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	<id>http://www.blkdragon.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alex</id>
	<title>#BlkDragon*Inn - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.blkdragon.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alex"/>
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	<updated>2026-05-04T11:56:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=8358</id>
		<title>User:Alex</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=8358"/>
		<updated>2018-04-08T17:06:27Z</updated>

		<summary type="html">&lt;p&gt;Alex: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=8251</id>
		<title>Provakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=8251"/>
		<updated>2018-03-31T02:46:12Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Provakh&#039;&#039;&#039; are a massive, enigmatic race of large, mountain-dwelling humanoids native to [[Varstad]]. They are an extremely elusive people during the warmer seasons, preferring to remain in the higher altitudes of the most unforgiving mountain ranges, where none but the wyverns dare to go. During the winter months, some daring provakhi have been known to venture out to trade with nearby human settlements to acquire weapons and equipment of superior craftsmanship.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Provakh&lt;br /&gt;
| image                   = Provakhifemale.jpg&lt;br /&gt;
| alt                     = Provakh female&lt;br /&gt;
| formal_name             = &lt;br /&gt;
| average_height          = 7&#039;-8&#039;&lt;br /&gt;
| average_weight          = 375-650lbs&lt;br /&gt;
| eye_color               = White&lt;br /&gt;
| hair_color              = Dark brown or black&lt;br /&gt;
| country_of_origin       = [[Varstad]]&lt;br /&gt;
| significant_populations = Varstad&lt;br /&gt;
| language1               = Provakhi Varstakh dialect&lt;br /&gt;
| language2               =&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               = Stonefather&lt;br /&gt;
| religion2               = &amp;lt;br&amp;gt;Ancestor worship&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
&lt;br /&gt;
The origins of the provakh aren&#039;t particularly well known. If asked, most provakhi would simply claim that their people were birthed by the mountains themselves, given life by the generosity of the Stonefather, their primary religious figure. The provakh have been spoken of by human cultures living in Varstad or passing through for as long as there have been humans to observe them. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Provakh history follows a long and winding path through time due to their particular oral tradition. Storytelling acumen is highly regarded among provakhi, and the tales of their early days during a more primordial age are as long as they are extraordinary. Legends are in abundance in provakh culture, with tales of mighty heroes accomplishing tremendous feats of strength, daring, and cunning. No herd ever hears the same story twice, as embellishing legends is a common pastime.&lt;br /&gt;
&lt;br /&gt;
From what other cultures have been able to independently determine (because provakh history is notoriously exaggerated), the provakh have been around for an extremely long time. They have historically confined themselves to Varstad and the surrounding mountain ranges, and childbirths are only as common as is needed to maintain the population.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
Competition permeates provakh culture to its core and is so prevalent that it has significantly shaped their view of the world at large. Keeping score is as natural to a provakh as remembering a friendly face. While this mindset is strongly encouraged among other provakh, this highly competitive nature sometimes rubs other races the wrong way. Provakh compete against each other in almost every aspect of their lives, and the spirit of competition is what maintains their friendships.&lt;br /&gt;
&lt;br /&gt;
The base social unit in provakh culture is the herd, which is headed by a chief. Herds generally consist of a few dozen individuals comprised of multiple small families or mated pairs. Contribution to the herd is of the utmost importance to a provakh. While their intensely competitive nature is often light-hearted, there is a more callused aspect to it. Those who are unable or unwilling to compete and pull their own weight among the herd are exiled. There is no sympathy given to provakh who are grievously injured or crippled: they are simply abandoned and left to fend for themselves without farewell or apology. A lucky provakh in this position may happen upon another herd. Upon proving themselves capable, the herd may well accept them as one of its own.&lt;br /&gt;
&lt;br /&gt;
Several principles are held sacred to all provakh. Equal opportunity is expressed in the common maxim &amp;quot;today me, tomorrow you&amp;quot;. The central idea is that every provakh gets their turn eventually. All are afforded an equal opportunity to attain greatness and acclaim by their chief and their herd. This sentiment runs so deep that provakh found in other cultures will often regard authority figures with mild disdain, and will look upon the downtrodden commoners with pity. Provakh do not tolerate unfair conduct and will often offer assistance to those that they believe have been unfairly denied opportunities for betterment. &lt;br /&gt;
&lt;br /&gt;
A provakh&#039;s worst enemy tends to be one&#039;s own competitive spirit. They are constantly motivated to not only best their herdmates, but also themselves, leading them along a path of constantly escalating daring. Provakh are renowned for their fearlessness, which crosses over into recklessness in many cases. If a provakh kills a bear on its own, it may well attempt larger, more dangerous feats. The wyverns of Varstad are seen as extremely dangerous, and therefore worthy targets.&lt;br /&gt;
&lt;br /&gt;
Provakhi enjoy large meals when they can get them, but can subsist on astonishingly little if they have to. They are creatures of ravenous appetites, and tend to spend the day hunting for what they will eat that evening. Consummate hunter-gatherers, they are faster than their mass would lead some to believe, and even stronger than one might expect. Herds will also keep a fair number of livestock, preferring a domesticated breed of dire goat native to Varstad. &lt;br /&gt;
&lt;br /&gt;
Coming of age is a significant time for them. A young provakh is expected to prove themselves in some way, be it a feat of strength or a demonstration of hunting prowess, it generally doesn&#039;t matter. What is required is that a provakh make their capability well known among their herdmates. By the time provakh have reached the age of majority, they have spent many long years learning under the tutelage of their herdmates. The role of teacher falls upon each and every member of the herd, with &amp;quot;each one teach one&amp;quot; being an almost universal philosophy. This tends to cause provakhi in the wider world to regard the smaller, less physically capable races with a certain solicitous regard.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
&lt;br /&gt;
Provakh are massive humanoids, generally standing between 7 and 8 feet tall and weighing 350 to 450 pounds, with the women tending to be about the same size as the men, if only somewhat lighter. The men are always bald and beardless, with the only hair appearing on their bodies, while the women grow their hair very long and keep almost all of it braided. Tattoos are of massive significance to the provakh, and they tend to be almost completely covered in them by the time they reach the age of adulthood. Provakh tattoos tend to vary by herd, with individuals able to recognize the herd of another by the sight of their tattoos, but the general style is relative common among provakh, favoring long, thick, symmetrical lines covering the entire body, including the head and face. Provakh tend to wear very minimal clothing, even in the coldest months, in order to display these tattoos.&lt;br /&gt;
&lt;br /&gt;
Stony protrusions along the arms, shoulders, hands, and in men, the superciliary arch, are common and incredibly tough. These protrusions can often be used as natural weapons when unarmed, and are commonly embedded with gems acquired from other nearby cultures.&lt;br /&gt;
&lt;br /&gt;
Provakh are almost entirely unaffected by natural cold, and can go shirtless and barefoot in weather that would kill an unprotected human within minutes. Cold weather simply doesn&#039;t penetrate their skin or bother them at all, but they do appreciate the comfort of a warm fire and a fur blanket after the day&#039;s work is done. Great feasts tend to consist of yak and goat meat and grokka, a particularly pungent and potent alcoholic beverage made from fermented milk.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Varstad&amp;diff=8250</id>
		<title>Varstad</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Varstad&amp;diff=8250"/>
		<updated>2018-03-31T02:45:54Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Varstad&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &amp;quot;Sidiade glor, Dideba dzala&amp;quot; &lt;br /&gt;
| capital        = Nuskhal&lt;br /&gt;
| language1      = Varstakh&lt;br /&gt;
| language2      = Provakhi&lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Human&lt;br /&gt;
| race2          = Provakh&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Human: Stonefather, Provakh: All-Chief&lt;br /&gt;
| government     = Tribal meritocracy&lt;br /&gt;
| ruler          = High Chieftan Makhar Amilakh&lt;br /&gt;
| population     = Approx. 100,000 human, 10,000 provakh&lt;br /&gt;
| currency       = Varied&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Varstad&#039;&#039;&#039; is a large country known for its treacherous mountain terrain, deadly predators, and hardy natives. It is a tribal culture ruled by a single High Chieftan. Its people are tall, black haired, and blue eyed, with the women just as capable in warfare as many of the men. They ride large war yaks into battle, goring their enemies as they shatter their lines. Wyverns constantly patrol the mountain ranges, swooping down to feed on livestock and unfortunate foreign travelers. &lt;br /&gt;
&lt;br /&gt;
The tallest mountain peaks are home to the [[provakh]], a race of large, nomadic humanoids with a penchant for daring escapades and a cultural focus on the herd as a social unit.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The true history of the humans of Varstad has been lost, and what little remains has been so heavily steeped in myth and legend as to be entirely indistinguishable from the long sagas their people are so fond of reciting. Varstad&#039;s cultures have been built on a strong oral tradition; very few written testaments have survived, as what little records are kept are usually kept for the purposes of trade. The human sagas tell of the Stonefather, the chief human god, a giant of stone and ice who breathed life into the first men and filled them with curiosity and strength. The provakh worship Stonefather also, revering him as the Great Creator of their people, who birthed them from the very rock of the mountains they now inhabit.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Varstad is composed almost entirely of mountain ranges. Its borders contain some of the highest peaks known on [[Veth]], especially the Zarloc Colossi. Most of the human population make their homes in the foothills of the various mountains, leaving the higher altitudes to the livestock during certain parts of the year. Some of the larger city centers are nearest to the country&#039;s coast.&lt;br /&gt;
&lt;br /&gt;
The mountain peaks get taller as one travels deeper into the country, with its largest continually frozen and routinely hammered by heavy wind and snowfall. This is where the provakh and the wyverns make their home. The wyverns routinely swoop down to the lower ranges and foothills to prey on the national wildlife, which often includes Varstadi livestock. A maze of mountains, ravines, and foothills make overland navigation practically impossible for those unfamiliar with the countryside. Daring traders have been known to hire the provakh to guide them through the less hospitable ranges, but such instances are exceedingly rare.&lt;br /&gt;
&lt;br /&gt;
The mountains&#039; brutal weather patterns and dangerous terrain breeds some of the most dangerous mammals in the country, including dire wolves, smilodons, wyverns, and even rocs. Less intimidating fauna include mundane wolves (more interested in avoiding people unless starved), coyote, mountain lions, yaks, and a large breed of mountain goat.&lt;br /&gt;
&lt;br /&gt;
The mountains gradually flatten as one travels west, from mountains to foothills. This is where many of the Varstadi make their homes, thriving on the trade that comes and goes, both naval and otherwise. The usual selection of wildlife can be found near the foothills, as well as wild horses, buffalo, yaks, and wolves as the terrain grows steeper.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Families of both races are organized into tribes (called herds by the provakh), with human villages containing one or more tribes and cities containing dozens. In both Varstadi governments, a man is regarded as the chieftain of his house and property and is given the freedom to govern it as he pleases, although human tribesmen must fall in line with the laws set by their High Chieftain. Yearly summits are held in Nuskhal or during times of war, with villages and cities selecting a single representative based on merit. The provakh rarely attend such summits.&lt;br /&gt;
&lt;br /&gt;
When one leader dies or is considered no longer fit to rule, a new one is chosen by the men of each human house, while the provakh almost universally give men and women equal voting rights. Such selections for human tribes take place in the city&#039;s long house and can take several days as the merits are debated. Provakh elections tend only to last a few minutes as chieftains are nominated, voted upon, and approved much faster due to the smaller social groups.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Varstad has no official standing military or equivalent organization for either race. Both men and women are taught how to fight and defend their homes and homeland in both cases. A human man is not considered worthy of having a family, home, or property unless he is able to defend it, while an individual provakh tends not to own more than his equipment and what he can carry. Because of this, almost every citizen of either culture lives in a perpetual state of combat readiness, should the need arise.&lt;br /&gt;
&lt;br /&gt;
Human weapons include spears (both short and long), short swords, hatchets, battleaxes, and even shields, which are used as much for smashing into foes as they are used to defend. Short recurve bows are also used from the mounted position to soften an enemy from range before closing the distance to engage in melee combat. Varstadi humans consider ranged combat to be somewhat cowardly and will close the distance to an enemy with remarkable swiftness, using the weight of their large war yaks to their advantage, breaking through enemy lines and splitting their companies with the speed of their advance. The divided units are then encircled and swiftly cut down.&lt;br /&gt;
&lt;br /&gt;
Provakh herds will viciously defend their homes. Given their innate ability to traverse sheer cliff faces and cold, lethal terrain, a charge against a provakh herd is widely regarded as effective suicide by almost all Varstadi people, even other provakhi.&lt;br /&gt;
&lt;br /&gt;
Varstadi military history is heavily laden with victory on both sides, particularly on the home front, as unfamiliarity with the terrain caused many problems for an invading force. Both Varstadi cultures use the terrain to their advantage, appearing to vanish and reappear with near magical swiftness, cutting off an enemy&#039;s supply line and subsequent retreat with remarkable efficiency and falling upon the enemy forces with reckless abandon.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
Little is known of the Varstadi religions. They have no name and appear to predate what little written history exists. Their oral histories are not widely shared, so the origins of their religions are currently unknown. What little is known speaks of their chief deity, the Stonefather, who is portrayed by both cultures as a large, frowning face carved into various altars high up on the mountains. Details vary based on racial culture, with humans favoring images with full beard and hair, while the provakh, being generally hairless themselves, portraying idealized provakh features. House deities are worshiped by human families and family groups, and the only proof that the Varstadi even worship at all is in the talismans they wear about their necks, which always contain at least one representation of their deity, and generally have at least two or three others, be they patrons of war, fertility, or protection from the elements and wildlife.&lt;br /&gt;
&lt;br /&gt;
Their gods are distant ones, only helping those who have the strength to help themselves. Praying is considered an act of weakness and is generally said to bring about further misfortune.&lt;br /&gt;
&lt;br /&gt;
=Human Society=&lt;br /&gt;
&lt;br /&gt;
Laws are few in the human tribes, with theft and murder earning a criminal the harshest punishments. Murder in Varstad is defined as stabbing someone in the back, during the night, or at any time that they are unaware. A direct challenge to another is considered a &#039;slaying&#039; and is not punishable under law. Challenges can be issued to right various social wrongs, including insults and broken oaths.&lt;br /&gt;
&lt;br /&gt;
Oathbreaking is the most severe social crime a man can commit. A man&#039;s word is his value as an individual. Oathbreakers are forbidden from participating in leader selection or leadership positions in their society, and are generally outcast and stripped of their house name, family and village gods. All men are left with a talisman of the Stonefather, however, as his cold, frowning gaze responds to no prayer.&lt;br /&gt;
&lt;br /&gt;
A man&#039;s wealth is his livestock, as raising livestock and growing crops are two of the most common professions in Varstad. Every farmer is a warrior, as are those who hold other professions. Classes are determined by profession, but none are placed above others save the village and city chieftans. The more common professions in Varstad are those with martial applications, such as blacksmiths and leatherworkers, and those who expand their villages and cities, such as stoneworkers and carpenters.&lt;br /&gt;
&lt;br /&gt;
A particularly unique profession in Varstad is that of the wyvern hunter. Wyverns are a constant threat to livestock, which are guarded by the large war yaks that serve the Varstadi as mounts and pack animals. Wyverns will not bother trying to attack a field guarded by the war yaks, which are too large to carry off and too dangerous to attack. Many an unfortunate wyvern has met its end at the point of a war yak&#039;s horn. Live bait is often strung up in the middle of a large ravine, with the hunters on either side. Large crossbows fire heavy nets as the wyvern approaches, tangling the creature&#039;s wings and, more importantly, its stinging tail. The creature is then pulled up and quickly dispatched, the remains finding a variety of uses, from poisons to weapons and armor, as well as simple decoration.&lt;br /&gt;
&lt;br /&gt;
Many in Varstad make their living guiding trade caravans through their country to [[Kahlahra]], [[Najjir]], and [[The United Tszamoorian Empire]], as well as to their coastal port cities beyond the desert. Trade leaving Varstad by boat may end up anywhere in the world. By land, trade with Kahlahra (via The United Tszamoorian Empire&#039;s roads) consists mostly of the exchange of horse breeding stock, the Khalars preferring the hardier breeds of the Varstadi, and the Varstadi making use of the Khalar breeds&#039; speed and temperament. The Varstadi economy is fueled by the hardiness of their various export livestock, and their chief imports are the rare gems and minerals from The United Tszamoorian Empire&#039;s mining operations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tribal Groups]]&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Many languages are spoken in Varstad, as Varstadi children are taught many tongues from a very young age. As trade with other nations brings a continuous stream of wealth into the country, a familiarity with the languages of other countries is extremely important to the Varstadi. The national language of Varstad is Varstakh, a harsh sounding language with a runic alphabet. Provakhi speak a broad range of dialects based on this language.&lt;br /&gt;
&lt;br /&gt;
=Provakh Society=&lt;br /&gt;
&lt;br /&gt;
See the full article on [[provakh]] for more information about this elusive race of mountain-dwelling giants.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=8248</id>
