d taken a grandfatherly approach to the child, and filled her head with stories of his travels to Arangoth and the incredible City of Drache, waking in the girl a desire to see this place for herself. &lt;br /&gt;
 &lt;br /&gt;
With her father’s rejection firmly cemented, Erdene begged Nergui to take her on to help him on his travels - an arrangement which suited the aging trader well, especially when the girl proved to have a knack for handling the horses. On her first trip to Drache, Erdene met a scholar of the Arcane Studies - literally bumping into him. His magic flared in his surprise and Erdene was smitten. By the magic, not the boy. Upon hearing that he was learning the magic at the Royal University, Erdene determined to learn all she could of the strange building which taught mere men to control the elements. &lt;br /&gt;
 &lt;br /&gt;
When Nerqui’s spirit was taken by the Great Mother Athi four years later, Erdene - with no friends or family to speak of - took the sole horse he’d bequeathed to her, and set off to attain entrance to Drache’s Royal University.&lt;br /&gt;
 &lt;br /&gt;
=Personality=&lt;br /&gt;
 Though initially very shy and withdrawn, Erdene has a core strength that shines through in times of difficulty. She finds it hard to make friends, lacking many of the social graces required to do so by her mother’s overbearing conditioning to stay away from potential threats. &lt;br /&gt;
 &lt;br /&gt;
With a fierce desire for love and affection, she can sometimes be overly-sensitive to perceived slights, reverting back to withdrawn at these provocations. &lt;br /&gt;
 &lt;br /&gt;
=Physical Description=&lt;br /&gt;
 At 5’4”, Erdene is an average height for a Sherkhen woman, inheriting her father’s strong bone structure, and her mother’s hazel eyes. Thick black hair, kept covered in the traditional fashion, it flows down her back in silken strands when free. &lt;br /&gt;
 &lt;br /&gt;
She is fit and muscular - long trips on horseback over the past four years have toned her beyond the norm and reveal her lower-class status in the tribe. &lt;br /&gt;
 &lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
Aside from an ability to sit on a horse for extended periods of time, Erdene has not exhibited any unusual physical attributes as yet.&lt;br /&gt;
 &lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* Skilled with a bow and arrows, she is an above-average marksman, able to shoot from horseback or on foot. &lt;br /&gt;
* Literate and fluent in Arangothek which Nergui taught her, being a keenly intelligent and curious man himself.&lt;br /&gt;
* Camping and survival on the road.&lt;br /&gt;
* Arrow crafting. She could if needed, make a rudimentary bow from scratch, but prefers to ensure hers is kept safe. &lt;br /&gt;
* Basic hand-to-hand combat with a knife.&lt;br /&gt;
* Sewing and mending clothing.&lt;br /&gt;
* Tanning leather&lt;br /&gt;
* Basic weaving&lt;br /&gt;
* She makes a mean slow-cooked lamb stew.&lt;br /&gt;
 &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* Unknown as yet.&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Hunting knife&lt;br /&gt;
* Bow and between 8 to 10 arrows in a quiver.&lt;br /&gt;
==Armor==&lt;br /&gt;
* Leather clothing.&lt;br /&gt;
==Tools==&lt;br /&gt;
* Flint and steel. &lt;br /&gt;
* Basic camping supplies in a saddle pack&lt;br /&gt;
 &lt;br /&gt;
=Goals=&lt;br /&gt;
Erdene wants somewhere to belong, but more than anything she wants to learn magic, something that would have absolutely horrified her mother. For some inexplicable reason, she is drawn to the Arcane. Her immediate goal is to become a scholar at the Royal University in Drache.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10718</id>
		<title>The Cat&#039;s Pajamas</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10718"/>
		<updated>2020-05-06T07:00:51Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Business&lt;br /&gt;
&lt;br /&gt;
| name            = The Cat&#039;s Pajamas&lt;br /&gt;
| image           = CatsPajamas.jpg&lt;br /&gt;
| alt             = &lt;br /&gt;
| caption         = &lt;br /&gt;
| slogan          = &lt;br /&gt;
| location        = [[BlkDragon District]], [[Drache]]&lt;br /&gt;
| established     = 26. IV. 474 (April 26th, 2004)&lt;br /&gt;
| type            = Playhouse, Inn, Brothel&lt;br /&gt;
| owner           =&lt;br /&gt;
| employees       = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The arched entryway of The Cat&#039;s Pajamas playhouse boasts four white marble columns, and the doors are intricately carved in ebony wood with caricatures of Comedy and Tragedy smiling haughtily out at passers by, their noses pierced with ornate silver knockers. Green marble steps lead up to the doors from a smooth stone walkway, and on occasion when the doors open, they give a glimpse of the large, lavishly decorated foyer within.&lt;br /&gt;
&lt;br /&gt;
A balcony sweeps all the way around the second floor of the enormous manor home, and three doors, of the sliding glass variety, are spaced out along the front side, opening out into sectioned off terraces, each with their own vine covered dividing wall in between them to offer privacy. Separate awnings are built out over the balcony, with rolls of thick silk that can be rolled out and down over a wire frame tucked tightly against the wall. A large sign, skillfully painted in purples, blues, and greens portrays a white cat, curled up on a pillow, one paw in the air and a pampered expression on its face.&lt;br /&gt;
&lt;br /&gt;
Inside, the foyer is grand, wooden floors polished to a mirror finish, adorned with a marble, silver, and gold inlaid depictions of the signs of the zodiac in the center, placed between two sets of sweeping staircases, one on each side. To the left and right are large public rooms, with rowed, theater style seats and stages at the far ends. Each theater has a different theme. The left is decorated in reds and golds, washing the whole thing in fiery hues. The walls are blended in the colors of the sunset, from a deep, purple red to blazing yellow at the top, which continues out over the ceiling. The theater to the right is the exact opposite. Blues and silvers are the theme here, the walls changing from rich purple at the bottom and fading to black at the top and over the ceiling. Silver stars hang from thin wires, shimmering faintly. &lt;br /&gt;
&lt;br /&gt;
Each staircase in the foyer leads up to one side of a balconied hallway across the back, and beneath each, another doorway opens to two smaller, private rooms. Along the balcony, which is carpeted in deep crimson, several doors can be seen leading to private rooms, and on one end, a hallway leading to the owner&#039;s office. Doors along the inside of the balcony lead to terraces outside. The whole of it is beautifully decorated, the wood shined and polished to perfection. &lt;br /&gt;
&lt;br /&gt;
=Services=&lt;br /&gt;
&lt;br /&gt;
Situated in the [[BlkDragon District]], this playhouse was owned by former courtesan Natalia Derseblan until her death. It is home to cabaret style entertainment, and offers both large scale public shows as well as personal, private shows. It has two main theaters on the first floor, designed to seat audiences of forty to fifty, two smaller rooms set up to seat audiences of ten or less, and thirteen private rooms upstairs. Each private room has a different theme, from bordello style brothel rooms, to a cave, and a white sand beach. Large scale plays are put on twice a month, and the private shows are open for customers (both men and women) at anytime; however, a two-week advanced request is both preferred and a good idea, since the establishment is booked almost all the time. Prices range from four rixtles (8 bank crowns) for back-row seating, to twenty rixtles (40 bank crowns) for front row, V.I.P. seating, to one lurinthoon (200 bank crowns) for a private show and overnight stay.&lt;br /&gt;
&lt;br /&gt;
[[Category: Drache&#039;s Places of Interest]] [[Category: Establishments]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10717</id>
		<title>The Cat&#039;s Pajamas</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10717"/>
		<updated>2020-05-06T07:00:12Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Business&lt;br /&gt;
&lt;br /&gt;
| name            = The Cat&#039;s Pajamas&lt;br /&gt;
| image           = CatsPajamas.jpg&lt;br /&gt;
| alt             = &lt;br /&gt;
| caption         = &lt;br /&gt;
| slogan          = &lt;br /&gt;
| location        = [[BlkDragon District]], [[Drache]]&lt;br /&gt;
| established     = 26. IV. 474 (April 26th, 2004)&lt;br /&gt;
| type            = Playhouse, Inn, Brothel&lt;br /&gt;
| owner           =&lt;br /&gt;
| employees       = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The arched entryway of The Cat&#039;s Pajamas playhouse boasts four white marble columns, and the doors are intricately carved in ebony wood with caricatures of Comedy and Tragedy smiling haughtily out at passers by, their noses pierced with ornate silver knockers. Green marble steps lead up to the doors from a smooth stone walkway, and on occasion when the doors open, they give a glimpse of the large, lavishly decorated foyer within.&lt;br /&gt;
&lt;br /&gt;
A balcony sweeps all the way around the second floor of the enormous manor home, and three doors, of the sliding glass variety, are spaced out along the front side, opening out into sectioned off terraces, each with their own vine covered dividing wall in between them to offer privacy. Separate awnings are built out over the balcony, with rolls of thick silk that can be rolled out and down over a wire frame tucked tightly against the wall. A large sign, skillfully painted in purples, blues, and greens portrays a white cat, curled up on a pillow, one paw in the air and a pampered expression on its face.&lt;br /&gt;
&lt;br /&gt;
Inside, the foyer is grand, wooden floors polished to a mirror finish, adorned with a marble, silver, and gold inlaid depictions of the signs of the zodiac in the center, placed between two sets of sweeping staircases, one on each side. To the left and right are large public rooms, with rowed, theater style seats and stages at the far ends. Each theater has a different theme. The left is decorated in reds and golds, washing the whole thing in fiery hues. The walls are blended in the colors of the sunset, from a deep, purple red to blazing yellow at the top, which continues out over the ceiling. The theater to the right is the exact opposite. Blues and silvers are the theme here, the walls changing from rich purple at the bottom and fading to black at the top and over the ceiling. Silver stars hang from thin wires, shimmering faintly. &lt;br /&gt;
&lt;br /&gt;
Each staircase in the foyer leads up to one side of a balconied hallway across the back, and beneath each, another doorway opens to two smaller, private rooms. Along the balcony, which is carpeted in deep crimson, several doors can be seen leading to private rooms, and on one end, a hallway leading to Natalia&#039;s office. Doors along the inside of the balcony lead to terraces outside. The whole of it is beautifully decorated, the wood shined and polished to perfection. &lt;br /&gt;