		<title>Provakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=8248"/>
		<updated>2018-03-31T02:33:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Provakh&#039;&#039;&#039; are a massive, enigmatic race of large, mountain-dwelling humanoids native to [[Varstad]]. They are an extremely elusive people during the warmer seasons, preferring to remain in the higher altitudes of the most unforgiving mountain ranges, where none but the wyverns dare to go. During the winter months, some daring provakhi have been known to venture out to trade with nearby human settlements to acquire weapons and equipment of superior craftsmanship.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Provakh&lt;br /&gt;
| image                   = Provakhifemale.jpg&lt;br /&gt;
| alt                     = Provakh female&lt;br /&gt;
| formal_name             = &lt;br /&gt;
| average_height          = 7&#039;-8&#039;&lt;br /&gt;
| average_weight          = 375-650lbs&lt;br /&gt;
| eye_color               = White&lt;br /&gt;
| hair_color              = Dark brown or black&lt;br /&gt;
| country_of_origin       = [[Varstad]]&lt;br /&gt;
| significant_populations = Varstad, Ruthmarna, Grey Fangs&lt;br /&gt;
| language1               = Provakhi Varstakh dialect&lt;br /&gt;
| language2               =&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               = Stonefather&lt;br /&gt;
| religion2               = &amp;lt;br&amp;gt;Ancestor worship&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
&lt;br /&gt;
The origins of the provakh aren&#039;t particularly well known. If asked, most provakhi would simply claim that their people were birthed by the mountains themselves, given life by the generosity of the Stonefather, their primary religious figure. The provakh have been spoken of by human cultures living in Varstad or passing through for as long as there have been humans to observe them. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Provakh history follows a long and winding path through time due to their particular oral tradition. Storytelling acumen is highly regarded among provakhi, and the tales of their early days during a more primordial age are as long as they are extraordinary. Legends are in abundance in provakh culture, with tales of mighty heroes accomplishing tremendous feats of strength, daring, and cunning. No herd ever hears the same story twice, as embellishing legends is a common pastime.&lt;br /&gt;
&lt;br /&gt;
From what other cultures have been able to independently determine (because provakh history is notoriously exaggerated), the provakh have been around for an extremely long time. They have historically confined themselves to Varstad and the surrounding mountain ranges, and childbirths are only as common as is needed to maintain the population.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
Competition permeates provakh culture to its core and is so prevalent that it has significantly shaped their view of the world at large. Keeping score is as natural to a provakh as remembering a friendly face. While this mindset is strongly encouraged among other provakh, this highly competitive nature sometimes rubs other races the wrong way. Provakh compete against each other in almost every aspect of their lives, and the spirit of competition is what maintains their friendships.&lt;br /&gt;
&lt;br /&gt;
The base social unit in provakh culture is the herd, which is headed by a chief. Herds generally consist of a few dozen individuals comprised of multiple small families or mated pairs. Contribution to the herd is of the utmost importance to a provakh. While their intensely competitive nature is often light-hearted, there is a more callused aspect to it. Those who are unable or unwilling to compete and pull their own weight among the herd are exiled. There is no sympathy given to provakh who are grievously injured or crippled: they are simply abandoned and left to fend for themselves without farewell or apology. A lucky provakh in this position may happen upon another herd. Upon proving themselves capable, the herd may well accept them as one of its own.&lt;br /&gt;
&lt;br /&gt;
Several principles are held sacred to all provakh. Equal opportunity is expressed in the common maxim &amp;quot;today me, tomorrow you&amp;quot;. The central idea is that every provakh gets their turn eventually. All are afforded an equal opportunity to attain greatness and acclaim by their chief and their herd. This sentiment runs so deep that provakh found in other cultures will often regard authority figures with mild disdain, and will look upon the downtrodden commoners with pity. Provakh do not tolerate unfair conduct and will often offer assistance to those that they believe have been unfairly denied opportunities for betterment. &lt;br /&gt;
&lt;br /&gt;
A provakh&#039;s worst enemy tends to be one&#039;s own competitive spirit. They are constantly motivated to not only best their herdmates, but also themselves, leading them along a path of constantly escalating daring. Provakh are renowned for their fearlessness, which crosses over into recklessness in many cases. If a provakh kills a bear on its own, it may well attempt larger, more dangerous feats. The wyverns of Varstad are seen as extremely dangerous, and therefore worthy targets.&lt;br /&gt;
&lt;br /&gt;
Provakhi enjoy large meals when they can get them, but can subsist on astonishingly little if they have to. They are creatures of ravenous appetites, and tend to spend the day hunting for what they will eat that evening. Consummate hunter-gatherers, they are faster than their mass would lead some to believe, and even stronger than one might expect. Herds will also keep a fair number of livestock, preferring a domesticated breed of dire goat native to Varstad. &lt;br /&gt;
&lt;br /&gt;
Coming of age is a significant time for them. A young provakh is expected to prove themselves in some way, be it a feat of strength or a demonstration of hunting prowess, it generally doesn&#039;t matter. What is required is that a provakh make their capability well known among their herdmates. By the time provakh have reached the age of majority, they have spent many long years learning under the tutelage of their herdmates. The role of teacher falls upon each and every member of the herd, with &amp;quot;each one teach one&amp;quot; being an almost universal philosophy. This tends to cause provakhi in the wider world to regard the smaller, less physically capable races with a certain solicitous regard.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
&lt;br /&gt;
Provakh are massive humanoids, generally standing between 7 and 8 feet tall and weighing 350 to 450 pounds, with the women tending to be about the same size as the men, if only somewhat lighter. The men are always bald and beardless, with the only hair appearing on their bodies, while the women grow their hair very long and keep almost all of it braided. Tattoos are of massive significance to the provakh, and they tend to be almost completely covered in them by the time they reach the age of adulthood. Provakh tattoos tend to vary by herd, with individuals able to recognize the herd of another by the sight of their tattoos, but the general style is relative common among provakh, favoring long, thick, symmetrical lines covering the entire body, including the head and face. Provakh tend to wear very minimal clothing, even in the coldest months, in order to display these tattoos.&lt;br /&gt;
&lt;br /&gt;
Stony protrusions along the arms, shoulders, hands, and in men, the superciliary arch, are common and incredibly tough. These protrusions can often be used as natural weapons when unarmed, and are commonly embedded with gems acquired from other nearby cultures.&lt;br /&gt;
&lt;br /&gt;
Provakh are almost entirely unaffected by natural cold, and can go shirtless and barefoot in weather that would kill an unprotected human within minutes. Cold weather simply doesn&#039;t penetrate their skin or bother them at all, but they do appreciate the comfort of a warm fire and a fur blanket after the day&#039;s work is done. Great feasts tend to consist of yak and goat meat and grokka, a particularly pungent and potent alcoholic beverage made from fermented milk.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=8175</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=8175"/>
		<updated>2018-03-11T01:35:02Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 27&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 650 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh (formally: &#039;Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter&#039;) was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Juste Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh had formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is the proud owner of Stompy, a dire yak of titanic proportions. Since Guiscard&#039;s departure from Drache, Javakh has inherited all of Guiscard&#039;s holdings, including the smithy and Guiscard&#039;s off-world storage, which includes several strange and exotic treasures.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8095</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8095"/>
		<updated>2018-01-21T16:44:51Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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 land that is considered Northern Arangothian territory. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the river Darian, 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    = Middle of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = Dwarves, humans, isolated provakh herds.&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 [[Drache]] 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;.&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 Shadar-kai 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 shadar-kai 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 is safe again, run under the watchful eye of the various dwarven and human factions. 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 an independent state and served as one of the main battlegrounds in the war for Drachean independence.&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:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8094</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8094"/>
		<updated>2018-01-21T16:44:33Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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 land that is considered Northern Arangothian territory. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the river Darian, 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    = Middle of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = Dwarves, humans, Shadar-kai&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 [[Drache]] 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;.&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 Shadar-kai 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 shadar-kai 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 is safe again, run under the watchful eye of the various dwarven and human factions. 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 an independent state and served as one of the main battlegrounds in the war for Drachean independence.&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:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8093</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=8093"/>
		<updated>2018-01-21T16:42:59Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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 land that is considered Northern Arangothian territory. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the river Darian, 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    = Middle of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = Dwarves, humans, Shadar-kai&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;
|label8   = Current Ruler&lt;br /&gt;
|data8    = The Great Shadow&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 [[Drache]] 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;.&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 Shadar-kai 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 shadar-kai 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 is safe again, run under the watchful eye of the various dwarven and human factions. 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 an independent state and served as one of the main battlegrounds in the war for Drachean independence.&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:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=7982</id>
		<title>User:Alex</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=7982"/>
		<updated>2017-12-03T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Alexx&lt;br /&gt;
|above = Alex&lt;br /&gt;
&lt;br /&gt;
|image =&lt;br /&gt;
|headerstyle = background:#C3C3C3;&lt;br /&gt;
|labelstyle = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header5 = User Bio&lt;br /&gt;
|label6 = Birthdate&lt;br /&gt;
|data6 = 6 MAY 1986&lt;br /&gt;
|label8 = Age&lt;br /&gt;
|data8 = 29&lt;br /&gt;
|label9 = Characters Played&lt;br /&gt;
|data9 = [[Javakh]], [[Vassus]], Agil, Irk&lt;br /&gt;
|label10 = First Visited BDI&lt;br /&gt;
|data10 = Mid-90s, then 2009.&lt;br /&gt;
|label12 = Nicknames&lt;br /&gt;
|data12 = None&lt;br /&gt;
|label13 = Occupation&lt;br /&gt;
|data13 = Trucker&lt;br /&gt;
|label14 = Where I Live&lt;br /&gt;
|data14 = Calgary&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About=&lt;br /&gt;
&lt;br /&gt;
I&#039;m Alex. I&#039;m a father, husband, trucker, engineer, gamer, and dork here at BDI. I first came here around the 90s when I was in my early teens, then I took a 10 year hiatus to finish school. That done, I came crawling back.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7981</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7981"/>
		<updated>2017-12-03T18:46:58Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Other Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 650 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh (formally: &#039;Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter&#039;) was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Juste Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh had formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is the proud owner of Stompy, a dire yak of titanic proportions. Since Guiscard&#039;s departure from Drache, Javakh has inherited all of Guiscard&#039;s holdings, including the smithy and Guiscard&#039;s off-world storage, which includes several strange and exotic treasures.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7254</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7254"/>
		<updated>2017-03-28T00:30:28Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 650 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh (formally: &#039;Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter&#039;) was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Juste Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is also the proud owner of Stompy, a dire yak of titanic proportions.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7253</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7253"/>
		<updated>2017-03-28T00:29:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 650 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Juste Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is also the proud owner of Stompy, a dire yak of titanic proportions.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7252</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7252"/>
		<updated>2017-03-28T00:28:42Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 625 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Juste Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is also the proud owner of Stompy, a dire yak of titanic proportions.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7251</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7251"/>
		<updated>2017-03-28T00:25:59Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 625 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border. He is also the proud owner of Stompy, a dire yak of titanic proportions.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7250</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7250"/>
		<updated>2017-03-27T22:25:27Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh2.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 625 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 600 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions can be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. He is most often seen wearing a loin cloth beneath a steel-reinforced gladiator skirt, a thick belt with a frowning bearded face carved in stone upon the front, and an amulet bearing the same design. A few pouches are attached to his belt, along with a simple provakh-sized utility knife. He usually carries his hammer with him. The hammer is a massive piece of work, seven feet from the top of the head to the end of the shaft. The shaft is of oak construction, banded about with rings of dark iron riveted to the shaft at regular intervals. A small spike of the same material sits at the base of the shaft. The head of the hammer, also dark iron, is shaped in the likeness of a ram&#039;s head, the forehead functioning as the blunt end of the hammer while the swept back horns form the spike.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7210</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7210"/>
		<updated>2017-02-05T20:41:36Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Magistrates of the Crown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
==Interim Council==&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Raquel Tivaurd]] &amp;lt;br /&amp;gt;&lt;br /&gt;
(fifth, unnamed person)&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Bastien Valois]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Idelle Habiri&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Perculyn &amp;lt;br /&amp;gt;&lt;br /&gt;
Sinxa Mitcyik &amp;lt;br /&amp;gt;&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7209</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7209"/>
		<updated>2017-02-05T20:38:39Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Magistrates of the Crown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
==Interim Council==&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Raquel Tivaurd]] &amp;lt;br /&amp;gt;&lt;br /&gt;
(fifth, unnamed person)&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Bastien Valois]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Idelle Habiri&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Dietrich von Grafsburg&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Perculyn &amp;lt;br /&amp;gt;&lt;br /&gt;
Sinxa Mitcyik &amp;lt;br /&amp;gt;&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7195</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7195"/>
		<updated>2017-01-08T19:57:58Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* 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;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
===Interim Council===&lt;br /&gt;
&lt;br /&gt;
Lord [[Asnerith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Raquel Tivaurd]] &amp;lt;br /&amp;gt;&lt;br /&gt;
(fifth, unnamed person)&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Forban ul-Anskar Senketh (Main Garrison)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Idelle Habiri&amp;lt;br /&amp;gt;&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Perculyn &amp;lt;br /&amp;gt;&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7179</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=7179"/>
		<updated>2016-12-25T03:34:55Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
The Templar order&#039;s newest 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;
[[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>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7178</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=7178"/>
		<updated>2016-12-25T03:11:56Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
The Templar order&#039;s newest 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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7177</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=7177"/>
		<updated>2016-12-25T03:11:09Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
=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;
=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;
=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;
The Templar order&#039;s newest 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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7176</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=7176"/>
		<updated>2016-12-25T03:10:42Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
=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;
=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;
=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;
The Templar order&#039;s newest 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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7175</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=7175"/>
		<updated>2016-12-25T03:06:57Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
=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;
=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;
=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;
The Templar order&#039;s newest 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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7174</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=7174"/>
		<updated>2016-12-25T02:57:17Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
=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;
=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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Templars_of_Menxvan&amp;diff=7173</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=7173"/>
		<updated>2016-12-25T02:56:53Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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;
=Structure of the Templars of Menxvan=&lt;br /&gt;
&lt;br /&gt;
==Martial Structure==&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;
=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;
[[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7142</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=7142"/>
		<updated>2016-12-10T20:10:19Z</updated>

		<summary type="html">&lt;p&gt;Alex: Created page with &amp;quot;{{Infobox Character | name           = Javakh | picfile        = Javakh.png | alttext        =  | caption        =    | full_name      = Javakh, Flametender of Vanakanathi | a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Javakh&lt;br /&gt;
| picfile        = Javakh.png&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Javakh, Flametender of Vanakanathi&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = [[Varstad]]&lt;br /&gt;
| date_of_birth  = 6.V.460&lt;br /&gt;
| race           = [[Provakh]]&lt;br /&gt;
| hair_color     = None&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 8&#039;&lt;br /&gt;
| weight         = 625 lbs&lt;br /&gt;
| nickname       = &lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = All-Chief/Ancestor worship&lt;br /&gt;
| occupation     = Blacksmith, bounty hunter, mercenary.&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alexx&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Javakh was born in the cold and unforgiving territory of the [[Varstad]] mountains to the Vanakanathi tribe, a close-knit group of [[provakh]] with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;t speak of it. He set out from Varstad alone, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to [[Drache]] and under [[Guiscard]]&#039;s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 600 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions can be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. He is most often seen wearing a loin cloth beneath a steel-reinforced gladiator skirt, a thick belt with a frowning bearded face carved in stone upon the front, and an amulet bearing the same design. A few pouches are attached to his belt, along with a simple provakh-sized utility knife. He usually carries his hammer with him. The hammer is a massive piece of work, seven feet from the top of the head to the end of the shaft. The shaft is of oak construction, banded about with rings of dark iron riveted to the shaft at regular intervals. A small spike of the same material sits at the base of the shaft. The head of the hammer, also dark iron, is shaped in the likeness of a ram&#039;s head, the forehead functioning as the blunt end of the hammer while the swept back horns form the spike.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and high altitudes don&#039;t affect him. Given his size, he is remarkably strong. His already tremendous strength is further augmented by the belt and amulet that he wears. He is a capable combatant prone to flying into rages that further augment his strength and fighting ability. In terms of his personality, Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
During his employment and ongoing apprenticeship, Javakh has formed a close bond of friendship with Guiscard. Javakh has recently become a licensed bounty hunter in Drache. He has also participated in the fight for Drache&#039;s independence in [[Ruthmarna]]&#039;s northern border.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7122</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7122"/>
		<updated>2016-12-02T03:07:04Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
&lt;br /&gt;
The Temple is a large compound that contains a central statue. The statue of the Dual Faced Lady is an imposing female figure with a face on both sides of the head, one pale, one dark, both expressionless. The statue holds a dagger in one hand and the other was empty and upturned, ready to catch the souls of the dead as they fell into the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Culture &amp;amp; Religion=&lt;br /&gt;
&lt;br /&gt;
The Faith of the Dual Faced Lady is the sole religion practiced in Gulanadur. It is a monotheistic religion that worships a central matriarchal figure who is represented by two separate aspects: Asherta and Anasati, representing the light and dark sides of passion, respectively. &lt;br /&gt;
&lt;br /&gt;
Asherta watches over those who engage in the creative arts and the lighter aspects of love. Temperance is a central tenet of Asherta&#039;s clerics, who advocate the moderation of all things, lest one fall into Anasati&#039;s influence. Compassion, familial love, loyalty to one&#039;s friends, &lt;br /&gt;
and adhering to one&#039;s own code of honor are all qualities sought after by Asherta&#039;s adherents.&lt;br /&gt;
&lt;br /&gt;
Anasati governs dark passions: murder, the desire to do harm, jealousy, greed, and envy, for example. Hedonistic excesses are also her province, as well as various addictions, obsessions, and compulsions, taking creative passions to such extents as to neglect one&#039;s own care, or allowing one&#039;s protective instincts to cause more harm than intended when loved ones are threatened or hurt.&lt;br /&gt;
&lt;br /&gt;
Gulanadurian culture revolves around the Faith, its clerics and priests advocating for a balance between one&#039;s own light and dark passions. Excess impulses are routinely purged by way of seasonal festivals held at the Temple during the solstices and equinoxes every year. These festivals last seven days and tend to revolve around orgies and involve incense, various drugs, and excessive drinking. Other sections of the Temple provide access to the arena, which caters to all manner of blood sport. These festivals are seen as necessary elements to maintaining a productive lifestyle, lest an adherent&#039;s darker impulses unbalance them.&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;good&amp;quot; and &amp;quot;evil&amp;quot; aren&#039;t often used in reference to the Faith or its aspects. The darker passions can often be directed towards lighter means, just as fixation upon the lighter impulses can gradually lead one into a darker passion than intended. Morality as a whole is viewed as entirely subjective, with the only interference being when one&#039;s morality conflicts with the greater good of Gulanadur&#039;s prosperity. Acts such as murder and assault, while not commonplace, are seen as necessary elements in some aspects of Gulanadurian life, and detrimental elements in others.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
 &lt;br /&gt;
Gulanadurian cuisine bears some similarities to food found on the surface, but with several key differences.  Their crops are grown either through hydroponic farming or magically, which restricts what can be found.  Their livestock, as well, differ from surface animals, most of the &amp;quot;familiar&amp;quot; ones long since having diverged into new species.  They also supplement their diets with flora and fauna found underground, which would seem strange to foreigners.  Food is hard to find in a cave even with assistance, but the dark elves have elevated survival into an art form.&lt;br /&gt;
 &lt;br /&gt;
Using hydroponics, dark elves have access to potatoes, soybeans, legumes, and root vegetables as staples.  Certain grains, such as rice, thrive in their hydroponic farms, but are somewhat less common.  Many kinds of vegetation has to be imported, including most other surface vegetables.  Formerly expensive and rare, these food sources have experienced a renaissance since Gulanadur opened for trade.  Likewise, paper is a scarce resource, with Gulanadur writing mostly done on parchment, vellum, and similar ideas before widespread trade made paper more affordable.&lt;br /&gt;
 &lt;br /&gt;
Beef, most poultry, pork, and lamb as the surface knows them are rare, expensive imports.  Gulanadur raises similar animals, long since mutated and evolved differently from their surface cousins.  Average red or white meat from Gulanadur tastes tougher and tangier than its nearest surface relative, and is far more expensive.  The only exception to this are chickens, which have been raised more-or-less similarly to ones on the surface (albeit leaner) for centuries.&lt;br /&gt;
 &lt;br /&gt;
Although fish has always been a staple of Gulandurian cuisine, other subterranean creatures, such as spiders, cave crickets, bats, and salamanders also form staples of Gulandurian cuisine, often prepared with mushrooms, lichen, and other various fungi.  As with most cuisine, what is normal for dark elves may seem strange to outsiders.&lt;br /&gt;
 &lt;br /&gt;
Gulandurian cuisine also makes use of fish oil for cooking and frying, and their lack of most &amp;quot;traditional&amp;quot; spices means that their foot is often flavored with ginger, peanut, turmeric, or variants of chilis grown hydroponically.&lt;br /&gt;
 &lt;br /&gt;
Street food, breaded in rice or potato flour and fried in peanut oil, is a long-standing tradition in Gulandurian cuisine.  Although it serves as a mark of survival for the commoners, many upper-class dark elves look on it affectionately, and there are gourmet renditions of even the most basic snacks, such as fried spiders or mushrooms.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
As with any culture, Gulanadur has its share of alcoholic beverages.  In the absence of grapes, they create wine analogues from rice, berries, or other limited fruits grown in their hydroponic farms.  They did not develop a direct analogue to beer or ale on their own, though now that trade has opened with other nations they have begun to brew several unique varieties, including a technique of brewing chocolate in with dark-roasted malt that has become very popular abroad in only a short while.  Their two most famous unique alcoholic exports, Coalwater and Kazel&#039;Staj, exist in a dichotomy almost reminiscent of the dual-faced goddess.&lt;br /&gt;
&lt;br /&gt;
Coalwater, distilled from an unknown source, is an extremely harsh, highly-alcoholic beverage that produces a vaporous steam when first poured.  Pitch-black in color, it almost seems to warn the user before they learn how incredibly strong it is.  Coalwater exists for people who want to get drunk fast, stay drunk for a longtime, and look cool doing it.  Very few people from the surface can stand the drink at first, though many of them try for the status.&lt;br /&gt;
&lt;br /&gt;
Kazel&#039;Staj, in contrast, has a much smoother flavor despite its high alcoholic content.  Its name is a pun on &amp;quot;two-faced,&amp;quot; both bringing to mind the Lady as well as a warning of its effects.  Brewed from unique Gulanadurian fruits, Kazel&#039;Staj is a liquor with a purplish, milky hue, and a creamy, slightly fruity taste.  Combining Coalwater and Kazel&#039;Staj is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7121</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7121"/>
		<updated>2016-12-02T02:48:11Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
&lt;br /&gt;
The Temple is a large compound that contains a central statue. The statue of the Dual Faced Lady is an imposing female figure with a face on both sides of the head, one pale, one dark, both expressionless. The statue holds a dagger in one hand and the other was empty and upturned, ready to catch the souls of the dead as they fell into the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Culture &amp;amp; Religion=&lt;br /&gt;
&lt;br /&gt;
The Faith of the Dual Faced Lady is the sole religion practiced in Gulanadur. It is a monotheistic religion that worships a central matriarchal figure who is represented by two separate aspects: Asherta and Anasati, representing the light and dark sides of passion, respectively. &lt;br /&gt;
&lt;br /&gt;
Asherta watches over those who engage in the creative arts and the lighter aspects of love. Temperance is a central tenet of Asherta&#039;s clerics, who advocate the moderation of all things, lest one fall into Anasati&#039;s influence. Compassion, familial love, loyalty to one&#039;s friends, &lt;br /&gt;
and adhering to one&#039;s own code of honor are all qualities sought after by Asherta&#039;s adherents.&lt;br /&gt;
&lt;br /&gt;
Anasati governs dark passions: murder, the desire to do harm, jealousy, greed, and envy, for example. Hedonistic excesses are also her province, as well as various addictions, obsessions, and compulsions, taking creative passions to such extents as to neglect one&#039;s own care, or allowing one&#039;s protective instincts to cause more harm than intended when loved ones are threatened or hurt.&lt;br /&gt;
&lt;br /&gt;
Gulanadurian culture revolves around the Faith, its clerics and priests advocating for a balance between one&#039;s own light and dark passions. Excess impulses are routinely purged by way of seasonal festivals held at the Temple. These festivals last seven days and tend to revolve around orgies and involve incense, various drugs, and excessive drinking. Other sections of the Temple provide access to the arena, which caters to all manner of blood sport. These festivals are seen as necessary elements to maintaining a productive lifestyle, lest an adherent&#039;s darker impulses unbalance them.&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;good&amp;quot; and &amp;quot;evil&amp;quot; aren&#039;t often used in reference to the Faith or its aspects. The darker passions can often be directed towards lighter means, just as fixation upon the lighter impulses can gradually lead one into a darker passion than intended. Morality as a whole is viewed as entirely subjective, with the only interference being when one&#039;s morality conflicts with the greater good of Gulanadur&#039;s prosperity. Acts such as murder and assault, while not commonplace, are seen as necessary elements in some aspects of Gulanadurian life, and detrimental elements in others.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
 &lt;br /&gt;
Gulanadurian cuisine bears some similarities to food found on the surface, but with several key differences.  Their crops are grown either through hydroponic farming or magically, which restricts what can be found.  Their livestock, as well, differ from surface animals, most of the &amp;quot;familiar&amp;quot; ones long since having diverged into new species.  They also supplement their diets with flora and fauna found underground, which would seem strange to foreigners.  Food is hard to find in a cave even with assistance, but the dark elves have elevated survival into an art form.&lt;br /&gt;
 &lt;br /&gt;
Using hydroponics, dark elves have access to potatoes, soybeans, legumes, and root vegetables as staples.  Certain grains, such as rice, thrive in their hydroponic farms, but are somewhat less common.  Many kinds of vegetation has to be imported, including most other surface vegetables.  Formerly expensive and rare, these food sources have experienced a renaissance since Gulanadur opened for trade.  Likewise, paper is a scarce resource, with Gulanadur writing mostly done on parchment, vellum, and similar ideas before widespread trade made paper more affordable.&lt;br /&gt;
 &lt;br /&gt;
Beef, most poultry, pork, and lamb as the surface knows them are rare, expensive imports.  Gulanadur raises similar animals, long since mutated and evolved differently from their surface cousins.  Average red or white meat from Gulanadur tastes tougher and tangier than its nearest surface relative, and is far more expensive.  The only exception to this are chickens, which have been raised more-or-less similarly to ones on the surface (albeit leaner) for centuries.&lt;br /&gt;
 &lt;br /&gt;
Although fish has always been a staple of Gulandurian cuisine, other subterranean creatures, such as spiders, cave crickets, bats, and salamanders also form staples of Gulandurian cuisine, often prepared with mushrooms, lichen, and other various fungi.  As with most cuisine, what is normal for dark elves may seem strange to outsiders.&lt;br /&gt;
 &lt;br /&gt;
Gulandurian cuisine also makes use of fish oil for cooking and frying, and their lack of most &amp;quot;traditional&amp;quot; spices means that their foot is often flavored with ginger, peanut, turmeric, or variants of chilis grown hydroponically.&lt;br /&gt;
 &lt;br /&gt;
Street food, breaded in rice or potato flour and fried in peanut oil, is a long-standing tradition in Gulandurian cuisine.  Although it serves as a mark of survival for the commoners, many upper-class dark elves look on it affectionately, and there are gourmet renditions of even the most basic snacks, such as fried spiders or mushrooms.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
As with any culture, Gulanadur has its share of alcoholic beverages.  In the absence of grapes, they create wine analogues from rice, berries, or other limited fruits grown in their hydroponic farms.  They did not develop a direct analogue to beer or ale on their own, though now that trade has opened with other nations they have begun to brew several unique varieties, including a technique of brewing chocolate in with dark-roasted malt that has become very popular abroad in only a short while.  Their two most famous unique alcoholic exports, Coalwater and Kazel&#039;Staj, exist in a dichotomy almost reminiscent of the dual-faced goddess.&lt;br /&gt;
&lt;br /&gt;
Coalwater, distilled from an unknown source, is an extremely harsh, highly-alcoholic beverage that produces a vaporous steam when first poured.  Pitch-black in color, it almost seems to warn the user before they learn how incredibly strong it is.  Coalwater exists for people who want to get drunk fast, stay drunk for a longtime, and look cool doing it.  Very few people from the surface can stand the drink at first, though many of them try for the status.&lt;br /&gt;
&lt;br /&gt;
Kazel&#039;Staj, in contrast, has a much smoother flavor despite its high alcoholic content.  Its name is a pun on &amp;quot;two-faced,&amp;quot; both bringing to mind the Lady as well as a warning of its effects.  Brewed from unique Gulanadurian fruits, Kazel&#039;Staj is a liquor with a purplish, milky hue, and a creamy, slightly fruity taste.  Combining Coalwater and Kazel&#039;Staj is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7120</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7120"/>
		<updated>2016-12-02T02:20:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple of Asherta, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple of Asherta.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===Temple of Asherta===&lt;br /&gt;
&lt;br /&gt;
The Temple of Asherta is a large building that contains a central statue. The statue of the Dual Faced Lady is an imposing female figure with a face on both sides of the head, one pale, one dark, both expressionless. The statue holds a dagger in one hand and the other was empty and upturned, ready to catch the souls of the dead as they fell into the afterlife.&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Culture &amp;amp; Religion=&lt;br /&gt;
&lt;br /&gt;
The Faith of the Dual Faced Lady is the sole religion practiced in Gulanadur. It is a monotheistic religion that worships a central matriarchal figure who is represented by two separate aspects: Asherta and Anasati, representing the light and dark sides of passion, respectively. &lt;br /&gt;
&lt;br /&gt;
Anasati governs dark passions: murder, the desire to do harm, jealousy, greed, and envy, for example. Hedonistic excesses are also her province, as well as various addictions, obsessions, and compulsions, taking creative passions to such extents as to neglect one&#039;s own care, or allowing one&#039;s protective instincts to cause more harm than intended when loved ones are threatened or hurt.&lt;br /&gt;
&lt;br /&gt;
Asherta watches over those who engage in the creative arts and the lighter aspects of love. Temperance is a central tenet of Asherta&#039;s clerics, who advocate the moderation of all things, lest one fall into Anasati&#039;s influence. Compassion, familial love, loyalty to one&#039;s friends, &lt;br /&gt;