&lt;br /&gt;
=Services=&lt;br /&gt;
&lt;br /&gt;
Situated in the [[BlkDragon District]], this playhouse was owned by former courtesan Natalia Derseblan until her death. It is home to cabaret style entertainment, and offers both large scale public shows as well as personal, private shows. It has two main theaters on the first floor, designed to seat audiences of forty to fifty, two smaller rooms set up to seat audiences of ten or less, and thirteen private rooms upstairs. Each private room has a different theme, from bordello style brothel rooms, to a cave, and a white sand beach. Large scale plays are put on twice a month, and the private shows are open for customers (both men and women) at anytime; however, a two-week advanced request is both preferred and a good idea, since the establishment is booked almost all the time. Prices range from four rixtles (8 bank crowns) for back-row seating, to twenty rixtles (40 bank crowns) for front row, V.I.P. seating, to one lurinthoon (200 bank crowns) for a private show and overnight stay.&lt;br /&gt;
&lt;br /&gt;
[[Category: Drache&#039;s Places of Interest]] [[Category: Establishments]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10716</id>
		<title>The Cat&#039;s Pajamas</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10716"/>
		<updated>2020-05-06T07:00:01Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Business&lt;br /&gt;
&lt;br /&gt;
| name            = The Cat&#039;s Pajamas&lt;br /&gt;
| image           = CatsPajamas.jpg&lt;br /&gt;
| alt             = &lt;br /&gt;
| caption         = &lt;br /&gt;
| slogan          = &lt;br /&gt;
| location        = [[BlkDragon District]], [[Drache]]&lt;br /&gt;
| established     = 26. IV. 474 (April 26th, 2004)&lt;br /&gt;
| type            = Playhouse, Inn, Brothel&lt;br /&gt;
| owner           =&lt;br /&gt;
| employees       = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The arched entryway of The Cat&#039;s Pajamas playhouse boasts four white marble columns, and the doors are intricately carved in ebony wood with caricatures of Comedy and Tragedy smiling haughtily out at passers by, their noses pierced with ornate silver knockers. Green marble steps lead up to the doors from a smooth stone walkway, and on occasion when the doors open, they give a glimpse of the large, lavishly decorated foyer within.&lt;br /&gt;
&lt;br /&gt;
A balcony sweeps all the way around the second floor of the enormous manor home, and three doors, of the sliding glass variety, are spaced out along the front side, opening out into sectioned off terraces, each with their own vine covered dividing wall in between them to offer privacy. Separate awnings are built out over the balcony, with rolls of thick silk that can be rolled out and down over a wire frame tucked tightly against the wall. A large sign, skillfully painted in purples, blues, and greens portrays a white cat, curled up on a pillow, one paw in the air and a pampered expression on its face.&lt;br /&gt;
&lt;br /&gt;
Inside, the foyer is grand, wooden floors polished to a mirror finish, adorned with a marble, silver, and gold inlaid depictions of the signs of the zodiac in the center, placed between two sets of sweeping staircases, one on each side. To the left and right are large public rooms, with rowed, theater style seats and stages at the far ends. Each theater has a different theme. The left is decorated in reds and golds, washing the whole thing in fiery hues. The walls are blended in the colors of the sunset, from a deep, purple red to blazing yellow at the top, which continues out over the ceiling. The theater to the right is the exact opposite. Blues and silvers are the theme here, the walls changing from rich purple at the bottom and fading to black at the top and over the ceiling. Silver stars hang from thin wires, shimmering faintly. &lt;br /&gt;
&lt;br /&gt;
Each staircase in the foyer leads up to one side of a balconied hallway across the back, and beneath each, another doorway opens to two smaller, private rooms. Along the balcony, which is carpeted in deep crimson, several doors can be seen leading to private rooms, and on one end, a hallway leading to Natalia&#039;s office. Doors along the inside of the balcony lead to terraces outside. The whole of it is beautifully decorated, the wood shined and polished to perfection. &lt;br /&gt;
&lt;br /&gt;
=Services=&lt;br /&gt;
&lt;br /&gt;
Situated in the [[BlkDragon District]], this playhouse was owned by former courtesan [[Natalia Derseblan]] until her death. It is home to cabaret style entertainment, and offers both large scale public shows as well as personal, private shows. It has two main theaters on the first floor, designed to seat audiences of forty to fifty, two smaller rooms set up to seat audiences of ten or less, and thirteen private rooms upstairs. Each private room has a different theme, from bordello style brothel rooms, to a cave, and a white sand beach. Large scale plays are put on twice a month, and the private shows are open for customers (both men and women) at anytime; however, a two-week advanced request is both preferred and a good idea, since the establishment is booked almost all the time. Prices range from four rixtles (8 bank crowns) for back-row seating, to twenty rixtles (40 bank crowns) for front row, V.I.P. seating, to one lurinthoon (200 bank crowns) for a private show and overnight stay.&lt;br /&gt;
&lt;br /&gt;
[[Category: Drache&#039;s Places of Interest]] [[Category: Establishments]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10715</id>
		<title>The Cat&#039;s Pajamas</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Cat%27s_Pajamas&amp;diff=10715"/>
		<updated>2020-05-06T06:59:19Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Business&lt;br /&gt;
&lt;br /&gt;
| name            = The Cat&#039;s Pajamas&lt;br /&gt;
| image           = CatsPajamas.jpg&lt;br /&gt;
| alt             = &lt;br /&gt;
| caption         = &lt;br /&gt;
| slogan          = &lt;br /&gt;
| location        = [[BlkDragon District]], [[Drache]]&lt;br /&gt;
| established     = 26. IV. 474 (April 26th, 2004)&lt;br /&gt;
| type            = Playhouse, Inn, Brothel&lt;br /&gt;
| owner           =&lt;br /&gt;
| employees       = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
The arched entryway of The Cat&#039;s Pajamas playhouse boasts four white marble columns, and the doors are intricately carved in ebony wood with caricatures of Comedy and Tragedy smiling haughtily out at passers by, their noses pierced with ornate silver knockers. Green marble steps lead up to the doors from a smooth stone walkway, and on occasion when the doors open, they give a glimpse of the large, lavishly decorated foyer within.&lt;br /&gt;
&lt;br /&gt;
A balcony sweeps all the way around the second floor of the enormous manor home, and three doors, of the sliding glass variety, are spaced out along the front side, opening out into sectioned off terraces, each with their own vine covered dividing wall in between them to offer privacy. Separate awnings are built out over the balcony, with rolls of thick silk that can be rolled out and down over a wire frame tucked tightly against the wall. A large sign, skillfully painted in purples, blues, and greens portrays a white cat, curled up on a pillow, one paw in the air and a pampered expression on its face.&lt;br /&gt;
&lt;br /&gt;
Inside, the foyer is grand, wooden floors polished to a mirror finish, adorned with a marble, silver, and gold inlaid depictions of the signs of the zodiac in the center, placed between two sets of sweeping staircases, one on each side. To the left and right are large public rooms, with rowed, theater style seats and stages at the far ends. Each theater has a different theme. The left is decorated in reds and golds, washing the whole thing in fiery hues. The walls are blended in the colors of the sunset, from a deep, purple red to blazing yellow at the top, which continues out over the ceiling. The theater to the right is the exact opposite. Blues and silvers are the theme here, the walls changing from rich purple at the bottom and fading to black at the top and over the ceiling. Silver stars hang from thin wires, shimmering faintly. &lt;br /&gt;
&lt;br /&gt;
Each staircase in the foyer leads up to one side of a balconied hallway across the back, and beneath each, another doorway opens to two smaller, private rooms. Along the balcony, which is carpeted in deep crimson, several doors can be seen leading to private rooms, and on one end, a hallway leading to Natalia&#039;s office. Doors along the inside of the balcony lead to terraces outside. The whole of it is beautifully decorated, the wood shined and polished to perfection. &lt;br /&gt;
&lt;br /&gt;
=Services=&lt;br /&gt;
&lt;br /&gt;
Situated in the [[BlkDragon District]], this playhouse is owned by former [[The House of the Silver Swan|Silver Swan]] courtesan [[Natalia Derseblan]]. It is home to cabaret style entertainment, and offers both large scale public shows as well as personal, private shows. It has two main theaters on the first floor, designed to seat audiences of forty to fifty, two smaller rooms set up to seat audiences of ten or less, and thirteen private rooms upstairs. Each private room has a different theme, from bordello style brothel rooms, to a cave, and a white sand beach. Large scale plays are put on twice a month, and the private shows are open for customers (both men and women) at anytime; however, a two-week advanced request is both preferred and a good idea, since the establishment is booked almost all the time. Prices range from four rixtles (8 bank crowns) for back-row seating, to twenty rixtles (40 bank crowns) for front row, V.I.P. seating, to one lurinthoon (200 bank crowns) for a private show and overnight stay.&lt;br /&gt;
&lt;br /&gt;
[[Category: Drache&#039;s Places of Interest]] [[Category: Establishments]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ethcabar&amp;diff=10714</id>
		<title>Ethcabar</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ethcabar&amp;diff=10714"/>
		<updated>2020-05-06T06:57:40Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Antara-Ethcabar&lt;br /&gt;
| image         = antara.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = &lt;br /&gt;
| realm         = Mouth of Nie Valley, south of [[Elgar Forest]], west of [[Aslar]]&lt;br /&gt;
| province      =&lt;br /&gt;
| population    =&lt;br /&gt;
| race1         =&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = Approximately 2100 BT&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = [[Independent City-State]]&lt;br /&gt;
| head_of_state = Council of Merchants&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
Antara-Ethcabar is a free port city located at the mouth of the Nie River. In its near forgotten early days, it was part of a collection of cities and farmlands that made Ronids. However, the arrival of tribes who would one day become known as the [[Assi]] drove Rondissian power to its current stronghold in the [[Connemara Mountains]], leaving the well-defended Antara-Ethcabar in control of its own fate.&lt;br /&gt;
=History=&lt;br /&gt;
Antara’s early history began about two thousand years ago when [[Rondis]] occupied the Nie Valley from the [[Connemara Mountains]] to the South Sea. Its fortified city walls were built to withstand invasions by sea, river, and land. [[Assi]] raiders gradually overtook large swaths of Rondis until Antara’s parent nation became a secluded and isolationist kingdom that used the Connemara as part of its natural defenses. However Antara continued to thrive for over a millenia due to its fortifications and mercantile economy. After being separated from Rondis, it also became a free city without nobility. Instead merchants became the ruling class.&lt;br /&gt;
&lt;br /&gt;
170 years ago [[Arangoth]]’s then ruler, King Ware, made a failed attempt to [[The Origins of the Kingdom of Arangoth#A King&#039;s Desire for World Domination|invade and conquer Antara]]. The free city harbored Korthai pirates, who were considered enemies of Arangoth at the time after they were driven out of Arania. In retaliation King Ware demanded that Antara submit to a suzerainty and pay an enormous indemnity. Antara refused to comply. A combination of unforeseen weather, the logistical nightmare of crossing the Elgar, and Antara’s alliance with Aslar forced King Ware to retreat.&lt;br /&gt;
&lt;br /&gt;
Antara’s recent history has been a time of continued prosperity. In 479, to ensure that all bills are paid by even the most powerful merchant families the Council of Merchants established a centralized bank called the Bank of Antara.&lt;br /&gt;
&lt;br /&gt;
=Districts=&lt;br /&gt;
[[file:antara-ethcabar.png|thumb|Map of Antara]]&lt;br /&gt;
Antara-Ethcabar’s districts were redrawn after their independence to accommodate the new style of rule in the city-state. While many of the ancient stone and wood buildings still stand in the South Gate and Silver Cross districts, most structures are relatively new elsewhere in the city. &lt;br /&gt;
&lt;br /&gt;
Aside from the docks, the city is contained within well-maintained and heavily fortified stone walls. This has necessitated some ingenuity in irrigation and storm drainage through protected tunnels.&lt;br /&gt;
&lt;br /&gt;
==Port District==&lt;br /&gt;
The Port District contains the wharves, many warehouses, shipwrights’ workshops, and navy yard.  A lighthouse was built into the wall on the west side of this district. Antara-Ethcabar’s port authority has offices here. The military barracks in this district house and train infantry who man the walls and bastions. The majority of lower income residents live in this area. Dingy taverns and brothels provide entertainment for the common rabble, and if someone has the right connections they can sell or buy just about anything in the city’s prolific black market.&lt;br /&gt;
&lt;br /&gt;
==Craftsman&#039;s Quarter==&lt;br /&gt;
Industry is contained here, with only a few residences along the perimeter adjacent to other districts. Antara has few natural resources, but raw materials imported from abroad provide artisans most of they need to produce basic and luxury goods.&lt;br /&gt;
&lt;br /&gt;
==Trade Town==&lt;br /&gt;
This is the most bustling and condensed district. Independent bankers and lenders conduct business here. Two markets sell local and imported wares. A lower class market is close to the Craftsman&#039;s Quarter and is sparse, while the high end market has a large fountain, cobblestone paving, and brightly colored stalls. A park adjacent to the high end market is where many well-to-do friends and couples stroll, though it’s also a favorite spot for pick pockets. Taverns and inns provide food and lodging for locals and travelers. The Silver Leaf Inn is in this district and is close to the low end market and park. It is perhaps the most well-known establishment in and outside of Antara-Ethcabar.  The Church of Menxvan is at the heart of the city in this district. It’s the tallest structure in Antara-Ethcabar. The triangular base has gardens that surround a dome and spire with a bright beacon on top. The main garrison for the city guards and chancellery are in this district, adjacent to The Merchants’ Manor’s walls. Middle class residents primarily live in this area. &lt;br /&gt;
&lt;br /&gt;
===Silver Leaf Inn===&lt;br /&gt;
The Silver Leaf Inn is said to be one of the most well-known taverns in Siveth. Despite that, its history has been muddled with each change of ownership. All that’s known is that’s it’s existed for a long time and the current owners are a man, Minun Rashdis, and his sister, Mikora - both humans. Minun was an employee at the inn until he saved up enough to buy the place when the last owner retired eight years ago. Mikora was working for the Bank of Antara-Ethcabar but quit to help her brother.&lt;br /&gt;
&lt;br /&gt;
The head barmaid is an ugly but flirtatious middle-aged human woman named Palandra. She also manages the inn rooms.&lt;br /&gt;
&lt;br /&gt;
The inn rooms are comfortably sized and affordable, but there’s a light crust on everything from poor housekeeping.&lt;br /&gt;
&lt;br /&gt;
The food here is curiously mediocre for such a well-known place, but the drink menu is extensive with prices many can afford.&lt;br /&gt;
&lt;br /&gt;
Patrons from all economic classes frequent this inn, which makes this a place to hear local gossip.&lt;br /&gt;
&lt;br /&gt;
==South Gate==&lt;br /&gt;
Despite the simple name, this is the wealthiest district in Antara-Ethcabar. The most prominent merchant families live in large multigenerational households. A spattering of embassies dot the area, with Aslar having the most distinguished one. Some buildings spilled out of the city walls, but these are mainly stables for horses in an area informally known as Foal’s Run.&lt;br /&gt;
&lt;br /&gt;
==Silver Cross==&lt;br /&gt;
The University of Antara, many churches, and the Bank of Antara-Ethcabar are in this district. This area has many of the nicest inns and taverns with some that are affordable to even middle class travelers. Many physicians work in this area, with volunteer clinics tending laborers wounded while working in the Craftsman&#039;s Quarter or Port District.&lt;br /&gt;
&lt;br /&gt;
==The Merchants Manor==&lt;br /&gt;
A small ancient castle that was built when Rondis still reigned in the area was repurposed after independence to be the administrative building for Antara-Ethcabar’s government. The Merchant’s Council meets here to make important decisions about running the city. Diplomats and ambassadors are given an audience in one of the many stately studies. Representatives selected from the city’s populace also have offices here.&lt;br /&gt;
&lt;br /&gt;
==Peddler’s Lament==&lt;br /&gt;
This is an impromptu, high density neighborhood outside of the city walls for the most destitute residents. The residents here weren’t the ones who named their home.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
Antara is governed by a Council of Merchants comprised of the seven wealthiest merchants in the city. Despite the lack of hereditary nobility titles, many prominent merchant families have passed down seats among relatives for generations. Men and women may be on the council, but men have always been the majority. Not all merchant families maintain their hold on a seat as family feuds and financial mismanagement often contribute to a storied lineage’s downfall.&lt;br /&gt;
&lt;br /&gt;
The Council of Merchants manages the city-states finances, makes trade deals, and ensures that public officials are paid their due salaries.&lt;br /&gt;
&lt;br /&gt;
An advisory board assists the council in making decisions for the city, with a representative selected from various civic and private groups to serve their city.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
Antara has a minimal military presence. Historically it&#039;s relied on its ancient fortified walls and an alliance with Aslar to keep aggressors at bay. However they do have a small navy to protect their harbor and enough of an army to man the wall’s towers, gates, and other defensive structures as necessary.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
This free port city is known as Antara in the original Limbri language of Rondis or Ethcabar in Aslaran. People often hyphenate the name as Antara-Ethcabar or use either name in either language interchangeably.&lt;br /&gt;
&lt;br /&gt;
Antara has a stratified society with lower, middle, and upper classes dictated by profession and, with that, income. The lower class consists of manual laborers and farmers. Middle class includes artisans, journeymen, and certain medical professions. Merchants make up the bulk of the upper class, and skilled physicians may find themselves reputable enough to join high society.&lt;br /&gt;
&lt;br /&gt;
Many in the lower class and the majority in the middle class are comfortable in Antara, but there is nonetheless a large gap between them and the wealthiest merchants. Still, the merchants rely on the lower classes to generate goods for export, so it suits them to not horribly mistreat artisans and manual laborers. There are also many philanthropic organizations that both help the less fortunate and provide added social prestige for the merchant philanthropists in upper echelon circles.&lt;br /&gt;
&lt;br /&gt;
Upward mobility is possible in Antara-Ethcabar, but those entering the mercantile trade have to compete with well established merchants who wield their fortune to maintain their power and influence. &lt;br /&gt;
&lt;br /&gt;
Corruption is rife in this city, with many merchants bribing supposed arbiters of justice to turn their cheek from wrongdoings. Slavery and orcish goods are examples of illicit trades, but merchants have been known to get away scot-free even after being caught. It&#039;s made the city a frequent pit stop for pirates and smugglers favored by influential merchants. Korthai were once frequently seen in Antara, but the pirate race&#039;s conflict with the city&#039;s closest ally, Aslar, has made them a less frequent sight.&lt;br /&gt;
&lt;br /&gt;
Many different languages are spoken in Antara, but Arangothek is the primary language of the city due to immigration out of the Elgar when the woods overtook what were once farmlands.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
As a diverse city many religions are practiced in Antara-Ethcabar, and the Council of Merchants has historically never declared a national religion. However, as with many things in this city, the ability to wield vast sums of money for influence has sometimes garnered the favor of one religion over others. This is most apparent in the placement of an opulent [[Menxism|Temple of Menxvan]] at the heart of Antara, which was built with the help of wealthy benefactors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]] [[Category: Independent City-States]] [[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Secca&amp;diff=10713</id>
		<title>Secca</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Secca&amp;diff=10713"/>