and adhering to one&#039;s own code of honor are all qualities sought after by Asherta&#039;s adherents.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
 &lt;br /&gt;
Gulanadurian cuisine bears some similarities to food found on the surface, but with several key differences.  Their crops are grown either through hydroponic farming or magically, which restricts what can be found.  Their livestock, as well, differ from surface animals, most of the &amp;quot;familiar&amp;quot; ones long since having diverged into new species.  They also supplement their diets with flora and fauna found underground, which would seem strange to foreigners.  Food is hard to find in a cave even with assistance, but the dark elves have elevated survival into an art form.&lt;br /&gt;
 &lt;br /&gt;
Using hydroponics, dark elves have access to potatoes, soybeans, legumes, and root vegetables as staples.  Certain grains, such as rice, thrive in their hydroponic farms, but are somewhat less common.  Many kinds of vegetation has to be imported, including most other surface vegetables.  Formerly expensive and rare, these food sources have experienced a renaissance since Gulanadur opened for trade.  Likewise, paper is a scarce resource, with Gulanadur writing mostly done on parchment, vellum, and similar ideas before widespread trade made paper more affordable.&lt;br /&gt;
 &lt;br /&gt;
Beef, most poultry, pork, and lamb as the surface knows them are rare, expensive imports.  Gulanadur raises similar animals, long since mutated and evolved differently from their surface cousins.  Average red or white meat from Gulanadur tastes tougher and tangier than its nearest surface relative, and is far more expensive.  The only exception to this are chickens, which have been raised more-or-less similarly to ones on the surface (albeit leaner) for centuries.&lt;br /&gt;
 &lt;br /&gt;
Although fish has always been a staple of Gulandurian cuisine, other subterranean creatures, such as spiders, cave crickets, bats, and salamanders also form staples of Gulandurian cuisine, often prepared with mushrooms, lichen, and other various fungi.  As with most cuisine, what is normal for dark elves may seem strange to outsiders.&lt;br /&gt;
 &lt;br /&gt;
Gulandurian cuisine also makes use of fish oil for cooking and frying, and their lack of most &amp;quot;traditional&amp;quot; spices means that their foot is often flavored with ginger, peanut, turmeric, or variants of chilis grown hydroponically.&lt;br /&gt;
 &lt;br /&gt;
Street food, breaded in rice or potato flour and fried in peanut oil, is a long-standing tradition in Gulandurian cuisine.  Although it serves as a mark of survival for the commoners, many upper-class dark elves look on it affectionately, and there are gourmet renditions of even the most basic snacks, such as fried spiders or mushrooms.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
As with any culture, Gulanadur has its share of alcoholic beverages.  In the absence of grapes, they create wine analogues from rice, berries, or other limited fruits grown in their hydroponic farms.  They did not develop a direct analogue to beer or ale on their own, though now that trade has opened with other nations they have begun to brew several unique varieties, including a technique of brewing chocolate in with dark-roasted malt that has become very popular abroad in only a short while.  Their two most famous unique alcoholic exports, Coalwater and Kazel&#039;Staj, exist in a dichotomy almost reminiscent of the dual-faced goddess.&lt;br /&gt;
&lt;br /&gt;
Coalwater, distilled from an unknown source, is an extremely harsh, highly-alcoholic beverage that produces a vaporous steam when first poured.  Pitch-black in color, it almost seems to warn the user before they learn how incredibly strong it is.  Coalwater exists for people who want to get drunk fast, stay drunk for a longtime, and look cool doing it.  Very few people from the surface can stand the drink at first, though many of them try for the status.&lt;br /&gt;
&lt;br /&gt;
Kazel&#039;Staj, in contrast, has a much smoother flavor despite its high alcoholic content.  Its name is a pun on &amp;quot;two-faced,&amp;quot; both bringing to mind the Lady as well as a warning of its effects.  Brewed from unique Gulanadurian fruits, Kazel&#039;Staj is a liquor with a purplish, milky hue, and a creamy, slightly fruity taste.  Combining Coalwater and Kazel&#039;Staj is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7118</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7118"/>
		<updated>2016-12-02T01:33:59Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple of Asherta, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple of Asherta.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===Temple of Asherta===&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Culture &amp;amp; Religion=&lt;br /&gt;
&lt;br /&gt;
They&#039;re religious as fuck.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
 &lt;br /&gt;
Gulanadurian cuisine bears some similarities to food found on the surface, but with several key differences.  Their crops are grown either through hydroponic farming or magically, which restricts what can be found.  Their livestock, as well, differ from surface animals, most of the &amp;quot;familiar&amp;quot; ones long since having diverged into new species.  They also supplement their diets with flora and fauna found underground, which would seem strange to foreigners.  Food is hard to find in a cave even with assistance, but the dark elves have elevated survival into an art form.&lt;br /&gt;
 &lt;br /&gt;
Using hydroponics, dark elves have access to potatoes, soybeans, legumes, and root vegetables as staples.  Certain grains, such as rice, thrive in their hydroponic farms, but are somewhat less common.  Many kinds of vegetation has to be imported, including most other surface vegetables.  Formerly expensive and rare, these food sources have experienced a renaissance since Gulanadur opened for trade.  Likewise, paper is a scarce resource, with Gulanadur writing mostly done on parchment, vellum, and similar ideas before widespread trade made paper more affordable.&lt;br /&gt;
 &lt;br /&gt;
Beef, most poultry, pork, and lamb as the surface knows them are rare, expensive imports.  Gulanadur raises similar animals, long since mutated and evolved differently from their surface cousins.  Average red or white meat from Gulanadur tastes tougher and tangier than its nearest surface relative, and is far more expensive.  The only exception to this are chickens, which have been raised more-or-less similarly to ones on the surface (albeit leaner) for centuries.&lt;br /&gt;
 &lt;br /&gt;
Although fish has always been a staple of Gulandurian cuisine, other subterranean creatures, such as spiders, cave crickets, bats, and salamanders also form staples of Gulandurian cuisine, often prepared with mushrooms, lichen, and other various fungi.  As with most cuisine, what is normal for dark elves may seem strange to outsiders.&lt;br /&gt;
 &lt;br /&gt;
Gulandurian cuisine also makes use of fish oil for cooking and frying, and their lack of most &amp;quot;traditional&amp;quot; spices means that their foot is often flavored with ginger, peanut, turmeric, or variants of chilis grown hydroponically.&lt;br /&gt;
 &lt;br /&gt;
Street food, breaded in rice or potato flour and fried in peanut oil, is a long-standing tradition in Gulandurian cuisine.  Although it serves as a mark of survival for the commoners, many upper-class dark elves look on it affectionately, and there are gourmet renditions of even the most basic snacks, such as fried spiders or mushrooms.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
As with any culture, Gulanadur has its share of alcoholic beverages.  In the absence of grapes, they create wine analogues from rice, berries, or other limited fruits grown in their hydroponic farms.  They did not develop a direct analogue to beer or ale on their own, though now that trade has opened with other nations they have begun to brew several unique varieties, including a technique of brewing chocolate in with dark-roasted malt that has become very popular abroad in only a short while.  Their two most famous unique alcoholic exports, Coalwater and Kazel&#039;Staj, exist in a dichotomy almost reminiscent of the dual-faced goddess.&lt;br /&gt;
&lt;br /&gt;
Coalwater, distilled from an unknown source, is an extremely harsh, highly-alcoholic beverage that produces a vaporous steam when first poured.  Pitch-black in color, it almost seems to warn the user before they learn how incredibly strong it is.  Coalwater exists for people who want to get drunk fast, stay drunk for a longtime, and look cool doing it.  Very few people from the surface can stand the drink at first, though many of them try for the status.&lt;br /&gt;
&lt;br /&gt;
Kazel&#039;Staj, in contrast, has a much smoother flavor despite its high alcoholic content.  Its name is a pun on &amp;quot;two-faced,&amp;quot; both bringing to mind the Lady as well as a warning of its effects.  Brewed from unique gulanaduran fruits, Kazel&#039;Staj is a liquor with a purplish, milky hue, and a creamy, slightly fruity taste.  Combining Coalwater and Kazel&#039;Staj is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7117</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=7117"/>
		<updated>2016-12-02T01:32:18Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple of Asherta, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple of Asherta.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===Temple of Asherta===&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
They&#039;re religious as fuck.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
 &lt;br /&gt;
Gulanadurian cuisine bears some similarities to food found on the surface, but with several key differences.  Their crops are grown either through hydroponic farming or magically, which restricts what can be found.  Their livestock, as well, differ from surface animals, most of the &amp;quot;familiar&amp;quot; ones long since having diverged into new species.  They also supplement their diets with flora and fauna found underground, which would seem strange to foreigners.  Food is hard to find in a cave even with assistance, but the dark elves have elevated survival into an art form.&lt;br /&gt;
 &lt;br /&gt;
Using hydroponics, dark elves have access to potatoes, soybeans, legumes, and root vegetables as staples.  Certain grains, such as rice, thrive in their hydroponic farms, but are somewhat less common.  Many kinds of vegetation has to be imported, including most other surface vegetables.  Formerly expensive and rare, these food sources have experienced a renaissance since Gulanadur opened for trade.  Likewise, paper is a scarce resource, with Gulanadur writing mostly done on parchment, vellum, and similar ideas before widespread trade made paper more affordable.&lt;br /&gt;
 &lt;br /&gt;
Beef, most poultry, pork, and lamb as the surface knows them are rare, expensive imports.  Gulanadur raises similar animals, long since mutated and evolved differently from their surface cousins.  Average red or white meat from Gulanadur tastes tougher and tangier than its nearest surface relative, and is far more expensive.  The only exception to this are chickens, which have been raised more-or-less similarly to ones on the surface (albeit leaner) for centuries.&lt;br /&gt;
 &lt;br /&gt;
Although fish has always been a staple of Gulandurian cuisine, other subterranean creatures, such as spiders, cave crickets, bats, and salamanders also form staples of Gulandurian cuisine, often prepared with mushrooms, lichen, and other various fungi.  As with most cuisine, what is normal for dark elves may seem strange to outsiders.&lt;br /&gt;
 &lt;br /&gt;
Gulandurian cuisine also makes use of fish oil for cooking and frying, and their lack of most &amp;quot;traditional&amp;quot; spices means that their foot is often flavored with ginger, peanut, turmeric, or variants of chilis grown hydroponically.&lt;br /&gt;
 &lt;br /&gt;
Street food, breaded in rice or potato flour and fried in peanut oil, is a long-standing tradition in Gulandurian cuisine.  Although it serves as a mark of survival for the commoners, many upper-class dark elves look on it affectionately, and there are gourmet renditions of even the most basic snacks, such as fried spiders or mushrooms.&lt;br /&gt;
&lt;br /&gt;
===Alcohol===&lt;br /&gt;
&lt;br /&gt;
As with any culture, Gulanadur has its share of alcoholic beverages.  In the absence of grapes, they create wine analogues from rice, berries, or other limited fruits grown in their hydroponic farms.  They did not develop a direct analogue to beer or ale on their own, though now that trade has opened with other nations they have begun to brew several unique varieties, including a technique of brewing chocolate in with dark-roasted malt that has become very popular abroad in only a short while.  Their two most famous unique alcoholic exports, Coalwater and Kazel&#039;Staj, exist in a dichotomy almost reminiscent of the dual-faced goddess.&lt;br /&gt;
&lt;br /&gt;
Coalwater, distilled from an unknown source, is an extremely harsh, highly-alcoholic beverage that produces a vaporous steam when first poured.  Pitch-black in color, it almost seems to warn the user before they learn how incredibly strong it is.  Coalwater exists for people who want to get drunk fast, stay drunk for a longtime, and look cool doing it.  Very few people from the surface can stand the drink at first, though many of them try for the status.&lt;br /&gt;
&lt;br /&gt;
Kazel&#039;Staj, in contrast, has a much smoother flavor despite its high alcoholic content.  Its name is a pun on &amp;quot;two-faced,&amp;quot; both bringing to mind the Lady as well as a warning of its effects.  Brewed from unique gulanaduran fruits, Kazel&#039;Staj is a liquor with a purplish, milky hue, and a creamy, slightly fruity taste.  Combining Coalwater and Kazel&#039;Staj is not recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7114</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7114"/>
		<updated>2016-11-24T03:07:43Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Armsman/Spellcaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
===Interim Council===&lt;br /&gt;
&lt;br /&gt;
Lord [[Asernith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Raquel Tivuard]] &amp;lt;br /&amp;gt;&lt;br /&gt;
(fifth, unnamed person)&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Idelle Habiri&amp;lt;br /&amp;gt;&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Perculyn &amp;lt;br /&amp;gt;&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7110</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=7110"/>
		<updated>2016-11-21T21:45:38Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* 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;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]] (currently missing)&lt;br /&gt;
&lt;br /&gt;
===Interim Council===&lt;br /&gt;
&lt;br /&gt;
Lord [[Asernith Dreth]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Isabelle Auxerre]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Lady [[Raquel Tivuard]] &amp;lt;br /&amp;gt;&lt;br /&gt;
(fifth, unnamed person)&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable Senkessa ul-Alaford Silak &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Idelle Habiri&amp;lt;br /&amp;gt;&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Sergeant/Spell-Sergeant===&lt;br /&gt;
Merrax ul-Oryan Ratholta&amp;lt;br&amp;gt;&lt;br /&gt;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
&lt;br /&gt;
[[Leon laFlamme]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nixlya ul-Artiz Silkire]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Reugar Maul]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Russell &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Perculyn &amp;lt;br /&amp;gt;&lt;br /&gt;
Zarick Galvardian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Tollor&amp;diff=6791</id>
		<title>Tollor</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Tollor&amp;diff=6791"/>
		<updated>2016-10-21T16:40:07Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Tollor&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Ruflin City&lt;br /&gt;
| language1      = Tollorian,&lt;br /&gt;
| language2      = Ellurian,&lt;br /&gt;
| language3      = Aslarian&lt;br /&gt;
| race1          = Humans&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Ellurian Religion]]&lt;br /&gt;
| government     =  Monarchy&lt;br /&gt;
| ruler          = King Treshire V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tollor is an area of agricultural and marine abundance, with a well-educated and civilized populace. The majority are humans, being primarily fair and tall, with a scattering of elves and giants. Celery is its primary crop and main export. Though the region has suffered much during a five year period of wars from 466 to 471 (996-1001 in Ellurian reckoning), the resilient Tollorians have worked to rebuild from the devastation of the wars. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elluria|History of Tollor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kel Ellure became the first Queen of Tollor in 196 BT (334 ER) after liberating the Southlands from the Aslarians, and the Ellure Dynasty ruled Tollor for the next three centuries. When King Regari died without issue, the Vilgren family seized power in the year 91 (621 ER). King Treshire I instituted an oppressive, autocratic style of rule that favored the Tollorian peoples over the closely related Ellurians, and was especially harsh toward the J&#039;Lontz of the Northland. The Vilgren dynasty ruled until 466 (996 ER), when Winthorpe II and his Imperialist forces were defeated at the battle of Potter&#039;s Hill by Sir Charles Ruflin and the Loyalists. What followed was five years of war and turmoil that completely re-drew the map of the peninsula several times. At the conclusion of the bloody Southland War, a new Tollor was divided from the new Alesian protectorate of Elluria to serve as a buffer state. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kel Ellure&#039;&#039;&#039;: The great hero of the Ellurian and Tollorian peoples. Kel Ellure drove the Aslarians out of the Southland and became the first Queen of Tollor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treshire I&#039;&#039;&#039;: Founder of the Vilgren Dynasty, King Treshire dissolved the Tollorian High Council and instituted the oppressive Rules of Conduct. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Charles Ruflin&#039;&#039;&#039;: Leader of the Loyalist faction in the Tollorian Civil War that overthrew King Winthorpe II. Sir Charles was deeply affected by the high price of his victory and the loss of several close comrades in arms during the battle of Potter&#039;s Hill. He declined a seat on the newly formed Tollorian High Council, and retired from public life. He came out of retirement briefly to lead troops during the Tyranori War, and was instrumental in forcing the surrender of General Redsword. Following the death of his adopted son, King Eldryn I, he retired to a life of religious contemplation. His last known whereabouts were in [[Secca]], to which he&#039;d travelled to spread the word of Gitaro to the [[Lilism|Lilist]] western nations of Veth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Eldryn Ruflin&#039;&#039;&#039;: Also known as Eldryn the Chosen. Eldryn was the son of Katerin, a priestess of the goddess Ekki, and he was adopted and raised by Sir Charles Ruflin after his mother&#039;s death. His natural father was Uril Grendeck, a half-giant J&#039;Lontz warrior who was Sir Charles&#039; second in command during the Tollorian Civil War, and who perished saving Sir Charles&#039; life in the Battle of Potter&#039;s Hill. Young Sir Eldryn distinguished himself with his eloquent oratory and skillful mediation of the secession crisis that followed the Civil War, and was elected as the King of the Tollorian and Ellurian peoples. When he married Laravel of Marland, the nations of Tollor, Elluria, and Emil were briefly united into a single kingdom. King Eldryn died a year after his coronation in a tragic accident, and the new Pan-Ellurian kingdom proved short-lived.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[File:Southlands.jpg|thumb|Tollor is located on the [[Southland Peninsula]] ]]&lt;br /&gt;
&lt;br /&gt;
Tollor is a roughly wedge-shaped country in the center of the [[Southland Peninsula]]. It is bordered on the north by Aslar, on the south by the Rainbow River, on the east by the woods of the Northland. Much of the country is gently rolling hills dotted with farmland. The Green Hills region in the northeast is some of the kingdom&#039;s most productive farmland, and grows great quantities of wheat, oats, barley, and the famous Tollorian celery, which is exported throughout Veth. The delicious vegetable is a staple around the continent in its raw form, blanched, in soup, and even in ‘moonshine’ and strange ales. Dulsi is a major city in the northwest, and is the center of overland trade with Aslar.&lt;br /&gt;
&lt;br /&gt;
Ellure is located on the coast and is the city&#039;s primary port. The city is famous for its shellfish, and also its salt. A system of channels along the coast lets seawater into shallow pools, where the water evaporates and leaves the salt behind to be harvested. Kelsville is located on the banks of the Rainbow River, and acts as the port town for the capital of Ruflin City.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
When Treshire Vilgren I ascended to the throne in the year 91 (621 ER), he dissolved the Tollorian High Council and instituted the restrictive Rules of Conduct, granting nearly unlimited power to the monarchy. After Winthorpe II was deposed in the Tollorian Civil War, the new ruling High Council abolished the Rules of Conduct. When Prince Treshire Vilgren became King Treshire V of the revived Tollorian Kingdom, he made the deliberate choice to rule in the traditions of the founding Ellure dynasty, and has continued to govern with the aid and counsel of the Tollorian High Council.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Treshire Vilgren V&#039;&#039;&#039;: is the son of the late King Winthorpe II of Tollor. Most critics trace the instability of the peninsula from the civil war in which the unpopular King Winthorpe was driven from his throne. Treshire lived in exile in Aslar, and worked ceaselessly to attempt to ameliorate the condition of the Ellurians resettled in northeastern Aslar during the Southland War. He is a direct lineal descendant of Kel Ellure through his mother&#039;s line. Unlike his autocratic father, Treshire is popular among the people of Tollor and Elluria, and was acceptable to both the Alesians and Aslarians when they negotiated the recreation of the Kingdom of Tollor as a buffer state between Aslar and Elluria. Treshire has been a hard working and energetic king, and has spent the years since the war rebuilding and trying to return Tollor to prosperity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Janil of the Green Hills&#039;&#039;&#039;: Speaker of the Tollorian High Council, and high priestess of the Temple of Gitaro in Ruflin City.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Tollor has been a traditional military and naval power in the region for centuries. Tollor&#039;s naval might reached its zenith during the [[History of Elluria#The Silver Age|Tollorian Silver Age]], but its dominance of the seas ended with the [[History of Elluria#The Brackish War|Brackish War]]. &lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Ellurian Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Tollor worship the Ellurian Pantheon. Priests of the god Gitaro are respected leaders and often serve as advisors to the government. The [[Eclipse Monastery]] also makes its home in Tollor.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Most people people of Tollor speak Tollorian, a language similar to but not entirely identical to Ellurian. There is also now a significant minority population of Aslarian speakers in Tollor as a result of the Southland War. Due to the depopulation caused by the war, plagues, and refugees fleeing to other nations, King Treshire V allowed the Aslarian ethnic minority groups that had been resettled in Tollor after the Aslarian conquest to remain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=6743</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=6743"/>
		<updated>2016-10-12T22:08:48Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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 land that is considered Northern Arangothian territory. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the river Darian, 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    = Middle of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = Dwarves, humans, Shadar-kai&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;
|label8   = Current Ruler&lt;br /&gt;
|data8    = The Great Shadow&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 [[Drache]] 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;.&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 Shadar-kai 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, convincing the dwarves to take Ruthmarna for themselves and rule it as independent as it had been before the dwarves had been forced to allow the humans to rule it for them. Ruthmarna has since served as a key point in the battle for Drachean independence, as it forms a natural barrier between the north and the south.&lt;br /&gt;
&lt;br /&gt;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
The country is safe again, run under the watchful eye of the Great Shadow and the various dwarven and human factions. It is an independent state and served as one of the main battlegrounds in the war for Drachean independence.&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:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Ruthmarna.jpg&amp;diff=6742</id>
		<title>File:Ruthmarna.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Ruthmarna.jpg&amp;diff=6742"/>
		<updated>2016-10-12T21:51:29Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=6716</id>
		<title>Gulanadur</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Gulanadur&amp;diff=6716"/>
		<updated>2016-10-06T19:20:34Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Gulanadur is home to a race of dark elves that exclusively practice the faith of the Dual Face Goddess. Ruled over by the Crown of the Spire, an office currently held by the First Matron [[Szin&#039;ilzt Vyz&#039;crul]] and her privy council, Gulanadur has remained isolated and apart from the rest of the world for several centuries. It has only recently stepped out into the public stage and established trade routes with [[Arangoth]] and [[Najjir]] in the last few years. Gulanadur is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. &lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Gulanadur&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   = Gulanadur&lt;br /&gt;
| realm         = Beneath Northern [[Arangoth]]&lt;br /&gt;
| province      = &lt;br /&gt;
| population    = 150,000&lt;br /&gt;
| race1         = Dark elves&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  = 10,000 years ago&lt;br /&gt;
| currency      = &lt;br /&gt;
| government    = Competitive Dictatorship&lt;br /&gt;
| head_of_state = First Matron [[Szin&#039;ilzt Vyz&#039;crul]]&lt;br /&gt;
| privy_council = Crownblade Lassk &amp;lt;br /&amp;gt; Arch Priestess [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| religion      = Faith of the Dual Face Lady&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
==Modern History==&lt;br /&gt;
&lt;br /&gt;
In the last few centuries have seen an expansion of Gulanadurian borders beneath the surface. Hydroponic farming satellites have been established to meet the greater population needs. Slowly, in the last decade, trade with the surface has increased, bringing new wealth to Gulanadur. Exportation of liquor, spider silk, rare and precious raw metals and stone, and varieties of narcotics have flourished. Gulanadur imports wood and textiles, surface livestock for slaughter, and other items it cannot produce easily on its own. &lt;br /&gt;
&lt;br /&gt;
During the summer of 483, Gulanadur announced its presence to the surface kingdom of [[Arangoth]], sending a delegation to the northern capitol of [[Tagrana]]. In closed negotiations, and under unknown circumstances, [[Arlok ul-Dorn|King Arlok ul-Dorn ul-Arangoth]] granted a large tract of surface land in the northwestern part of Arangoth to the Gulanadurian Crown, acknowledging the sovereignty of the city state. The details of this particular treaty are unclear, but the Gulanadurians claimed mostly forested or mountainous land and did not displace any native Arangothians.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
Gulanadur is ruled over as a dictatorship. The Crown, as the office is called after the position in the Spire, can change hands often. Styled as the &#039;First Matron&#039; or &#039;First Patron&#039;, whoever holds the office is precisely as the title implies. They are the parental figure of the entire city, and each citizen is one of their children.  Whoever sits in the Crown&#039;s apartments at the top of the Spire rules the city, ensuring that only the most ambitious, ruthless and cunning person can hold the office for any length of time. People from all Houses jockey for position throughout the apartments of the Spire. The higher one&#039;s position is in the Spire, the higher one&#039;s favorability in the court of the current Crown. This de facto ranking system is a visible indication of the nepotism that can afflict the Crown&#039;s governance, and can lead to some instability. However, due to the competitive nature of the office and those of the privy council, the Crown is always held by the person who can effectively deal with all of these threats. &lt;br /&gt;
&lt;br /&gt;
Traditionally, the Crown has a cabinet of advisers that make up the Privy Council. The number of people on the Privy Council varies, as by preference of the Crown. Typically, the Privy Council is staffed by a representative of the Mages&#039; College, the clergy, the Assassins&#039; Guild, the Merchant Guild and the Farmers. Often times, this tally is supplemented by the Crown&#039;s preference and is afflicted by nepotism. It is not uncommon for the Crown to staff their Privy Council of those closest to them, such as other members of their House. The competition for the Crown makes most of those that hold the office paranoid. This trend commonly leads the Crown towards tightening their grip on their power, often to the detriment of their rule. Many a Crown has fallen or been deposed due to their own paranoia. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
The current Crown is the First Matron [[Szin&#039;ilzt Vyz&#039;crul]], who has held the office for the last two hundred years. Such stability is unprecedented and initially, was a direct result of the power vacuum that the First Matron left behind in the Spire during her ascent. Despite the ruthlessness in which she seized the Crown, her reign has been marked by a steady increase of production in all fields. Her rule has been relatively peaceful, and Gulanadur has flourished beneath it. She is the first Crown to have established trade routes with surface cities, beginning an unheard of rush of surface goods coming into the city. Szin&#039;ilzt Vyz&#039;crul is responsible for bringing Gulanadur to the attention of [[Arangoth]] and other countries by announcing its presence in 483, making it one of the first dark elven cities on the international stage. &lt;br /&gt;
&lt;br /&gt;
Her privy council is much smaller than previous Crown&#039;s, but she has the full support of the clergy in the form of her childhood friend, [[Siraz&#039;jah Av&#039;Zathrak]], the current Arch Priestess and [[Lassk]] of the Assassin&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
=The City=&lt;br /&gt;
&lt;br /&gt;
The central city of Gulanadur is an oddity among subterranean cities and appears, at first glance, more like a surface city rather than a system of caverns. A feat of magical engineering and construction, the city resides within a massive, spherical cavern carved laboriously from living rock millennia ago. The city is broken into three main sections: the Spire, a large tower that dominates the center of the city and reaches nearly the ceiling, the Floor, and the Bowl, the walls of the cavern from which three Tiers were carved. Atop the Spire is the false, violet sun that lights up the city at all hours; a fainter light than true day light, the violet sun does provide enough illumination that most surface dwelling visitors are capable of seeing. &lt;br /&gt;
&lt;br /&gt;
All buildings are cut into the rock face of the Bowl, save for the Spire. Architectural design is varied but feature a lot of decorative embellishments. Vaulted roofs over doorways and pillars are common, as are pergolas connecting two areas. As the city is carved from rock, engraved designs are quite common. Gardens and planters of fungus and plants bred specially for the low, violet light of Gulanadur are spread out all over the city.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
===The Spire===&lt;br /&gt;
The Spire is several stories tall, has no windows, and narrows the higher one goes along it. Walkways without railings connect from the Spire to the First and Third Tiers in three points, providing some access from one side of the city to the other. The interior of the Spire is mostly residential apartments belonging to each of the various Houses of Gulanadur. At the top most levels is the Crown, the seat of the current ruler and the government of the city. Occupancy of the apartments closest to the Crown is usually reserved for those most in favor of the ruler. This jockeying for positioning in the Spire is a status symbol. Those Houses with apartments closest to the Crown are among the most ambitious and cunning of Gulanadur. Those lower in the Spire do not find themselves changing apartments as often as those higher. &lt;br /&gt;
&lt;br /&gt;
===The Floor===&lt;br /&gt;
The Floor is a wide expanse at the bottom of the Bowl. It is the darkest area of the city, a fact that doesn&#039;t trouble natives, but can be problematic for surface dwellers visiting the Gulanadur. Primarily, the Floor is for those aspects of that provide the foundation for the city: the Temple of Asherta, the various hydroponic and livestock farms, the Mages&#039; College and the arcane reservoir that protects and powers the city. There are some shops located on the Floor, but they are all closely related to the other occupants there, such as the food market or some of the enchanters&#039; stores. &lt;br /&gt;
&lt;br /&gt;
===The Tiers===&lt;br /&gt;
The First Tier is additional shops and contains an all hours&#039; marketplace and bazaar. The Second Tier is residential in its entirety, containing a variety of homes for citizens. Most Houses&#039; main branch live in ancestral residences on the Second Tier and have since the city was founded. The Third Tier is a combination of import goods from the surface, such as lumber and livestock, as well as merchant establishments that cater to these things. Some residences have expanded into the Third Tier as the city grows. Several elevators and stair cases are cut into the sides of the Bowl to provide access to the various levels as well as the entrance to the city.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
The entrance to Gulanadur is guarded by sentries both inside the cave and outside at the surface. There is a carved out, intricate and magically shifting tunnel maze between the surface entrance and the actual city. A number of pitfalls reside in the maze, such as massive spiders and monstrous vampire bats. Other dangers include a number of booby traps, pits of spikes, dead ends and falling stalactites. As the maze is kept in total darkness, intruders must compensate for their lack of vision to even navigate it. As Gulanadurians can see in darkness, this is not something that troubles them. The maze is nearly a mile long for all its twists and turns. &lt;br /&gt;
&lt;br /&gt;
The main metropolitan area of Gulanadur is warded by a massive arcane barrier designed to prevent teleportation into and out of the city. It also wards against magic and reinforces the ceiling against collapse. This barrier is powered by the arcane reservoir that exists below the Mages&#039; College.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
Gulanadur&#039;s particular architectural layout and location require a number of considerations to be made in order to maintain its sustainability and survivability. It is a city that survives on magical energy. There are also a number of peculiar features or notable locations that contribute to the overall uniqueness of the city. &lt;br /&gt;
&lt;br /&gt;
===Arcane Reservoir===&lt;br /&gt;
&lt;br /&gt;
The arcane reservoir is a vault of arcane energy that the Mages&#039; College ruling council have contributed to over the millennia since the city&#039;s foundation. It is located in a cavern beneath the Mages&#039; College on the Floor of the city and guarded by the entirety of the population of the College itself. Locked behind seven sealed doors, only the ruling council and the Crown&#039;s entourage are ever permitted within the reservoir&#039;s cavern. The reservoir is a veritable fount of magic in semi-physical form. Appearing as a column of pale violet light in the center of the small chamber, it powers the barrier that surrounds the city and the arcane air renewal. &lt;br /&gt;
&lt;br /&gt;
After the betrayal of the former Crown Arcanist Khaless Jhalavar in 483, the reservoir is additionally powered by five liches. Under the orders of Szin&#039;ilzt Vyz&#039;crul, the priestesses of Asherta cursed Jhalavar and her four cohorts from the ruling council of the Mage&#039;s College to forever serve the city they had once betrayed. In doing so, the five mages were raised as the undead, bound by curses of the faithful to pour their arcane energy into the reservoir and then entombed in the walls of the chamber. Their phylacteries are kept within the Temple of Asherta.&lt;br /&gt;
&lt;br /&gt;
===Assassins&#039; Guild===&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild is an organization in Gulanadur responsible for training the warriors and assassins of the various noble houses. Prospects are sold upon graduation in closed-door auctions by invitation only. Their methods of training resemble the agoge of the ancient Spartans, in which young children are &#039;selected&#039; (i.e. taken) and forced into a brutal routine of deprivation, combat, and survival. Prospects that survive the multiple years of intensive training by the Master Assassin are perhaps one in every fifty selected.&lt;br /&gt;
&lt;br /&gt;
The Assassins&#039; Guild has its own rituals and customs aside from the religion of the common people. For example, their dead are &#039;dressed&#039; (i.e. their organs are removed), then the meat is carved from their bones and eaten by the former member&#039;s peers and immediate superiors and inferiors, with choice pieces of certain organs distributed in order of prestige, including the heart, brain, liver, and kidneys, in order of importance.&lt;br /&gt;
&lt;br /&gt;
The Master Assassin holds his position as long as he is not killed by his subordinates, which is how he is expected to die. Upon his death, the title of Master Assassin transfers to the one who killed him, as well as his responsibilities to the guild and its members.&lt;br /&gt;
&lt;br /&gt;
===Hydroponic Farms===&lt;br /&gt;
&lt;br /&gt;
===Mages&#039; College===&lt;br /&gt;
&lt;br /&gt;
===Temple of Asherta===&lt;br /&gt;
&lt;br /&gt;
===Violet Sun===&lt;br /&gt;
&lt;br /&gt;
Gulanadur is lit by the false, violet sun that sits atop the Crown of the Spire. This violet sun is powered by the arcane reservoir, like many things within the city. It provides a pale illumination to the city and bathes everything in its peculiar lavender glow. It is said that this constant light is one of the reasons that Gulanadurians can see in daylight on the surface.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
Nearly all citizens follow the Faith of the Dual Faced Lady. &lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Independent City-States]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=6624</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=6624"/>
		<updated>2016-09-10T21:18:42Z</updated>

		<summary type="html">&lt;p&gt;Alex: /* Captain of the Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]]&lt;br /&gt;
&lt;br /&gt;
===[[Privy Council]]===&lt;br /&gt;
&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Protector]] &#039;&#039;(Vorfon Apettire kei arna)&#039;&#039; - [[Marnuth ul-Porre Elgabralk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Admiral]] &#039;&#039;(Vorfon Appetire ul silthrogel)&#039;&#039; - Simpelta ul-Sankord Marnix&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prelate of Honour]] &#039;&#039;(Vorfon Talorod ul Fost)&#039;&#039; - [[Gerard Mintrod]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scholar Preeminent]] &#039;&#039;(Tespin Forod)&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
[[Brutus Sithaladar]]&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cursor ul-Tacitus Servilius]] (Main Guardhouse)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&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;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
[[Nixlya ul-Artiz Silkire]]&lt;br /&gt;
&lt;br /&gt;
[[Leon laFlamme]]&lt;br /&gt;
&lt;br /&gt;
Russell&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]]&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=6612</id>
		<title>Officials</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Officials&amp;diff=6612"/>