		<updated>2020-05-06T06:56:29Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Secca&lt;br /&gt;
| image          = GA secca leturia2020.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Secca&lt;br /&gt;
| language1      =  Common,&lt;br /&gt;
| language2      = [[Leturia#Language|Leturian]],&lt;br /&gt;
| language3      = [[Griffon&#039;s Aerie#Language|Griffonspeak]]&lt;br /&gt;
| race1          = Humans,&lt;br /&gt;
| race2          = [[Griffons]],&lt;br /&gt;
| race3          = [[Mingits]]&lt;br /&gt;
| religion       =&lt;br /&gt;
| government     = Council of Merchants&lt;br /&gt;
| ruler          = &lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Neskos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
==Early History==&lt;br /&gt;
The city-state of Secca is located between [[Griffon&#039;s Aerie]] and [[Leturia]]. It was originally the capital of the [[Sopts|Sopt Kingdom]] until it was ransacked by Leturians in the late-600s BT. Its original walls and castle have been maintained for centuries and are considered an important piece of architectural history. Most structures pre-dating the Leturians were destroyed or altered beyond recognition under Leturian rule.&lt;br /&gt;
&lt;br /&gt;
In 252 BT, a series of slave revolts and Griffon interventions resulted in the formation of Secca as a free city-state by those who lived most of their lives in bondage. Its namesake comes from the River Sekka, which uses the Leturian word for brass. Deposits of the ore wash down the river from the Lunit Mountains, which are collected then smelted into armor and building materials. The use of brass for roofing and building accents is a recent phenomena.&lt;br /&gt;
&lt;br /&gt;
Initially Secca was considered a protectorate of Griffon’s Aerie while fighting within Leturia continued. While their neighbors fought, Secca dedicated itself to building a mercantile economy along with fleets of ships which required clear cutting much of the forest in the area. &lt;br /&gt;
&lt;br /&gt;
Once slavery was abolished and a new Leturian king and dynasty were installed, an agreement was made between Secca and the Aerie. Secca waved tariffs for the Aerie and agreed to a contract to supply their neighbor with ships for a navy in exchange for sovereignty.&lt;br /&gt;
==Recent History==&lt;br /&gt;
Secca is the most important hub of trade in its region due to its location at the mouth of the River Sekka. The Aerie’s most lucrative trade occurs in the city-state, and Leturia relies on the merchants of its small neighbor to import and export major goods to its nation.&lt;br /&gt;
&lt;br /&gt;
The city is disconnected from the conflict with Zul Kiras, as it’s kept relatively safe with its bigger neighbors providing a strong buffer zone. Most worries are about pirates, slavers, and competing mercantile economies.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
Secca is a small, low lying port city with a protected harbor. Most of its resources are imported due to its small landmass, but there is some agriculture outside of the city’s fortified walls. Much of the forests were clear cut to build ships, but some small sections of woods are maintained.&lt;br /&gt;
&lt;br /&gt;
The city itself contains many old and new architectural marvels, such as remnants of the ancient Sopt Kingdom and the polished brass roofs and embellishments of some newer upper class residences and businesses.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
Once Secca became a sovereign city-state, it developed a modest maritime mercantile trade with multiple merchants gaining international prominence. Its economy is wholly reliant on trade, so a decision by the most powerful families at the time was made to form a Council of Merchants to govern the city.&lt;br /&gt;
&lt;br /&gt;
After two centuries of economic growth, a few families have maintained both their wealth and seats of power on the council.&lt;br /&gt;
==Currency==&lt;br /&gt;
Secca uses the same currency system as [[Griffon&#039;s_Aerie#Currency|Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
Secca has its own small navy to protect its harbor, but most of the city-state’s warships are contracted to Griffon’s Aerie.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
There is no official religion within Secca. A mix of religions brought in by freed slaves and new immigrants is practiced in the city.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
Many see Secca as a city of opportunity where one can claw their way from the bottom to the top of the mercantile trade. Those fantasies rarely play out as expected, and only a scant few have accumulated enough wealth to rival a count.&lt;br /&gt;
&lt;br /&gt;
Most in Secca work in a trade or are manual laborers. Quality of life is relatively high for even low income people, since the basis of the city is as a place where the downtrodden can take refuge. Few families who trace their roots to the slave revolts that founded the city let the new generations forget about the struggles endured before they won their freedom. Compassion and charity are two important components to life in the mercantile city-state.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
Common is the most frequently spoken language in Secca as it’s considered the language of international trade. A mix of different languages are spoken within close knit communities, at home, or amongst friends.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]] &lt;br /&gt;
[[Category: Independent City-States]] [[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ethcabar&amp;diff=10712</id>
		<title>Ethcabar</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ethcabar&amp;diff=10712"/>
		<updated>2020-05-06T06:55:57Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Antara-Ethcabar&lt;br /&gt;
| image         = antara.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = &lt;br /&gt;
| realm         = Mouth of Nie Valley, south of [[Elgar Forest]], west of [[Aslar]]&lt;br /&gt;
| province      =&lt;br /&gt;
| population    =&lt;br /&gt;
| race1         =&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = Approximately 2100 BT&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = [[Independent City-State]]&lt;br /&gt;
| head_of_state = Council of Merchants&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
Antara-Ethcabar is a free port city located at the mouth of the Nie River. In its near forgotten early days, it was part of a collection of cities and farmlands that made Ronids. However, the arrival of tribes who would one day become known as the [[Assi]] drove Rondissian power to its current stronghold in the [[Connemara Mountains]], leaving the well-defended Antara-Ethcabar in control of its own fate.&lt;br /&gt;
=History=&lt;br /&gt;
Antara’s early history began about two thousand years ago when [[Rondis]] occupied the Nie Valley from the [[Connemara Mountains]] to the South Sea. Its fortified city walls were built to withstand invasions by sea, river, and land. [[Assi]] raiders gradually overtook large swaths of Rondis until Antara’s parent nation became a secluded and isolationist kingdom that used the Connemara as part of its natural defenses. However Antara continued to thrive for over a millenia due to its fortifications and mercantile economy. After being separated from Rondis, it also became a free city without nobility. Instead merchants became the ruling class.&lt;br /&gt;
&lt;br /&gt;
170 years ago [[Arangoth]]’s then ruler, King Ware, made a failed attempt to [[The Origins of the Kingdom of Arangoth#A King&#039;s Desire for World Domination|invade and conquer Antara]]. The free city harbored Korthai pirates, who were considered enemies of Arangoth at the time after they were driven out of Arania. In retaliation King Ware demanded that Antara submit to a suzerainty and pay an enormous indemnity. Antara refused to comply. A combination of unforeseen weather, the logistical nightmare of crossing the Elgar, and Antara’s alliance with Aslar forced King Ware to retreat.&lt;br /&gt;
&lt;br /&gt;
Antara’s recent history has been a time of continued prosperity. In 479, to ensure that all bills are paid by even the most powerful merchant families the Council of Merchants established a centralized bank called the Bank of Antara.&lt;br /&gt;
&lt;br /&gt;
=Districts=&lt;br /&gt;
[[file:antara-ethcabar.png|thumb|Map of Antara]]&lt;br /&gt;
Antara-Ethcabar’s districts were redrawn after their independence to accommodate the new style of rule in the city-state. While many of the ancient stone and wood buildings still stand in the South Gate and Silver Cross districts, most structures are relatively new elsewhere in the city. &lt;br /&gt;
&lt;br /&gt;
Aside from the docks, the city is contained within well-maintained and heavily fortified stone walls. This has necessitated some ingenuity in irrigation and storm drainage through protected tunnels.&lt;br /&gt;
&lt;br /&gt;
==Port District==&lt;br /&gt;
The Port District contains the wharves, many warehouses, shipwrights’ workshops, and navy yard.  A lighthouse was built into the wall on the west side of this district. Antara-Ethcabar’s port authority has offices here. The military barracks in this district house and train infantry who man the walls and bastions. The majority of lower income residents live in this area. Dingy taverns and brothels provide entertainment for the common rabble, and if someone has the right connections they can sell or buy just about anything in the city’s prolific black market.&lt;br /&gt;
&lt;br /&gt;
==Craftsman&#039;s Quarter==&lt;br /&gt;
Industry is contained here, with only a few residences along the perimeter adjacent to other districts. Antara has few natural resources, but raw materials imported from abroad provide artisans most of they need to produce basic and luxury goods.&lt;br /&gt;
&lt;br /&gt;
==Trade Town==&lt;br /&gt;
This is the most bustling and condensed district. Independent bankers and lenders conduct business here. Two markets sell local and imported wares. A lower class market is close to the Craftsman&#039;s Quarter and is sparse, while the high end market has a large fountain, cobblestone paving, and brightly colored stalls. A park adjacent to the high end market is where many well-to-do friends and couples stroll, though it’s also a favorite spot for pick pockets. Taverns and inns provide food and lodging for locals and travelers. The Silver Leaf Inn is in this district and is close to the low end market and park. It is perhaps the most well-known establishment in and outside of Antara-Ethcabar.  The Church of Menxvan is at the heart of the city in this district. It’s the tallest structure in Antara-Ethcabar. The triangular base has gardens that surround a dome and spire with a bright beacon on top. The main garrison for the city guards and chancellery are in this district, adjacent to The Merchants’ Manor’s walls. Middle class residents primarily live in this area. &lt;br /&gt;
&lt;br /&gt;
===Silver Leaf Inn===&lt;br /&gt;