		<updated>2016-09-09T15:01:12Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your criminal mastermind &#039;&#039;&#039;LordBadass&#039;&#039;&#039; has just committed an act of vandalism in the main channel to impress &#039;&#039;&#039;Princess_Starmoon&#039;&#039;&#039;, and he&#039;s being approached by &#039;&#039;&#039;White_Knight123&#039;&#039;&#039; with demands to lower his weapon.  What do you do?  Is this White Knight guy for real?  Does he represent the &#039;&#039;In-Character&#039;&#039; authority that has the right to challenge him on his criminal misdeeds?  Well, wonder no more!  Below is a handy list of crown officials, detailing exactly who has the right to wield the blades of justice.  From government paper-pushers to law enforcement, this page has it all!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that almost all of these officials are actual characters, and should not be represented or played without the consent of the owner.&lt;br /&gt;
&lt;br /&gt;
=The Government=&lt;br /&gt;
&lt;br /&gt;
==Sithire==&lt;br /&gt;
&lt;br /&gt;
[[Marcion ul-Fenduth Tagran Aldenbar|Vorfon Marcion ul-Fenduth Tagran Aldenbar]]&lt;br /&gt;
&lt;br /&gt;
===[[Privy Council]]===&lt;br /&gt;
&lt;br /&gt;
[[Lord Chancellor]] &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Protector]] &#039;&#039;(Vorfon Apettire kei arna)&#039;&#039; - [[Marnuth ul-Porre Elgabralk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lord Admiral]] &#039;&#039;(Vorfon Appetire ul silthrogel)&#039;&#039; - Simpelta ul-Sankord Marnix&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prelate of Honour]] &#039;&#039;(Vorfon Talorod ul Fost)&#039;&#039; - [[Gerard Mintrod]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scholar Preeminent]] &#039;&#039;(Tespin Forod)&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
&lt;br /&gt;
==Lord Chancellor of Arangoth==&lt;br /&gt;
&lt;br /&gt;
Lord Chancellor &#039;&#039;(Vorfon Gostnairod)&#039;&#039; - [[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
&lt;br /&gt;
===[[Magistrates of the Crown]]===&lt;br /&gt;
&lt;br /&gt;
The Honorable [[Abraxas ul-Bralk Caros]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Yisuujah M&#039;Awliat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Asnerith Dreth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Honorable [[Aleah Dryksson]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Courthouse Personnel===&lt;br /&gt;
&lt;br /&gt;
Drama (Courthouse stenographer)&lt;br /&gt;
&lt;br /&gt;
==[[Royal Guard]] Roster==&lt;br /&gt;
&lt;br /&gt;
===Captain of the Guard===&lt;br /&gt;
&lt;br /&gt;
Brutus Sithaladar&lt;br /&gt;
&lt;br /&gt;
===Arms-Commander/Spell-Commander===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cursor ul-Tacitus Servilius]] (Main Guardhouse)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zesstra Riknueth]] (Wharf Garrison)&lt;br /&gt;
&lt;br /&gt;
===Arms-Lieutenant/Spell-Lieutenant===&lt;br /&gt;
&lt;br /&gt;
[[LayTrayin Chasingfire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Garlthik&amp;lt;br /&amp;gt;&lt;br /&gt;
Kirin Arnise&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Marqhen Alajin]]&amp;lt;br /&amp;gt;&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;
Peony Heatherdown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arms-Corporal/Spell-Corporal===&lt;br /&gt;
&lt;br /&gt;
Niran Declan (Canine Patrol)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armsman/Spellcaster===&lt;br /&gt;
[[Nixlya ul-Artiz Silkire]]&lt;br /&gt;
&lt;br /&gt;
[[Leon laFlamme]]&lt;br /&gt;
&lt;br /&gt;
Russell&lt;br /&gt;
&lt;br /&gt;
===Arms-Recruit/Spell-Recruit===&lt;br /&gt;
&lt;br /&gt;
Zarick Galvardian&lt;br /&gt;
&lt;br /&gt;
[[Iskandar Focht]]&lt;br /&gt;
&lt;br /&gt;
===Administrative Duty Roster===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIEUTENANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERGEANTS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORPORALS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NON-OFFICERS:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swift Talon==&lt;br /&gt;
&lt;br /&gt;
The [[Swift Talon]] are specially provisioned [[Elvendeep|Elvendeepish]] aerial military unit attached to the Deepish Ambassador. A single flight of thirty six members are in [[Drache]] and rotate between providing guard duty to the Deepish Ambassador and offering aerial support to Drache&#039;s Royal Guard. &lt;br /&gt;
&lt;br /&gt;
===Captain===&lt;br /&gt;
&lt;br /&gt;
[[Nerin Selva]]&lt;br /&gt;
&lt;br /&gt;
===Lieutenants===&lt;br /&gt;
&lt;br /&gt;
First Lieutenant [[Nesira Vertal]]&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
&lt;br /&gt;
=Treasury=&lt;br /&gt;
&lt;br /&gt;
==Lord Treasurer==&lt;br /&gt;
[[Lord Treasurer]] &#039;&#039;(Vorfon Thropparponthod)&#039;&#039; - [[Branth ul-Alfrith Truxton]]&lt;br /&gt;
&lt;br /&gt;
==Clerks==&lt;br /&gt;
&lt;br /&gt;
==Investigative Representatives==&lt;br /&gt;
&lt;br /&gt;
Duar`Hea Corriggio &amp;lt;br&amp;gt;&lt;br /&gt;
Kivari Na&#039;Dash&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Crown Officials]] [[Category: Drache]] [[Category: Government]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=6592</id>
		<title>User:Alex</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Alex&amp;diff=6592"/>
		<updated>2016-09-03T22:29:44Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title = Alexx&lt;br /&gt;
|above = Alex&lt;br /&gt;
&lt;br /&gt;
|image = [[image:Alexx.jpg|200px]]&lt;br /&gt;
|headerstyle = background:#C3C3C3;&lt;br /&gt;
|labelstyle = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header5 = User Bio&lt;br /&gt;
|label6 = Birthdate&lt;br /&gt;
|data6 = 6 MAY 1986&lt;br /&gt;
|label8 = Age&lt;br /&gt;
|data8 = 29&lt;br /&gt;
|label9 = Characters Played&lt;br /&gt;
|data9 = [[Shuunen]], [[Ainaias]], [[Cursor ul-Tacitus Servilius|Cursor ul-Tacitus Servilius (Arms-Sgt, Royal Guard)]], [[Lassk]], [[Szin&#039;ilzt]], [[Vassus]], [[Javakh]]&lt;br /&gt;
|label10 = First Visited BDI&lt;br /&gt;
|data10 = Mid-90s, then 2009.&lt;br /&gt;
|label12 = Nicknames&lt;br /&gt;
|data12 = None&lt;br /&gt;
|label13 = Occupation&lt;br /&gt;
|data13 = Various&lt;br /&gt;
|label14 = Where I Live&lt;br /&gt;
|data14 = Canadian Ice Field Gulag&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About=&lt;br /&gt;
&lt;br /&gt;
I&#039;m Alex. I&#039;m a father, husband, trucker, engineer, gamer, and dork here at BDI. I first came here around the 90s when I was in my early teens, then I took a 10 year hiatus to finish school. That done, I came crawling back.&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Shuunen&amp;diff=6575</id>
		<title>Shuunen</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Shuunen&amp;diff=6575"/>
		<updated>2016-09-01T15:01:56Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Shuunen&lt;br /&gt;
| picfile        = Shuunen.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Shuunen&lt;br /&gt;
| age            = Early 20s appearance, age unknown.&lt;br /&gt;
| place_of_birth = Secca&lt;br /&gt;
| date_of_birth  = Unknown&lt;br /&gt;
| race           = Mixed breed&lt;br /&gt;
| hair_color     = Black&lt;br /&gt;
| eye_color      = White&lt;br /&gt;
| height         = 6&#039;1&amp;quot;&lt;br /&gt;
| weight         = 180&lt;br /&gt;
| nickname       = Shu, Skinny&lt;br /&gt;
| aliases        = &lt;br /&gt;
| religion       = &lt;br /&gt;
| occupation     = Former Hand of Night, Tivaurd Organization. Former owner, Lucky Nomad brothel.&lt;br /&gt;
| marital_status = Married&lt;br /&gt;
| player         = Alex&lt;br /&gt;
| username       = Alex&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
&lt;br /&gt;
Shuunen was abandoned within hours of his birth, dropped in a basket in front of an orphanage in West [[Secca]]. Growing up among other unwanted and undesirable children, he learned to fend for himself from an early age. His small frame and mixed ancestry made him a target for bullies, and he learned early on that the best way to win a fight was to fight dirty and be willing to do more than the Other Guy to win. His &#039;Other Guy&#039; philosophy ended up becoming a cornerstone for him as he grew up. By the time he&#039;d turned 9 or 10, he traded the life of a West Seccan orphan for the life of an East Seccan street rat.&lt;br /&gt;
&lt;br /&gt;
Shuunen spent the next four years learning what it meant to go hungry. While the other children his age frolicked and played in Larkegow, he was busy fighting and stealing to scrape a meager living together on the banks of the Sekka River and among the warehouses, docks, and offices of the East Secca harbor. By the time he&#039;d turned 14, he&#039;d learned enough about harbor life to successfully land a job as cabin boy for a small shipping company. The vessel he began on was captained by a man that the crew affectionately dubbed Old Captain. Old Captain took a particular liking to Shuunen, and before long, the captain managed to help Shuunen acquire a more permanent position with the company. Shuunen would remain with this company well into his 20s, sailing all of the known world aboard the Old Captain&#039;s vessel.&lt;br /&gt;
&lt;br /&gt;
One fateful evening, somewhere off the coast of Arangoth, Old Captain&#039;s vessel, freshly loaded with trade goods, was set upon by pirates. Any who resisted were killed without mercy, and once the white flag had been raised, half the crew lay dead or dying on the deck, including Old Captain. As the pirates came aboard, they gave the crew a simple choice: join them as pirates or be taken prisoner and ransomed back to their home country as soon as it was convenient. Shuunen made the easy decision, and spent the next several years of his life among them. He&#039;d spent nearly a decade at sea by now, and considered the ocean to be his home. It was around this time that he began smoking opium, a habit he continues to this day.&lt;br /&gt;
&lt;br /&gt;
After an indeterminate length of time among pirates, merchants, and even the navy for a brief period, Shuunen took it upon himself to desert his company and strike out on his own, intent upon seeking his fortune in the famous, cosmopolitan port city of [[Drache]]. It was here that he happened upon his next employer, [[Ravynetti Tivaurd]], and gained a reputation as a consummate whoremonger.&lt;br /&gt;
&lt;br /&gt;
Since 479, Shuunen has been in Ravynetti&#039;s employ, ostensibly working in intelligence. In reality Shuunen has evolved from a mundane scoundrel and pirate into a remarkably proficient rogue and assassin. By 481, Shuunen volunteered for an experimental procedure which grafted a ghost to his central nervous system, permanently bonding his very soul with the soul of one Vesper Sojourn. During the training he underwent afterward, a horrific accident cost him his right arm, which was replaced with a ghastly simulacrum. The arm&#039;s appearance is unsettling to most, and he leaves the limb wrapped in black cloth from fingertip to elbow. In 484 he was sent on a mission to the quiet, depressing township of Murkdusk to retrieve some sensitive items from a local vampire queen&#039;s residence. After several months of careful planning, the heist was successful. However, his cover was blown before he could make his exit, and the vampire queen attacked him. He survived the attack at the cost of his right eye and the tip of his right ear, which the vampire queen clawed away. &lt;br /&gt;
&lt;br /&gt;
The rogue remains the only person, past or present, to ever manage to gain unauthorized access to the [[Royal Church]] Vault, which he managed after the Great Seal was damaged by the attack of a dracolich. He eventually earned enough through his secretive exploits to purchase The Lucky Nomad, one of the more upscale brothels in the Red Lantern District, in 484. The Lucky Nomad stands as one of the few places in Drache, aside from the BlkDragon Inn, where nobles and criminals can freely rub shoulders without fear of suspicion.&lt;br /&gt;
&lt;br /&gt;
A year later, he bought the Drache Home for Wayward Children in the Back Alley District, having a bit of a soft spot for orphaned children. He purchased the institution through a front corporation, and occasionally visits in secret to read stories to the children, who have affectionately dubbed him Uncle Shuunen.&lt;br /&gt;
&lt;br /&gt;
After several chance encounters with [[Idelle Sarault]], former Arms-Lieutenant of the [[Royal Guard]], over the last few years, the two eventually rekindled their relationship in early 486. After a brief courtship, the couple announced their engagement in First Seed, 486, followed quickly by Idelle&#039;s retirement from the Royal Guard. They were married at sea later that same year, and a short time later Shuunen was killed after a short but bloody disagreement with the local Magistrate and [[Ravynetti  Tivaurd]].&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Shuunen stands an inch or two over six feet tall and has sharp, angular features set off by strangely pointed ears, which points to some sort of mixed ancestry even he isn&#039;t completely clear on. He has handsome, youthful features marred by a series of four widely-spaced parallel scars running horizontally along the right side of his face and reaching behind his ear. His missing right eye and shorn off right eartip are both attributed to this wound. Black, shaggy hair hangs slightly over his face and down to his shoulder blades in the back. &lt;br /&gt;
&lt;br /&gt;
Physically, he isn&#039;t particularly imposing. Overall, his physique is on the thin side, but over the years he&#039;s cultivated a hard layer of whipcord muscle. He&#039;s stronger than he looks, and about as fast as some savvy fighters might expect.&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks=&lt;br /&gt;
&lt;br /&gt;
Until very recently, Shuunen was a bit of a whoremonger. His penchant for women of all kinds generally landed him in trouble. He remains addicted to opium since his days as a pirate all those years ago.&lt;br /&gt;
&lt;br /&gt;
Between his time as a pirate, and later as a thief and assassin for the Tivaurd Familia, he has become remarkably agile and proficient with short bladed weapons, preferring an exotic katar forged for him by Ravynetti, which he affectionately dubbed Bad News. He can be remarkably insightful on the rare occasion, but is generally regarded as a carefree, jovial, impulsive sort of fellow who tends to solve his problems using the most direct possible methods.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangothian_Customs_and_Rituals&amp;diff=6574</id>
		<title>Arangothian Customs and Rituals</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangothian_Customs_and_Rituals&amp;diff=6574"/>
		<updated>2016-09-01T14:23:39Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Arangoth, the three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. &lt;br /&gt;
&lt;br /&gt;
=Courtship and Betrothal=&lt;br /&gt;
&lt;br /&gt;
Arangothian youths of every social stratum have some say in choosing whom they will marry. Among the peasantry and urban underclass there are no additional restraints; however, among the nobility and mercantile strata, parents exercise some control through their ability to disinherit a child who disobeys their wishes. There are also social constraints associated with personal honor, respectability, and so forth. It is generally frowned upon for an individual to marry outside of his/her social stratum, although merchants and nobles do in fact intermarry fairly regularly. Social norms as to acceptable behavior between the sexes during courtship vary widely both by region and by social stratum. Among the noble and mercantile strata, contact is officially limited to social events at which a considerable degree of supervision is exercised. One practice is for a girl&#039;s parents to hire a &amp;quot;tentripin,&amp;quot; an older woman charged with chaperoning her, and who is to receive a sum of money on the daughter&#039;s successful marriage. While dancing is considered appropriate under such conditions, kissing is most certainly not, much less anything more imaginative.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;tentripin&amp;quot; is a much-detested figure, and eluding her is a common sport among upper-class youth. Peasants and youths of the urban underclass experience far less supervision and can get away with a great deal more.&lt;br /&gt;
&lt;br /&gt;
Engagements, however initiated, are formalized by an exchange of gifts. The nature of these gifts varies widely; the type considered most appropriate is a locket containing a miniature portrait, but there is a great deal of leeway here. The &amp;quot;engagement ring&amp;quot; as such is not a tradition, and in fact rings are avoided because wearing one implies that one is already married. However, ideally the gift should be something one can carry on one&#039;s person. An engagement may not be contracted prior to a youth&#039;s Brakerrat or rite of passage, and the wedding itself should not take place within a year of the Brakerrat. Once formalized, an engagement cannot be broken without serious social and legal consequences.&lt;br /&gt;
&lt;br /&gt;
=Marriage Customs=&lt;br /&gt;
&lt;br /&gt;
Weddings are generally held on the property of, and at the expense of, the parents of the groom. The most auspicious days for a wedding are deemed to be March 16-17, i.e., the day before and the day of the Bedek Kakebdat, or festival of the First Planting. However, other days will do quite well. The night before the &amp;quot;wedding&amp;quot; there is a small, informal meal, traditionally either of chowder or boiled fish, at which the young couple, their parents, close family friends and the officiating Menxvanic holy man are present. At the close of this meal, the officiator leads the couple into the middle of the room and has them announce before those present their desire to wed each other. They are then separated until the following morning, the idea being that the night should be reserved for contemplation of Menxvan and prayer. In some parts of Northern and Eastern Arangoth, the couple is blindfolded at this point. In the Sresar Vale, there is a somewhat different custom altogether which substitutes for the above: there is a mock &amp;quot;kidnapping&amp;quot; of the bride from her home (or from wherever she is staying) by blood relatives of the groom.&lt;br /&gt;
&lt;br /&gt;
In the morning at sunrise, the bride and groom separately undergo a ceremonial Lathrathrat or purification and eat a traditional breakfast of rice with currant sauce. The morning is spent donning the traditional wedding attire and otherwise preparing for the formal events of the afternoon. Although this attire varies somewhat from region to region, it is always green (not white), this color being associated with prosperity and child-bearing. Some of the more traditional features of Arangothian ceremonial or &amp;quot;dressy&amp;quot; garb are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For women&#039;&#039;&#039; -- Golden torques and ear-chains; the latter are draped over the top of the ear, and appear to have been a fashion adopted from [[Rondis|Rondissian]] culture at some point in the past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For men&#039;&#039;&#039; -- Hats with very, very large feather plumes (esp. egret or ostrich) and robes and vests of golden brocade. Also ornamental swords.&lt;br /&gt;
&lt;br /&gt;
Various guests are meanwhile admitted into the tent, hall, or room dedicated to the wedding banquet. Musicians are also invited and begin playing, typically on zither, drum and recorder [or rather, these are our closest equivalents to the actual instruments used]. When all is ready, some noise is sounded (a gong, bell, trumpet, etc.) and the bride and groom appear from different entrances. The officiator has them reconfirm their declarations of the night before (not oaths: merely statements of intent), and then invites them both forward to the center of the place, where he joins their hands. They then respectively say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Min an sinterbinet.&amp;quot;&#039;&#039; = May I be your husband.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Min an sintespenet.&amp;quot;&#039;&#039; = May I be your wife.&lt;br /&gt;
&lt;br /&gt;
The officiator then takes a wide strip of green cloth and wraps it twice&amp;lt;ref name=&amp;quot;marriage&amp;quot; /&amp;gt; around the necks of the couple, each time reciting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Minxa an.&amp;quot;&#039;&#039; = May it be so.&lt;br /&gt;
&lt;br /&gt;
While so enwrapped, the couple exchanges rings. These are found of various matals, but the most common design depicts a serpent swallowing its own tail, a recognized symbol of eternity. An elder female relative often places a sugar-cake in the mouths of the bride and groom, in order that their first kiss might be &amp;quot;sweet.&amp;quot; Social norms dictate that this should, indeed, be their first kiss.&lt;br /&gt;
&lt;br /&gt;
The event continues with the unwrapping of the strip of green cloth and the congratulations of the guests present. Food is served, and dancing music commences. After the bride and groom have retired, this music is traditionally replaced by playing on kettle-drums, rattles, and shrill horns, the idea being that the sound should be as loud and annoying as possible. The bride is encouraged to step across a sheathed sword before leaving the feast, as it is believed this will result in her bearing warrior children.&lt;br /&gt;