The Silver Leaf Inn is said to be one of the most well-known taverns in Siveth. Despite that, its history has been muddled with each change of ownership. All that’s known is that’s it’s existed for a long time and the current owners are a man, Minun Rashdis, and his sister, Mikora - both humans. Minun was an employee at the inn until he saved up enough to buy the place when the last owner retired eight years ago. Mikora was working for the Bank of Antara-Ethcabar but quit to help her brother.&lt;br /&gt;
&lt;br /&gt;
The head barmaid is an ugly but flirtatious middle-aged human woman named Palandra. She also manages the inn rooms.&lt;br /&gt;
&lt;br /&gt;
The inn rooms are comfortably sized and affordable, but there’s a light crust on everything from poor housekeeping.&lt;br /&gt;
&lt;br /&gt;
The food here is curiously mediocre for such a well-known place, but the drink menu is extensive with prices many can afford.&lt;br /&gt;
&lt;br /&gt;
Patrons from all economic classes frequent this inn, which makes this a place to hear local gossip.&lt;br /&gt;
&lt;br /&gt;
==South Gate==&lt;br /&gt;
Despite the simple name, this is the wealthiest district in Antara-Ethcabar. The most prominent merchant families live in large multigenerational households. A spattering of embassies dot the area, with Aslar having the most distinguished one. Some buildings spilled out of the city walls, but these are mainly stables for horses in an area informally known as Foal’s Run.&lt;br /&gt;
&lt;br /&gt;
==Silver Cross==&lt;br /&gt;
The University of Antara, many churches, and the Bank of Antara-Ethcabar are in this district. This area has many of the nicest inns and taverns with some that are affordable to even middle class travelers. Many physicians work in this area, with volunteer clinics tending laborers wounded while working in the Craftsman&#039;s Quarter or Port District.&lt;br /&gt;
&lt;br /&gt;
==The Merchants Manor==&lt;br /&gt;
A small ancient castle that was built when Rondis still reigned in the area was repurposed after independence to be the administrative building for Antara-Ethcabar’s government. The Merchant’s Council meets here to make important decisions about running the city. Diplomats and ambassadors are given an audience in one of the many stately studies. Representatives selected from the city’s populace also have offices here.&lt;br /&gt;
&lt;br /&gt;
==Peddler’s Lament==&lt;br /&gt;
This is an impromptu, high density neighborhood outside of the city walls for the most destitute residents. The residents here weren’t the ones who named their home.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
Antara is governed by a Council of Merchants comprised of the seven wealthiest merchants in the city. Despite the lack of hereditary nobility titles, many prominent merchant families have passed down seats among relatives for generations. Men and women may be on the council, but men have always been the majority. Not all merchant families maintain their hold on a seat as family feuds and financial mismanagement often contribute to a storied lineage’s downfall.&lt;br /&gt;
&lt;br /&gt;
The Council of Merchants manages the city-states finances, makes trade deals, and ensures that public officials are paid their due salaries.&lt;br /&gt;
&lt;br /&gt;
An advisory board assists the council in making decisions for the city, with a representative selected from various civic and private groups to serve their city.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
Antara has a minimal military presence. Historically it&#039;s relied on its ancient fortified walls and an alliance with Aslar to keep aggressors at bay. However they do have a small navy to protect their harbor and enough of an army to man the wall’s towers, gates, and other defensive structures as necessary.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
This free port city is known as Antara in the original Limbri language of Rondis or Ethcabar in Aslaran. People often hyphenate the name as Antara-Ethcabar or use either name in either language interchangeably.&lt;br /&gt;
&lt;br /&gt;
Antara has a stratified society with lower, middle, and upper classes dictated by profession and, with that, income. The lower class consists of manual laborers and farmers. Middle class includes artisans, journeymen, and certain medical professions. Merchants make up the bulk of the upper class, and skilled physicians may find themselves reputable enough to join high society.&lt;br /&gt;
&lt;br /&gt;
Many in the lower class and the majority in the middle class are comfortable in Antara, but there is nonetheless a large gap between them and the wealthiest merchants. Still, the merchants rely on the lower classes to generate goods for export, so it suits them to not horribly mistreat artisans and manual laborers. There are also many philanthropic organizations that both help the less fortunate and provide added social prestige for the merchant philanthropists in upper echelon circles.&lt;br /&gt;
&lt;br /&gt;
Upward mobility is possible in Antara-Ethcabar, but those entering the mercantile trade have to compete with well established merchants who wield their fortune to maintain their power and influence. &lt;br /&gt;
&lt;br /&gt;
Corruption is rife in this city, with many merchants bribing supposed arbiters of justice to turn their cheek from wrongdoings. Slavery and orcish goods are examples of illicit trades, but merchants have been known to get away scot-free even after being caught. It&#039;s made the city a frequent pit stop for pirates and smugglers favored by influential merchants. Korthai were once frequently seen in Antara, but the pirate race&#039;s conflict with the city&#039;s closest ally, Aslar, has made them a less frequent sight.&lt;br /&gt;
&lt;br /&gt;
Many different languages are spoken in Antara, but Arangothek is the primary language of the city due to immigration out of the Elgar when the woods overtook what were once farmlands.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
As a diverse city many religions are practiced in Antara-Ethcabar, and the Council of Merchants has historically never declared a national religion. However, as with many things in this city, the ability to wield vast sums of money for influence has sometimes garnered the favor of one religion over others. This is most apparent in the placement of an opulent [[Menxism|Temple of Menxvan]] at the heart of Antara, which was built with the help of wealthy benefactors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]][[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Millabratel&amp;diff=10711</id>
		<title>Millabratel</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Millabratel&amp;diff=10711"/>
		<updated>2020-05-06T03:49:49Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Millabratel&lt;br /&gt;
| image         = Millabratel.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         =&lt;br /&gt;
| province      = [[Transdariania]]&lt;br /&gt;
| population    = Approximately 10,000&lt;br /&gt;
| race1         =&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  =&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = Monarchy&lt;br /&gt;
| head_of_state = [[Arlok ul-Dorn]]&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Millabratel is the second largest city in [[Transdariania]], though it is much older than [[Drache]]. Situated on the eastern side of the River Lathri at the crossroads that connects Drache, [[Arania]], and the [[Sresar Vale]], Millabratel was the capital of Transdariania before [[BLKDRAGON]] and [[AngelSin]] founded their new capital in Drache. It was the former home of the [[Royal University]], now located in Drache.&lt;br /&gt;
&lt;br /&gt;
Though the city has declined somewhat since the foundation of Drache, it still remains an important cultural and religious center in the southern part of the kingdom. The population of Millabratel is only approximately ten thousand today, though this figure can double during important religious holidays due to the presence of the [[Menxism|Menxvanic Cathedral]], a temple complex located at the heart of the city where the three roads converge. This temple complex is the home of a [[Templars of Menxvan]] stronghold, the resting place of a number of important religious relics.&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
A description of Millabratel is given in the following excerpt of a story about Ultharin, a young Templar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Millabratel was as ancient as the Templars of Menxvan themselves, a fortress that had a town that gradually grew around its walls, and even three roads that were built to accommodate the traffic of worshipers in Menxvan&#039;s house. However, those tall walls had far more age than the oldest house outside of its walls. Showing the architecture of an age gone by, when Arangoth had been plunged into many a war and when the Templars had participated in them, the stones themselves bore the pits and scars of siege engines and the elements themselves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For all the obviousness of Millabratel&#039;s service as a hold for warriors, it bore within its walls a quiet serenity. Those that trod the grasses of the courtyard or even Millabratel&#039;s extensive gardens felt compelled to silence, for Millabratel was, in more prosperous days for the Menxvanic Templars, where the powerful High Templars would exercise and learn their disciplines and teach them to young and aspiring Acolytes. Millabratel was sparsely manned even at the apex of Templar influence and power, and now it was even more understaffed. The discipline based abilities of high Templars were hard to master and the capacity to learn them was a rare one even in the ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laid out in a circular pattern, as if to do homage to the snake symbol of Menxvan, Millabratel&#039;s walls contained a maze of gardens, a library, a school and orphanage for youngsters, and living quarters. However, the primary appeal of Millabratel was the soaring cathedral of Menxvan, the last of its kind. The Royal Church was perhaps more famous, but the cathedral of Millabratel was a feature of the skyline that simply soared up and tapered off into a open-topped tower, circular in shape. It was up in this tower that one of Menxvan&#039;s holiest books, the Book of Metrarin, was stored. Open to any that might peruse it, it nonetheless was gibberish to the uninitiated. Even to those Templars who could read it, the book contained many inconsistencies and confusing passages. The sign of a Patriarch or Matriarch to be in the Templars was understanding this most mysterious of books.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was on the open top of this tower that one of the newest of Templars, Ultharin Tagran Sanskaranth, sat as he tried to exercise what he had read in the book. It was a slow process, gathering the amount of concentration that was apparently necessary. But the book detailed the methods by which one could contact one&#039;s ancestors and other spirits. It was this medium of guidance that Ultharin sought in this time of trials. He knew not which spirit to contact, but he was going to try nonetheless. Surely there was someone that he might seek guidance from. At his wits end, he decided that calm and wisdom were what were needed. The book and the meditation spire would accomodate these things.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bathed and blessed by a priest many stories below, he climbed the spiral stairs up the spire, garbed in robes of green that did little to ward off the chill or conceal the scars on his arms and collar area, borne in defense of the King himself at his coronation. Indeed, even at this young age he had suffered horrendous wounds in battle against some manner of thing that he still could not identify. Now he faced a trial of loyalty and honor as well as his moral courage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He reached the round top of the spire and sat in the middle of it. From here there was nothing to distract the eyes below, and the stars above were hardly a distraction. The wind carried sound away from the spire, sound that generally would not reach the top anyway. It was the most potent meditative area that the Templars had, built for the purpose of the deepest meditations that were known to reach the spirit world and even the realms of death. This was Menxvan&#039;s holiest ground, the greatest of the Templar strongholds in pure spiritual energy and spiritual activity.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10694</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10694"/>
		<updated>2020-04-30T19:32:40Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Griffon&amp;#039;s Aerie */&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;
Sacasia ul-Domeryl Dollitrog&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Bain ul-Kaxbranth (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Bain ul-Silbranth (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Bain ul-Flunbranth (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Bain ul-Minkbranth (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
[[Lane Silverbow]] (Wharf Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Lane Silverbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
[[Eira]] Otibi&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Griffons&amp;diff=10692</id>
		<title>Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Griffons&amp;diff=10692"/>
		<updated>2020-04-30T03:45:52Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: /* Perceptions of non-Griffons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   =&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             =&lt;br /&gt;
| average_height          = 6-8ft to the shoulder with a 20-25ft wingspan as Griffons, 5-6’5 in humanoid and partial Griffon forms.&lt;br /&gt;
| average_weight          = 800-1000 in Griffon form, 110-225lb in humanoid forms&lt;br /&gt;
| eye_color               = Varies&lt;br /&gt;
| hair_color              = Plumage is a variety of earthtones, the feline half is sandy tan. Humanoid hair color varies between blond, brown, and black.&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, Leturians, Mingits, other Humans&lt;br /&gt;
| language1               = Griffonspeak,&lt;br /&gt;
| language2               = Common,&lt;br /&gt;
| language3               = Ancient Dryadic&lt;br /&gt;
| religion1               = Polytheism,&lt;br /&gt;
| religion2               = Menxism,&lt;br /&gt;
| religion3               = Spiritualism&lt;br /&gt;
| related_races           =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffons lead the seaside kingdom of Griffon’s Aerie that’s between [[Ferluxebi]], [[Zul Kiras]], [[Leturia]], and [[Secca]]. They are a benevolent race of shapeshifting guardians with a strong sense of justice. Dryads from a grove the Griffons protect gifted them with magical properties such as their trademark shapeshifting and arcane focuses to wield magic.&lt;br /&gt;
=Race Origins=&lt;br /&gt;
The Griffons originated in the Lunit Mountains. Their earliest history is a mystery, but at some point they began protecting a grove of dryadic trees at the base of one of the mountains, near a lake at the source of the River Sekka. The dryads gifted them magical properties and arcane focuses in order to make Griffons better guardians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See [[Griffon&#039;s Aerie]].&#039;&#039;&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;See [[Griffon&#039;s Aerie]].&#039;&#039;&lt;br /&gt;
=Culture=&lt;br /&gt;
The Griffons value justice and feel an inherent desire to be protective of those they deem to be weaker. This is expressed in their relationship with their dryads in the grove near Neskegow. It also factors into their aversion to slavery, since they saw how it was practiced at one point by the Leturians and intervened by instigating regime change.&lt;br /&gt;
==Relationship with Dryads==&lt;br /&gt;
One dryad may be the patron of a Griffon family for generations. They impart their magical gifts, such as shapeshifting and enchanced strength, on newborn Griffons and maintain a close relationship until a Griffon’s end of life. Pilgrimages to the dryad grove happen year round, with some venturing to give birth there and others going to pay respects to their dryad. &lt;br /&gt;
&lt;br /&gt;
Griffons who leave the Aerie to live abroad may try to make yearly trips, but sometimes it is not possible. While there are no adverse physical or magical effects to not spending time with their dryad, it can have an emotional toll, such as intense homesickness.&lt;br /&gt;
&lt;br /&gt;
The dryad grove is fragile, and new trees are rare and slow growing. Griffons protect the grove fiercely, and outsiders are given severe punishments up to execution for attempting to venture into it.&lt;br /&gt;
&lt;br /&gt;
More on the abilities dryads gift Griffons is in [[Griffons#Typical_Racial_Features|Typical Racial Features]].&lt;br /&gt;
==Gender Roles==&lt;br /&gt;
Domestic life is important to both genders, and males and females are equally caring and protective of their offspring. It&#039;s not uncommon to see Griffons toting their children to work if the environment is safe enough. Sometimes the male or female partner will take care of the young if the other parent works in a field that is considered high risk, such as in the mines or as a guard.&lt;br /&gt;
&lt;br /&gt;
Griffons of all genders adhere to the same principles of justice. Men and women are considered equally capable in combat, so knight orders, the military, and guard positions are open to both. Men have traditionally been appointed king, which has more to do with their legend of the first Griffon, Neskos, and high regard for the war hero Karos.&lt;br /&gt;
==Perceptions of non-Griffons==&lt;br /&gt;
They are tolerant of other races, as long as their sense of justice isn’t offended. Orcs, dark elves, and similar races tend to make them bristle. Griffons often think those who disobey laws may need strong punishments to deter them and teach them a lesson. The laws of the Aerie, nonetheless, are meant to protect people, even if sometimes sentencing is heavy handed.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Features=&lt;br /&gt;
The Griffons of Griffon&#039;s Aerie are a race capable of shapeshifting into humanoid forms. They have the rear half and tail of a lion and the front half, head, and wings of a bird of prey, typically similar to a hawk or eagle. Earthtone plumage coloration varies based on parentage, but their feline features are always sandy tan. Griffons aren’t naturally magic users, but dryads give them magical attributes and an arcane focus at birth.&lt;br /&gt;
&lt;br /&gt;
They can shapeshift between three forms: entirely human, a humanoid partial griffon form, or fully griffon. Their humanoid forms present some weaknesses, such as an inability to fully utilize their raw strength and resilience. The humanoid forms are more often used when in majority humanoid cities or countries. Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are only slightly smaller but no less fierce.&lt;br /&gt;
&lt;br /&gt;
Strength, a high physical resilience, dexterity, and keen vision are their primary physical attributes. Their claws and beaks are kept sharp as natural weapons. Among the magical gifts from the dryads, aside from shapeshifting, are an increased lifespan up to 300 years and some regenerative abilities for minor wounds. They develop slower due to the extended lifespan as well, with 35 considered the age of adulthood.&lt;br /&gt;
&lt;br /&gt;
Cooperation with other races has been a cornerstone of their civilization since its founding, and they serve as guardians of their lands, treasures, and peoples. Griffons can hold many occupations; it’s common to see Griffons acting as diplomats, advisors, and judges across Siveth. Only a few are able to harness their arcane focus enough to be well-rounded and powerful mages, and only the eldest among them have done so. Most master a handful of skills by the time they’re young adults for defense, offense, and support, such as force fields, healing, and different kinds of nature magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Half and Partial Griffons==&lt;br /&gt;
At least two-thirds of the population in the Aerie are non-Griffon humanoids, and Griffons have dispersed across the world in pursuit of their interests. Intermixing inevitably happens. Half and partial Griffons are rare but not unheard of.&lt;br /&gt;
&lt;br /&gt;
They lack the raw strength of Griffons and are only able to shapeshift to a partial Griffon form. Dryads no longer recognize them as Griffons either, and so their gifts are not bestowed upon half and partial Griffons. Half and partial Griffons are however able to learn magic in a way similar to humans, and sometimes they have other abilities related to the other half of their parentage.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Griffon%27s_Aerie&amp;diff=10691</id>
		<title>Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Griffon%27s_Aerie&amp;diff=10691"/>
		<updated>2020-04-30T03:45:12Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon’s Aerie&lt;br /&gt;
| image          = GA secca leturia2020.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  Griffonspeak&lt;br /&gt;
| language2      = Common&lt;br /&gt;
| language3      = Leturian&lt;br /&gt;
| race1          = [[Griffons]],&lt;br /&gt;
| race2          = [[Leturia|Leturians]],&lt;br /&gt;
| race3          = Other humans&lt;br /&gt;
| religion       = &lt;br /&gt;
| government     = Appointed Monarch with a Council of Elders&lt;br /&gt;
| ruler          = King Karos V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Neskos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon’s Aerie is a seaside kingdom that’s between [[Ferluxebi]], [[Zul Kiras]], [[Leturia]], and [[Secca]]. It was founded in 312 BT after [[Griffons]] pushed the then slavery practicing Leturians to the east. Two-thirds of the population is non-Griffons due to pre-existing human majority cities in the grasslands, with Leturians and Mingits making up the largest percentage of that group. The nation prides itself on its laws and universities, and it’s engaged with the rest of Siveth through trade and diplomacy.&lt;br /&gt;