&lt;br /&gt;
=Funerary Customs=&lt;br /&gt;
&lt;br /&gt;
When a person dies in Arangoth, or is about to die, he or she undergoes a Lathrathrat or purification and retires or is moved to a sacred location until a burial can be arranged. The body is placed in a coffin painted green (it should be apparent by now that green is a very important symbolic color in Arangoth). The coffin is also frequently adorned with the image of a coiled snake. This is an allusion to the fact that the snake sheds its skin, and is thus &amp;quot;reborn&amp;quot; out of death. The coffin must have a small opening in it somewhere, which is explained as being a hole through which the spirit can escape. Greenery, flowers, and eggs are often included in the coffin as additional symbols of birth and life.&lt;br /&gt;
&lt;br /&gt;
Generally about four days after the death, the coffin is moved to a burial-ground and placed into an opening in the ground. Before the coffin is lowered, a Menxvanic holy man blows once into the spirit-hole in order to symbolize the breath of life. The friends and relatives of the deceased eat a meal at the cemetery in his/her memory and honor. Music is also played while the coffin is being moved, and this is considered very important for relaxing the spirit, which is felt to be unstable during this period. It is considered disrespectful NOT to become intoxicated at the funeral of a close friend or relative.&lt;br /&gt;
&lt;br /&gt;
The universal color of mourning in Arangoth is white, which symbolizes the purity of Menxvan&#039;s mercy and the hope that the deceased will find peace in the afterlife.&lt;br /&gt;
&lt;br /&gt;
=Birthdays and the Brakerrat=&lt;br /&gt;
&lt;br /&gt;
Birthdays are not celebrated as in the &amp;quot;mun&amp;quot; world, and in fact little attention is paid to them, except to note how many times one has been alive on November 4th, the date of the Brakerrat or Rite of Passage. On the Brakerrat of one&#039;s 13th year, one officially &amp;quot;comes of age&amp;quot; and becomes an adult. However, it is traditional that one gives a gift to one&#039;s mother on one&#039;s own birthday, or otherwise shows respect for her (vaguely akin to our own &amp;quot;Mother&#039;s Day&amp;quot;). This is more particularly the case the more well-off one is.&lt;br /&gt;
&lt;br /&gt;
On the Brakerrat (from the calendar page): This is an important holiday in the lives of all young Arangothians. The November 4th following an Arangothian boy or girl&#039;s thirteenth birthday, he or she is (separately by gender) taken to a secret location and taught the &amp;quot;facts of life.&amp;quot; After this rite of passage, the initiate is considered an adult and can address other adults on a first-name basis. The specific ceremonies involved are closely-guarded secrets. The evening following the Brakerrat is the Brakerrat Feast, celebrated conjointly after a day spent segregated by gender. Arangothians have a certain affinity for others who celebrated their Brakerrat in the same year (vaguely like that felt by members of, say, the high school &amp;quot;Class of 1998&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=Serputerbi and Serputespin=&lt;br /&gt;
&lt;br /&gt;
In Arangoth, same-sex relationships as such were first officially recognized as a way to make a good marriage for a child who had no other good matches availible, or who made the religious declaration of &amp;quot;serputerbi&amp;quot; or &amp;quot;serputespin&amp;quot; (love-man or love-woman) that made them legally unmarragiable to the opposite sex by their own choice and to avoid some unwanted union in desperate cases.&lt;br /&gt;
&lt;br /&gt;
The relationships themselves are largely stigma-free among native Arangothians. The same traditions apply in these cases of the marriage kiss supposedly being the &amp;quot;first kiss&amp;quot; and wealthy families still have to hire the terlispin to watch over their daughters, though more out of a principal of virtue I suppose. That being the case, young gay men have little trouble sneaking off to behave as young men will. The religious declarations of &amp;quot;serputerbi&amp;quot; and &amp;quot;serputespin&amp;quot; go unused in the current day, as parents exercise less control over their children&#039;s marriages in this day and age, and the tribal religions upon which they were based have died out except in remote areas. As for marriage, the Menxvanic ritual allows for fleibility in the genders of the participants, with the ritual itself still being the same (torques, sugar cakes and funny hats).&lt;br /&gt;
&lt;br /&gt;
Inheritances and children are the most complicated issue, since any homosexual couple has to seek some sort of adoption, or outside assistance in bearing any children. There is a magical solution that involves fusing collected essences of both parents into a holy vial and speaking sacred prayers or spells upon it for sixty days and nights that results in a child springing forth.. That option is primarily availible to those with money to spare for hefty donations and free time to sit around chanting. Adopted children aren&#039;t in much trouble as far as inheritance, except in cases where there is a blood heir (from the magical ritual or extra-marital affairs, acknowledged or not) which can lead to a nasty battle in the courts between the wishes of the parent and the rights of the blood-relative. If a child is born to one member of a same-sex union through surrogate parenting, that child is eligible to directly inherit only that parent&#039;s property unless it is adopted by the other parent (and not contested by any blood-children of that other parent). This makes or some interesting legal implications indeed. The first historical records of the precedents for the current traditions lie in the story called [[The Fall of the House of Silad#The Sithire Silad&#039;s Challenge|&amp;quot;The Sithire Silad&#039;s Challenge.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;marriage&amp;quot;&amp;gt;Although there is not complete agreement on the reason behind the double encirclement, it is sometimes explained as acknowledging the dual nature of the universal dominion of Menxvan and Menxruk.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6534</id>
		<title>Azaan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6534"/>
		<updated>2016-07-29T00:37:14Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azaan is the name of the isolated technocratic city-state far to the southwest of the Kingdom of Arangoth. It is the most technologically developed country on the planet, its citizens enjoying a remarkably high quality of life as a result. Azaani technicians study a strange blend of naturalist and arcane philosophy, creating some of the most spectacular works in the world, including their massive arcane siphon towers and their legendary, fearsome airships.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Country&lt;br /&gt;
| name           = Azaan&lt;br /&gt;
| image          = Azaan.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;Videmus omnia.&#039; &lt;br /&gt;
| capital        = &lt;br /&gt;
| language1      = Azaani &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Human&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = None&lt;br /&gt;
| government     = Technocracy&lt;br /&gt;
| ruler          = High Directorate&lt;br /&gt;
| population     = 150,000&lt;br /&gt;
| currency       = Solari&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Azaan was dominated by a magical empire many centuries ago. With their monarchic style of government, the previous Azaani empire gradually grew more and more corrupt, increasing the standard of living for the aristocracy at the expense of the technically skilled (but socially powerless) working class. Revolution was staved off for many long years until one fateful day. Over the course of several weeks, the Azaani empire crumbled, its aristocracy killed or exiled, and its arcanists put to work in collaboration with the engineers of the era to produce new and fantastic technologies for the benefit of its entire people, as managed by the High Directorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Azaan is a relatively small island city state, the island no more than 75 kilometers at its widest point, and perhaps 200 kilometers long. It is surrounded on all sides by sheer cliffs with dubious staircases leading up in ill-maintained switchbacks at strategic locations. The landscape is generally dominated by shallow, rolling hills and plains, with few dramatic changes in elevation to speak of. &lt;br /&gt;
&lt;br /&gt;
Azaan&#039;s relatively high elevation over the surrounding ocean affords it excellent visibility, and potential incursions into their territory are easily thwarted by their coastal defense networks and the quick deployment of their airships, a few of which are always kept in a state of combat readiness.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Azaan is governed by the High Directorate, an elite team of experts in the fields of arcane science, naturalism, civil engineering, etc. The High Directorate is generally limited to a cadre of 12 individuals, selected based upon their merits by the Symposium, a meeting of over 200 individuals, all experts in their various fields from across the Azaani empire.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
While Azaan has traditionally kept a low number of standing armed forces personnel, these numbers are usually supplemented by the various automata developed by private firms with defense contracts. The backbone of the Azaani empire&#039;s military might comes from its legendary airships, which represent the pinnacle of arcane and technical engineering. A single cruiser-class airship is capable of burning a small fleet of traditional seafaring vessels to the ground. &lt;br /&gt;
&lt;br /&gt;
The airships of Azaan are built around specially constructed arcane batteries of rare, specially modified crystals. These power the majority of the airship, including the elemental bindings that comprise the weapons and navigation systems. Each airship includes its own command and control module in the form of sentient automata rigged directly into the ship itself. The ship&#039;s automata is responsible for the management of the batteries and the balancing of the various forces required to bind the lesser elementals to the vessel.&lt;br /&gt;
&lt;br /&gt;
While each ship will field a battery of traditional gunpowder munitions, the majority of the ship&#039;s destructive force comes from the arcane-powered weapons, generally centered around the manipulation and combination of various elemental energies.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Azaan is a wealthy nation, due in no small part to their monopoly on their particular brand of magic and technology. Such technologies are never traded for, but the products of their technology are highly sought after. Medical and agricultural technology is especially prized.&lt;br /&gt;
&lt;br /&gt;
Azaan&#039;s people are generally happy due to the high standard of living, with plenty of time for leisure. The Azaani workforce centers around the four day work week. &lt;br /&gt;
&lt;br /&gt;
While the earliest advent of automata within the city saw no small amount of strife, cultural attitudes have since shifted. The automata, in all of their forms, are met with grudging acceptance at the worst, and enthusiasm at the best. &lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Azaani is the official language of Azaan, though all citizens receive a formal education in Common and various other languages, as desired.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6533</id>
		<title>Azaan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6533"/>
		<updated>2016-07-29T00:36:08Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azaan is the name of the isolated technocratic city-state far to the southwest of the Kingdom of Arangoth. It is the most technologically developed country on the planet, its citizens enjoying a remarkably high quality of life as a result. Azaani technicians study a strange blend of naturalist and arcane philosophy, creating some of the most spectacular works in the world, including their massive arcane siphon towers and their legendary, fearsome airships.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Country&lt;br /&gt;
| name           = Azaan&lt;br /&gt;
| image          = Azaan.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;Videmus omnia.&#039; &lt;br /&gt;
| capital        = &lt;br /&gt;
| language1      = Azaani &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Human&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = None&lt;br /&gt;
| government     = Technocracy&lt;br /&gt;
| ruler          = High Directorate&lt;br /&gt;
| population     = 150,000&lt;br /&gt;
| currency       = Solari&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Azaan was dominated by a magical empire many centuries ago. With their monarchic style of government, the previous Azaani empire gradually grew more and more corrupt, increasing the standard of living for the aristocracy at the expense of the technically skilled (but socially powerless) working class. Revolution was staved off for many long years until one fateful day. Over the course of several weeks, the Azaani empire crumbled, its aristocracy killed or exiled, and its arcanists put to work in collaboration with the engineers of the era to produce new and fantastic technologies for the benefit of its entire people, as managed by the High Directorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Azaan is a relatively small island city state, the island no more than 75 kilometers at its widest point, and perhaps 200 kilometers long. It is surrounded on all sides by sheer cliffs with dubious staircases leading up in ill-maintained switchbacks at strategic locations. The landscape is generally dominated by shallow, rolling hills and plains, with few dramatic changes in elevation to speak of. &lt;br /&gt;
&lt;br /&gt;
Azaan&#039;s relatively high elevation over the surrounding ocean affords it excellent visibility, and potential incursions into their territory are easily thwarted by their coastal defense networks and the quick deployment of their airships, a few of which are always kept in a state of combat readiness.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Azaan is governed by the High Directorate, an elite team of experts in the fields of arcane science, naturalism, civil engineering, etc. The High Directorate is generally limited to a cadre of 12 individuals, selected based upon their merits by the Symposium, a meeting of over 200 individuals, all experts in their various fields from across the Azaani empire.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
While Azaan has traditionally kept a low number of standing armed forces personnel, these numbers are usually supplemented by the various automata developed by private firms with defense contracts. The backbone of the Azaani empire&#039;s military might comes from its legendary airships, which represent the pinnacle of arcane and technical engineering. A single cruiser-class airship is capable of burning a small fleet of traditional seafaring vessels to the ground. &lt;br /&gt;
&lt;br /&gt;
The airships of Azaan are built around specially constructed arcane batteries of rare, specially modified crystals. These power the majority of the airship, including the elemental bindings that comprise the weapons and navigation systems. Each airship includes its own command and control module in the form of sentient automata rigged directly into the ship itself. The ship&#039;s automata is responsible for the management of the batteries and the balancing of the various forces required to bind the lesser elementals to the vessel.&lt;br /&gt;
&lt;br /&gt;
While each ship will field a battery of traditional gunpowder munitions, the majority of the ship&#039;s destructive force comes from the arcane-powered weapons, generally centered around the manipulation and combination of various elemental energies.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Azaan is a wealthy nation, due in no small part to their monopoly on their particular brand of magic and technology. Such technologies are never traded for, but the products of their technology are highly sought after. Medical and agricultural technology is especially prized.&lt;br /&gt;
&lt;br /&gt;
Azaan&#039;s people are generally happy due to the high standard of living, with plenty of time for leisure. The Azaani workforce centers around the four day work week. &lt;br /&gt;
&lt;br /&gt;
While the earliest advent of automata within the city saw no small amount of strife, cultural attitudes have since shifted. The automata, in all of their forms, are met with grudging acceptance at the worst, and enthusiasm at the best. &lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6532</id>
		<title>Azaan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6532"/>
		<updated>2016-07-28T22:12:47Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azaan is the name of the isolated technocratic city-state far to the southwest of the Kingdom of Arangoth. It is the most technologically developed country on the planet, its citizens enjoying a remarkably high quality of life as a result. Azaani technicians study a strange blend of naturalist and arcane philosophy, creating some of the most spectacular works in the world, including their massive arcane siphon towers and their legendary, fearsome airships.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Country&lt;br /&gt;
| name           = Azaan&lt;br /&gt;
| image          = Azaan.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;Videmus omnia.&#039; &lt;br /&gt;
| capital        = &lt;br /&gt;
| language1      = Azaani &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Human&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = None&lt;br /&gt;
| government     = Technocracy&lt;br /&gt;
| ruler          = High Directorate&lt;br /&gt;
| population     = 150,000&lt;br /&gt;
| currency       = Solari&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Azaan was dominated by a magical empire many centuries ago. With their monarchic style of government, the previous Azaani empire gradually grew more and more corrupt, increasing the standard of living for the aristocracy at the expense of the technically skilled (but socially powerless) working class. Revolution was staved off for many long years until one fateful day. Over the course of several weeks, the Azaani empire crumbled, its aristocracy killed or exiled, and its arcanists put to work in collaboration with the engineers of the era to produce new and fantastic technologies for the benefit of its entire people, as managed by the High Directorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Azaan is a relatively small island city state, the island no more than 75 kilometers at its widest point, and perhaps 200 kilometers long. It is surrounded on all sides by sheer cliffs with dubious staircases leading up in ill-maintained switchbacks at strategic locations. The landscape is generally dominated by shallow, rolling hills and plains, with few dramatic changes in elevation to speak of. &lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Azaan is governed by the High Directorate, an elite team of experts in the fields of arcane science, naturalism, civil engineering, etc. The High Directorate is generally limited to a cadre of 12 individuals, selected based upon their merits by the Symposium, a meeting of over 200 individuals, all experts in their various fields from across the Azaani empire.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
While Azaan has traditionally kept a low number of standing armed forces personnel, these numbers are usually supplemented by the various automata developed by private firms with defense contracts. The backbone of the Azaani empire&#039;s military might comes from its legendary airships, which represent the pinnacle of arcane and technical engineering. A single cruiser-class airship is capable of burning a small fleet of traditional seafaring vessels to the ground. &lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6531</id>
		<title>Azaan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Azaan&amp;diff=6531"/>
		<updated>2016-07-28T22:12:21Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azaan is the name of the isolated technocratic city-state far to the southeast of the Kingdom of Arangoth. It is the most technologically developed country on the planet, its citizens enjoying a remarkably high quality of life as a result. Azaani technicians study a strange blend of naturalist and arcane philosophy, creating some of the most spectacular works in the world, including their massive arcane siphon towers and their legendary, fearsome airships.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Country&lt;br /&gt;
| name           = Azaan&lt;br /&gt;
| image          = Azaan.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;Videmus omnia.&#039; &lt;br /&gt;
| capital        = &lt;br /&gt;