=History=&lt;br /&gt;
==Establishment of Griffon’s Aerie==&lt;br /&gt;
The Griffons originated in the Lunit Mountains. Their earliest history is a mystery, but at some point they began protecting a grove of dryadic trees at the base of one of the mountains, near a lake at the source of the River Sekka. The dryads gifted them magical properties and arcane focuses in order to make Griffons better guardians.&lt;br /&gt;
&lt;br /&gt;
They live undisturbed until nomadic [[rint]]-riders from the southern border ransacked the [[Igmerinds|Igmerind]] and [[Mingit]]’s kingdoms and created Leturia. Gold veins within a cave were stumbled upon by the Leturians, which set off territorial disputes. When human scouts came too close to the grove of dryadic trees, the Griffons declared war and used their human forms to infiltrate Leturian cities.&lt;br /&gt;
&lt;br /&gt;
The Griffons instigated and armed slave rebellions that destabilized western Leturia. Amid the chaos, Griffon forces invaded, pushed Leturia to the east, and took over cities along the way. Griffon’s Aerie was founded in 312BT with a population of freed slaves, Leturian expatriots, and the Griffons who took leadership of the new nation. Development of the country was slow, as conflicts with Leturia continued. Another slave rebellion was fomented by the Griffons to further disrupt Leturian society and take a fortified city where the River Sekka meets the South Sea. in 252 BT, Secca was thus formed in what was once the capital of the [[Sopts|Sopt]] Kingdom by a diverse group of freed humans, including Mingits. The new city was initially a protectorate of Griffon’s Aerie&lt;br /&gt;
&lt;br /&gt;
Internal struggles within Leturia from years of conflicts and revolts led to an insurrection against the monarchy. This marked the beginning of peace between the Griffons and Leturians. Meanwhile, Secca focused on maritime and river mercantilism and built a fleet of ships. In exchange for its freedom, Secca agreed to a policy of free trade concessions with Griffon&#039;s Aerie, such as waiving potential tariffs that may arise in the future.&lt;br /&gt;
==Orcs==&lt;br /&gt;
Two centuries of peace allowed Griffon’s Aerie to flourish. Bustling cities emerged within the plains, forests, and at the base of the Lunit Mountains. Universities trained renowned scholars, judges, and diplomats who travel the world to bolster the Aerie’s relations with different countries. The trade agreements with Secca gave them access to markets across Siveth. A military and knightly orders were developed, and their naval capacities were contracted out to Secca.&lt;br /&gt;
&lt;br /&gt;
Then beginning in 106 AT, kingdoms across a large area further north began being conquered by orcs and other goblinoids. They were said to be led by an ancient dragon they worshipped who gifted them abilities in the dark arts. Humans from the destroyed Kingdom of Beren were the first to flee south. As more kingdoms fell, refugees began spreading across Siveth.&lt;br /&gt;
&lt;br /&gt;
The Lunit Mountains made the Aerie’s original northwestern border, and [[Elvendeep]] still held much of the forest on the other side of the mountains. When the orcs reached the Great and Keulenestra Forests, their war with Elvendeep started. Griffons initially remained uninvolved with the conflicts due to Elvendeep’s isolationist policies. Then in early to mid-300s AT, Elvendeep abandoned the Great and Keulenestra Forests and centralized their nation into their current borders. This left a gap at the foothills of the Lunit Mountains that was traversable by the orcs.&lt;br /&gt;
&lt;br /&gt;
Leturia was left vulnerable as well, so a joint effort was done to retake the Keulenestra Forest. The Aerie and Leturia split two sections of the forest once orcs were driven out, with Griffons holding most of it and Leturia taking a smaller portion to the southeast. Thus the current borders of these two countries were formed. There are still coordinated efforts to keep these areas of the forest as a buffer against orcish invasions.&lt;br /&gt;
&lt;br /&gt;
In about 472, a new governor of Elvendeep began talks with the Aerie and Leturia to form a defense pact against Zul Kiras. These discussions have been difficult since some Deepish elves still want to reclaim the Keulenestra Forest which they once inhabited.&lt;br /&gt;
=Notable Historical Figures=&lt;br /&gt;
==Neskos==&lt;br /&gt;
Neskos is a figure more of legend than historical fact. He is considered the primordial first Griffon who found the dryad grove and led efforts to protect it against magical beasts that wanted to feast upon the trees for power. Neskegow, the capital of Griffon’s Aerie, is named after this figure.&lt;br /&gt;
==Kings of the Aerie==&lt;br /&gt;
Beginning in 312BT, a Council of Elders elects a king who serves until old age.&lt;br /&gt;
===King Karos I===&lt;br /&gt;
Karos was considered a great hero during the battles against Leturia. He was respected for his strong sense of justice and ability to mediate as well. When he was elected as the first king, there were celebrations for a month. At the age of 250, King Karos I stepped down as he felt he was too old to run the country and his abilities were declining. Since then, appointed rulers have held terms until they turn that age. Each new king has taken the name of Karos as well.&lt;br /&gt;
===King Karos IV===&lt;br /&gt;
One of King Karos IV’s last missions before he turned 250 was to establish a trade deal with the countries in the Southlands in 467 AT. He was able to make the proposal and garner some interest, but a series of events led the meeting to never happen.&lt;br /&gt;
===King Karos V===&lt;br /&gt;
King Karos V is the current head of state. He was elected in 468 AT based on his pledge to continue the efforts of his predecessor to establish trade alliances. His claim to fame is being the youngest Griffon appointed king at age 175, and the people of the Aerie are hopeful he has a long and productive tenure.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
Griffon’s Aerie features an array of biomes that includes mountains, deciduous and evergreen forests, grasslands, and desert. &lt;br /&gt;
&lt;br /&gt;
The Lunit Mountains stretch across the northern and part of the western border. They form a protective barrier against orcish and nomad raids. Gold in the mountains is mined and used for currency, luxury items, and exports. A few Griffon villages dot the rugged terrain along the timberline.&lt;br /&gt;
&lt;br /&gt;
Part of the Aerie is covered by dense deciduous and evergreen forests. The towering forests south of the Lunit Mountains are related to those in the Soranian forests, but the growth is much younger and wasn’t claimed by elves. Lower elevations are composed primarily of temperate deciduous trees, while closer to the mountains stately evergreens make the majority of the scenery. The Keulenestra is the most recent addition to the Aerie. It was once inhabited by elves who retreated into Elvendeep’s current borders. The trees here are tall and ancient, with the ability to contain multi-level dwellings for Griffons and humans alike.&lt;br /&gt;
&lt;br /&gt;
The grasslands make up almost half of the country. It’s fertile soil is used for agriculture which feeds the population. Most of the non-Griffons populate the grasslands.&lt;br /&gt;
&lt;br /&gt;
Desert at the western border is patrolled by aerial Griffons and rintriding humans against raids by the Yosp and Sibdar of Ferluxebi.&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
Government and politics are dryer than the Great Desert, but many Griffons flourish and delight in bureaucratic positions.&lt;br /&gt;
==Governance==&lt;br /&gt;
The Aerie has an appointed king and Council of Elders who oversee the laws and governance of the country. Kings serve until the age of 250 then step down. The Council of Elders serves until their faculties are severely limited or death. Only Griffons are allowed to hold higher offices.&lt;br /&gt;
&lt;br /&gt;
There are three provinces in the Aerie, and a governor is appointed by the Council of Elders for each one. Governors have a more direct impact on their allotted budget for their province. They ensure taxes are paid, infrastructure is built and maintained, and that public officials earn their salaries. &lt;br /&gt;
&lt;br /&gt;
Mayors and city councils run the towns and cities. These are some of the few positions able to be held by humans, but their authority can be superseded by governors, the Council of Elders, or the King in a few circumstances such as during wars. Funds are allocated to each city and town based on pressing needs and a 5-year average of expenses. For instance, each town has guards, and the mayor submits a budget for salaries and expenses to their respective governor.&lt;br /&gt;
&lt;br /&gt;
Justice is the bedrock of the laws of the land, and things like slavery are outlawed. The Griffons sometimes are considered overzealous in their application of the laws, however.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
*Sequin = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*Asper = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*Deng = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*Kip = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*Karos = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*Neskos = 7 karos. This currency comes in the form of a small gold bar, and they are primarily used to pay taxes and fees.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
==Army and Navy==&lt;br /&gt;
The Aerie has a standing army and aerial forces. A complement of non-Griffon foot soldiers is stationed in the Keulenestra Forest to guard against invasive Zul Kiran forces. Griffons and those with aerial mounts patrol the skies along the border of Zul Kiras and Ferluxebi. The threat of war with Zul Kiras looms large in the Aerie, so the military is always recruiting.&lt;br /&gt;
&lt;br /&gt;
Their navy is contracted out to Secca, who built up a fleet of ships while the Aerie and Leturia were still in conflict. Griffons rarely are officers or crew on ships, however.&lt;br /&gt;
&lt;br /&gt;
One Council of Elders member per branch oversees the military at the behest of the King.&lt;br /&gt;
==Militias==&lt;br /&gt;
Volunteer militias are overseen by the governors of each province to protect cities and towns from invading forces. Some areas require more attention than others. The province that borders Ferluxebi prides itself on its militia of rint-riders who thwart raids attempted by the Yosp and Sidbar tribes. Militias play another important role in the Keulenestra, as they’re trained in guerrilla tactics should orcs get past the foot soldiers stationed along the border.&lt;br /&gt;
&lt;br /&gt;
==Knightly Orders==&lt;br /&gt;
There are three knightly orders. One protects the dryad grove and those who make pilgrimages to it, another directly serves the king as his protectors, and a final group guards the gold in the treasury, within the mountains, and along the routes it travels. They’re given rigorous training in combat and arcane arts.&lt;br /&gt;
===Order of the Neskos===&lt;br /&gt;
This is the order that guards the dryads trees, which are ancient and tall oaks, and the Griffons who make their pilgrimages to the grove to give birth or pay homage to their patron dryad. Their symbol is a maple tree, which is said to have been the First Dryad’s, who gifted the legendary Neskos new abilities to serve as their protector. It’s the most prestigious and selective order in the country. Knights serve a term of 50 years at the prime of their life and are able to retire with comfort and honorifics. Only Griffons can be in this order.&lt;br /&gt;
===Order of the Oak===&lt;br /&gt;
This order serves and protects the king at his castle in Neskegow. The oak is their symbol, and it’s a metaphor for the unyielding and stately commitments they swore with their oaths. It’s a highly regarded order but is often the second choice of aspiring knights. The duration of terms is dependent on the reign of the king. When a king steps down due to old age or dies, a new roster of knights is assigned to protect the next head-of-state. A mix of Griffons and non-Griffons can make up this order.&lt;br /&gt;
&lt;br /&gt;
===The Alpine Order===&lt;br /&gt;
Many who join this order wish for a life of thrills and adventures fighting bandits seeking the Griffons’ hoard of gold. Their assignments rotate between patrolling the mines, protecting the gold caravans enroute to the capital, or standing guard at the treasury in Neskegow. A windblown variety of pine commonly found at the harsh timberline of the Lunit Mountains is their symbol. It represents fortitude and resilience against adversity.&lt;br /&gt;
&lt;br /&gt;
Those who are in this order are sworn to secrets of the treasury. Psychological training is particularly severe for these knights, to ensure they do not break or bend if captured. Griffons pride themselves as stalwart and faithful guardians, but contemporary life filled with temptations has led to suspicious kings sending a spy detail to keep track of Alpine Order knights. Despite the increasing diversity within the Aerie, only Griffons are trusted to protect the gold.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
The Aeria is a polytheistic nation with no singular god or national religion. Most practices are Leturian influenced, but multiple churches honoring different gods are found in cities.&lt;br /&gt;
&lt;br /&gt;
Griffons themselves have spiritual practices and allegories using trees as divine symbols. The maple tree is the most sacred among the Griffons, as it’s said this is what the First Dryad was. Still, it’s not unknown to find a Griffon who also worships Menxvan or other gods who represent order and justice.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
For racial characteristics, see [[Griffons]].&lt;br /&gt;
&lt;br /&gt;
==Social Stratification==&lt;br /&gt;
Since its founding in 312 BT, the Aerie has developed into a more diverse nation with a majority human population found primarily in the grasslands. However, Griffons still hold most of the seats of power in the government. There is an appointed king, but there are otherwise no nobility titles that are hereditary or granted. Knighthood is the closest one can get to such a title, and sometimes a prominent magistrate holds esteem similar to a count in cities. Such magistrates are colloquially called the Second Mayor as people seek them to mediate their conflicts and settle unjust scores.&lt;br /&gt;
&lt;br /&gt;
Society in the Aerie is divided between the educated and uneducated. Griffon-founded universities, with the first and biggest in Randegow, are open to all, but often the studies require one to come from a well-to-do family who can afford to send an allowance to their studious child.&lt;br /&gt;
==Griffon Cities==&lt;br /&gt;
Cities that are majority Griffon are built with flight in mind. Unless one has wings, a winged mount, or magic flight, getting from one location high in the trees or mountains to another can be an exhausting effort up rickety wooden stairs or an anxiety ridden crossing over swaying rope bridges from lethal heights. The capital and largest Griffon majority city Neskegow can be especially daunting for non-Griffons. Some of the small towns in the mountains have more roads, but getting through the mountain can be treacherous.&lt;br /&gt;
==Non-Griffons in the Aerie==&lt;br /&gt;
Non-Griffons are protected by the laws, which is administered equally across all races. Sometimes sentencing in the Aerie is considered heavy handed, but it&#039;s justified as a deterrent against other would-be ne&#039;er-do-wells.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; (common greeting)&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; (acceptable response)&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; (common farewell)&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
*&amp;quot;By the branch!&amp;quot; or &amp;quot;By the Sacred Maple!&amp;quot; (utterances of surprise)&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
=Language=&lt;br /&gt;
Griffonspeak, the contemporary language of the Aerie, consists of tonal bird calls with subtleties in pitch, note, holds, and pauses that conveys complex meanings. It can be crudely mimicked by most, but much is lost in translation unless magic is used to comprehend and speak it. The written language version is like sheets of music meant to be performed.&lt;br /&gt;
&lt;br /&gt;
An ancient language was taught to the Griffons by the dryads. It remains as a secret, unwritten, and sacred language among the Griffons meant to communicate with the dryads. Somehow, magical intervention is unable to translate it, which is possibly an effect developed by the dryads themselves. Griffons rarely speak it to each other far from the dryad grove in fear of widespread use leading to discovery by outsiders.&lt;br /&gt;
&lt;br /&gt;
Many languages are spoken in the Aerie, as various peoples and cultures flock to its cities. Leturian and Common are the two most frequently spoken languages, outside of Griffonspeak.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Gudrun</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10690</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=10690"/>
		<updated>2020-04-28T06:33:41Z</updated>

		<summary type="html">&lt;p&gt;Gudrun: &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;
Sacasia ul-Domeryl Dollitrog&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;
[[Dolurn ul-Dorn Rumunire]]&lt;br /&gt;
&lt;br /&gt;
===Privy Council===&lt;br /&gt;
Lord Admiral Anskar ul-Sangrith Daranek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Chancellor Oryolk ul-Anodrith Mitire &amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Protector Kern ul-Medrith Palathek &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady Treasurer Nimpet ul-Orylus Parmek &amp;lt;br /&amp;gt;&lt;br /&gt;
Prelate of Honor Waelus ul-Saolk Galeretire&amp;lt;br /&amp;gt;&lt;br /&gt;
Scholar Preeminent Lady Consort Nirse ul-Sathar Mitilis &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thron ul-Bain===&lt;br /&gt;
Arangire Bolkcarn ul-Saelith Neflirod, Thron ul-Bain ul-Kaxbranth (Margrave of the North) &amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire [[Uzzo|Uzzo Salksilek]], Thron ul-Bain ul-Silbranth (Margrave of the South)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Broxobain ul-Artaxiad Severn, Thron ul-Bain ul-Flunbranth (Margrave of the East)&amp;lt;br /&amp;gt;&lt;br /&gt;
Arangire Sadrith ul-Mezen Orlis, Thron ul-Bain ul-Minkbranth (Margrave of the West)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drachean City Council==&lt;br /&gt;
&lt;br /&gt;
==Office of Lakrathron ==&lt;br /&gt;
&lt;br /&gt;
Lakrathron (Mayor) Donnovath ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
Palandra ul-Sivrian Branissod, Lakrathron&#039;s aide &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; - Oryolk ul-Anodrith Mitire&lt;br /&gt;
&lt;br /&gt;
=====[[Magistrates of the Crown|Magistrates]]=====&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Frederick Lunnesburg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Perldosia Quarek]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clerks=====&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;
Waeparn ul-Phamroth Senkmek&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;
[[Lane Silverbow]] (Wharf Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
Risela ul-Keserith Foissod (Western Drache Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Lieutenant/Spell-Lieutenant====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arms-Sergeant/Spell-Sergeant====&lt;br /&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;
[[Kenzen]] ul-Aspion Darod &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armsman/Spellcaster====&lt;br /&gt;
Martin Martinson &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mekelus ul-Bolkth Sairod]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arms-Recruit/Spell-Recruit====&lt;br /&gt;
[[Morgana Santander]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Selindria Snowmarrow]] &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;
Garlthik&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;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;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;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bathiretil (Inquisition)====&lt;br /&gt;
Kenzen ul-Aspion Darod&amp;lt;br /&amp;gt;&lt;br /&gt;
Lane Silverbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Selindria Snowmarrow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aerial Defense Corps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDER:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspsadrith ul-Huixfethar Nenflicnak &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;
[[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&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;
&#039;&#039;&#039;PRIVATES:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Devon Janson &amp;lt;br /&amp;gt;&lt;br /&gt;
Dante Galeprod &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;
===Executioner===&lt;br /&gt;
&lt;br /&gt;
Welkith Quarek &amp;lt;br /&amp;gt;&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;
==[[Provincial Guard]]==&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;
==Waste Management==&lt;br /&gt;
[[Fah Trah]]&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;
&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;
===[[Griffon&#039;s Aerie]]===&lt;br /&gt;
&lt;br /&gt;
Bakchost&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;
Lord Vifrim Hespertide&lt;br /&gt;
&lt;br /&gt;
===[[Marilsan]]===&lt;br /&gt;
&lt;br /&gt;
Maestra Alejandra Isabel Castilleja &lt;br /&gt;
&lt;br /&gt;
===[[The Tyhinn Empire]]===&lt;br /&gt;
&lt;br /&gt;
Sajaad Talaes‎‎&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>Gudrun</name></author>
	</entry>
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