| language1      = Azaani &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Human&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = None&lt;br /&gt;
| government     = Technocracy&lt;br /&gt;
| ruler          = High Directorate&lt;br /&gt;
| population     = 150,000&lt;br /&gt;
| currency       = Solari&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Azaan was dominated by a magical empire many centuries ago. With their monarchic style of government, the previous Azaani empire gradually grew more and more corrupt, increasing the standard of living for the aristocracy at the expense of the technically skilled (but socially powerless) working class. Revolution was staved off for many long years until one fateful day. Over the course of several weeks, the Azaani empire crumbled, its aristocracy killed or exiled, and its arcanists put to work in collaboration with the engineers of the era to produce new and fantastic technologies for the benefit of its entire people, as managed by the High Directorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Azaan is a relatively small island city state, the island no more than 75 kilometers at its widest point, and perhaps 200 kilometers long. It is surrounded on all sides by sheer cliffs with dubious staircases leading up in ill-maintained switchbacks at strategic locations. The landscape is generally dominated by shallow, rolling hills and plains, with few dramatic changes in elevation to speak of. &lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Azaan is governed by the High Directorate, an elite team of experts in the fields of arcane science, naturalism, civil engineering, etc. The High Directorate is generally limited to a cadre of 12 individuals, selected based upon their merits by the Symposium, a meeting of over 200 individuals, all experts in their various fields from across the Azaani empire.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
While Azaan has traditionally kept a low number of standing armed forces personnel, these numbers are usually supplemented by the various automata developed by private firms with defense contracts. The backbone of the Azaani empire&#039;s military might comes from its legendary airships, which represent the pinnacle of arcane and technical engineering. A single cruiser-class airship is capable of burning a small fleet of traditional seafaring vessels to the ground. &lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=6312</id>
		<title>Provakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Provakh&amp;diff=6312"/>
		<updated>2016-04-07T04:07:38Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Provakh&#039;&#039;&#039; are a massive, enigmatic race of large, mountain-dwelling humanoids native to [[Varstad]]. They are an extremely elusive people during the warmer seasons, preferring to remain in the higher altitudes of the most unforgiving mountain ranges, where none but the wyverns dare to go. During the winter months, some daring provakhi have been known to venture out to trade with nearby human settlements to acquire weapons and equipment of superior craftsmanship.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Provakh&lt;br /&gt;
| image                   = Provakhifemale.jpg&lt;br /&gt;
| alt                     = Provakh female&lt;br /&gt;
| formal_name             = &lt;br /&gt;
| average_height          = 7&#039;-8&#039;&lt;br /&gt;
| average_weight          = 350-450lbs&lt;br /&gt;
| eye_color               = White&lt;br /&gt;
| hair_color              = Dark brown or black&lt;br /&gt;
| country_of_origin       = [[Varstad]]&lt;br /&gt;
| significant_populations = Varstad, Ruthmarna, Grey Fangs&lt;br /&gt;
| language1               = Provakhi Varstakh dialect&lt;br /&gt;
| language2               =&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               = All-Chief&lt;br /&gt;
| religion2               = &amp;lt;br&amp;gt;Ancestor worship&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
&lt;br /&gt;
The origins of the provakh aren&#039;t particularly well known. If asked, most provakhi would simply claim that their people were birthed by the mountains themselves, given life by the generosity of the All-Chief, their primary religious figure. The provakh have been spoken of by human cultures living in Varstad or passing through for as long as there have been humans to observe them. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Provakh history follows a long and winding path through time due to their particular oral tradition. Storytelling acumen is highly regarded among provakhi, and the tales of their early days during a more primordial age are as long as they are extraordinary. Legends are in abundance in provakh culture, with tales of mighty heroes accomplishing tremendous feats of strength, daring, and cunning. No herd ever hears the same story twice, as embellishing legends is a common pastime.&lt;br /&gt;
&lt;br /&gt;
From what other cultures have been able to independently determine (because provakh history is notoriously exaggerated), the provakh have been around for an extremely long time. They have historically confined themselves to Varstad and the surrounding mountain ranges, and childbirths are only as common as is needed to maintain the population.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
&lt;br /&gt;
Competition permeates provakh culture to its core and is so prevalent that it has significantly shaped their view of the world at large. Keeping score is as natural to a provakh as remembering a friendly face. While this mindset is strongly encouraged among other provakh, this highly competitive nature sometimes rubs other races the wrong way. Provakh compete against each other in almost every aspect of their lives, and the spirit of competition is what maintains their friendships.&lt;br /&gt;
&lt;br /&gt;
The base social unit in provakh culture is the herd, which is headed by a chief. Herds generally consist of a few dozen individuals comprised of multiple small families or mated pairs. Contribution to the herd is of the utmost importance to a provakh. While their intensely competitive nature is often light-hearted, there is a more callused aspect to it. Those who are unable or unwilling to compete and pull their own weight among the herd are exiled. There is no sympathy given to provakh who are grievously injured or crippled: they are simply abandoned and left to fend for themselves without farewell or apology. A lucky provakh in this position may happen upon another herd. Upon proving themselves capable, the herd may well accept them as one of its own.&lt;br /&gt;
&lt;br /&gt;
Several principles are held sacred to all provakh. Equal opportunity is expressed in the common maxim &amp;quot;today me, tomorrow you&amp;quot;. The central idea is that every provakh gets their turn eventually. All are afforded an equal opportunity to attain greatness and acclaim by their chief and their herd. This sentiment runs so deep that provakh found in other cultures will often regard authority figures with mild disdain, and will look upon the downtrodden commoners with pity. Provakh do not tolerate unfair conduct and will often offer assistance to those that they believe have been unfairly denied opportunities for betterment. &lt;br /&gt;
&lt;br /&gt;
A provakh&#039;s worst enemy tends to be one&#039;s own competitive spirit. They are constantly motivated to not only best their herdmates, but also themselves, leading them along a path of constantly escalating daring. Provakh are renowned for their fearlessness, which crosses over into recklessness in many cases. If a provakh kills a bear on its own, it may well attempt larger, more dangerous feats. The wyverns of Varstad are seen as extremely dangerous, and therefore worthy targets.&lt;br /&gt;
&lt;br /&gt;
Provakhi enjoy large meals when they can get them, but can subsist on astonishingly little if they have to. They are creatures of ravenous appetites, and tend to spend the day hunting for what they will eat that evening. Consummate hunter-gatherers, they are faster than their mass would lead some to believe, and even stronger than one might expect. Herds will also keep a fair number of livestock, preferring a domesticated breed of dire goat native to Varstad. &lt;br /&gt;
&lt;br /&gt;
Coming of age is a significant time for them. A young provakh is expected to prove themselves in some way, be it a feat of strength or a demonstration of hunting prowess, it generally doesn&#039;t matter. What is required is that a provakh make their capability well known among their herdmates. By the time provakh have reached the age of majority, they have spent many long years learning under the tutelage of their herdmates. The role of teacher falls upon each and every member of the herd, with &amp;quot;each one teach one&amp;quot; being an almost universal philosophy. This tends to cause provakhi in the wider world to regard the smaller, less physically capable races with a certain solicitous regard.&lt;br /&gt;
&lt;br /&gt;
=Typical Racial Characteristics=&lt;br /&gt;
&lt;br /&gt;
Provakh are massive humanoids, generally standing between 7 and 8 feet tall and weighing 350 to 450 pounds, with the women tending to be about the same size as the men, if only somewhat lighter. The men are always bald and beardless, with the only hair appearing on their bodies, while the women grow their hair very long and keep almost all of it braided. Tattoos are of massive significance to the provakh, and they tend to be almost completely covered in them by the time they reach the age of adulthood. Provakh tattoos tend to vary by herd, with individuals able to recognize the herd of another by the sight of their tattoos, but the general style is relative common among provakh, favoring long, thick, symmetrical lines covering the entire body, including the head and face. Provakh tend to wear very minimal clothing, even in the coldest months, in order to display these tattoos.&lt;br /&gt;
&lt;br /&gt;
Stony protrusions along the arms, shoulders, hands, and in men, the superciliary arch, are common and incredibly tough. These protrusions can often be used as natural weapons when unarmed, and are commonly embedded with gems acquired from other nearby cultures.&lt;br /&gt;
&lt;br /&gt;
Provakh are almost entirely unaffected by natural cold, and can go shirtless and barefoot in weather that would kill an unprotected human within minutes. Cold weather simply doesn&#039;t penetrate their skin or bother them at all, but they do appreciate the comfort of a warm fire and a fur blanket after the day&#039;s work is done. Great feasts tend to consist of yak and goat meat and grokka, a particularly pungent and potent alcoholic beverage made from fermented milk.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=6265</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=6265"/>
		<updated>2016-03-31T19:17:44Z</updated>

		<summary type="html">&lt;p&gt;Alex: &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 land that is considered Northern Arangothian territory. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the river Darian, 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:Woolly.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    = Separates Drache from Northern Arangoth.&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = Dwarves are the primary race, but other Arangothians also make their home in Ruthmarna.&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = Arangothian; 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;
|label8   = Current Ruler&lt;br /&gt;
|data8    = King Arlok&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 [[Drache]] 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;.&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. &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;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
Today, the roads in the mountainous country are safe again, patrolled for the most part by heavily-armed detachments of the [[Border Watch]] (a similar organization to the Royal Guard in the northern parts of the Kingdom). The hinterland, though, is still plagued by bandits, who have an endless number of hiding places in the inhospitable mountain peaks. Rumors abound of a terrible, malevolent force lurking deep within the heart of the mountain, governing the actions of the mining conclaves there.&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:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Border_Watch&amp;diff=6249</id>
		<title>Border Watch</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Border_Watch&amp;diff=6249"/>
		<updated>2016-03-30T18:32:03Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Established during the upheavals that Arangoth has gone through during the partitioning of the nation between Arlok and the loyalists to the regent, but then the Noble Council, the Border Watch has grown from the ashes of its previous incarnation, Gerrath Weston&#039;s Border Patrol.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Jaonos Mistwinter, a noted ranger and former captain of the Royal Guard, had taken on the unofficial mantle of reorganizing the Border Patrol on a provisional basis. This was done in recognition of the Assi attempting to take lands from Arangoth without opposition and from the Ruthmarnan bandits in the north.&lt;br /&gt;
&lt;br /&gt;
Where the former Border Patrol had consisted of mounted patrols, Mistwinter&#039;s experience was that of the traditional elven ranger and his recruitment of experienced rangers reflected the new direction the organization was to take. No longer a grouping of mounted patrols, it was to become far more widespread, independent and responsive to the conditions it was to operate in. This required the skills of rangers who would pass their crafts on to interested recruits.&lt;br /&gt;
&lt;br /&gt;
The requirements are simple. Any that can pass the rigorous physical challenges and who learn properly the Oath of the Watchman and demonstrate an adherence to it&#039;s credos are then assigned to experienced members to train and learn on the job, picking up the skills on a master-apprentice level. Be they horsemen, mountaineers, foresters or any other member of the Watch, they learn from those who had come before them, though sometimes they would go in groups under mentors in times of stress.&lt;br /&gt;
&lt;br /&gt;
It was in this growth of the Provisional Border Guard under Jaonos Mistwinter that Marcion ul-Fenduth, a member of the Noble Council based in Drache, recognized the value of the corps and would push for it&#039;s funding and recognition as the Arangothian Border Watch. Included in the charter for it by the Noble Council has been a reaffirmment of their area of jurisdiction, which starts where the city-bound Royal Guard ends theirs. In the absence of a standing Army, the Border Watch has become the de facto power as well as the place where ex-legionnaires and ex-Border Patrolmen have gone to, as well as many others. Supplies for the Watch come from the abandoned bases of both organizations.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
The Arangothian Border Watch is commanded by Jaonos Mistwinter, whose experience is sufficient and whose reputation is well established enough that he was able to begin recruitment and build up a force. However, despite the upheavals around it, the Border Watch remains firmly in its mission to protect the borders and wilderness and areas without a guard force of its own. There is no standard organization of units within the Border Watch, nor are ranks particularly an issue much of the time.&lt;br /&gt;
&lt;br /&gt;
Border Watch doctrine is to be adept in the fieldcraft and survival skills that a Watchman needs to move with little support from a base for long periods of time. This is the reason why rangers are so suited to work within the Border Watch. The credo of the Watch also suits the considerations of a Watchman, who is traditionally less concerned with law than with justice and what is right. Contrary to a legalistic approach of the Royal Guard in Drache or in the cities, the Border Watch instills an appreciation for basic morality over an appreciation for strict legality.&lt;br /&gt;
&lt;br /&gt;
A Border Watchman is recognized by the call medallion they wear beneath their clothing, which they can produce upon being challenged. It bears the sigil of the Arangothian Border Watch on a silver background. The symbol is a mountain lion upon a rock, with the words &amp;quot;My honor shall remained unstained and my loyalty steadfast.&amp;quot; engraved on the back of it in the Arangothian tongue.&lt;br /&gt;
&lt;br /&gt;
Training emphasizes all of this, including the moral aspects, and specific training in weapons, their care, animal husbandry, tracking, cooking, climbing and swimming to recruits that might not know how to do so. Just as importantly, recruits are taught how to rely on each other and are given the first taste of fraternity and loyalty within the structure of a training regimen which prepares them for more specialized craft training which will ensue as they are sent to more far-flung posts.&lt;br /&gt;
&lt;br /&gt;
The current bases out of which the Border Watch works from are as follows, with a brief description of their environs and their functions.&lt;br /&gt;
&lt;br /&gt;
==Slifrahorna==&lt;br /&gt;
&lt;br /&gt;
The current main post of the Border Watch, where recruits are assigned and given their first training. A good amount of meat comes through this post and into the nearby city of Drache. It is on the river Darian, a little North of Drache itself.&lt;br /&gt;
&lt;br /&gt;
==Gathritana==&lt;br /&gt;
&lt;br /&gt;
The Border Watch&#039;s second most active post is in the region of Bralk Lakrath and it&#039;s surrounds, bordering with Arlok&#039;s domain, where it is said that the Watch is preparing to hold off bandits that have halted their raiding seasons for the moment. The expectation of the Border Watch is to be on hand in case the bandits were to begin pillaging again. It is well known that Arlok&#039;s intensified efforts against the bandits have made Southern Arangoth far more vulnerable to such an attack.&lt;br /&gt;
&lt;br /&gt;
The Border Watch in this region operates off of horseback, and in larger groups than most of the other regions. This most resembles Gerrath Weston&#039;s old Border Guards in form and indeed this is where a large majority of the veterans of his service have ended up. However, ex-army cavaliers and others also are known to staff this group. It is unlikely that they are geared to repel an invasion from Arlok, because they are equipped to deal in speed; one of the requirements for chasing and catching bandits. Weapons and armor tend to go along the lines of light lances and spears, short bows and horse bows, curved horseback-wielded swords, and leather armor.&lt;br /&gt;
&lt;br /&gt;
Gathritana itself is a tiny village with a large barracks that stables many horses and other mounts, such as a small number of griffons that are the only griffons the Border Watch has. However, a series of stables at hostels in various villages serves as stopover posts for the mounted Watchmen in this region, and arrangements have been made with the recent funding to insure that a band of Watchmen have a place to stay and to stable their horses in the towns. For this reason, among others, Gathritana is considered a fairly soft post, save by the griffon riders and others who are called to all regions of Arangoth for all manner of missions. Gathritana Watchmen are known to be somewhat rakish and consider themselves casanovas. They are not the most liked of Watchmen in the community, but they are more socially adept than many of the Watchmen in the ranks for a variety of factors listed above.&lt;br /&gt;
&lt;br /&gt;
==Shatral==&lt;br /&gt;
&lt;br /&gt;
Poised in the Sresar Vale, with mountains surrounding and streams running through it, the Shatral post is rugged and picturesque, beloved of the rough Watchmen who man the post there and patrol the lands. Because of the landscape, horseback patrols are impossible and so pairs of Watchmen undertake the patrols on foot, generally. Patrols are also done in small watercraft hollowed out from the trunk of a tree that carry a few Watchmen and some supplies up and down the rivers and streams that run through the region. Climbing and swimming and knowledge of living in rugged terrain are a requirement for those that would take the challenge of Shatral. Physical strength and endurance are a premium in these lands. Even the Sresar Vale itself is subject to a rough terrain and erratic weather patterns. Patrols are self-reliant and are small in number and on foot. However, some pack animals are used from time to time. Flying patrols from Gathritana often come over this area to assist in the duties of the Watchmen stationed here. It is noted that the Watchmen stationed here leave the post, if they ever do, toughened and leathery. Shatral is known to house some of the toughest and most experienced Border Watchmen, as well as the least socially capable.&lt;br /&gt;
&lt;br /&gt;
==Nilik==&lt;br /&gt;
&lt;br /&gt;
The newest post of the Arangothian Border Watch, this is where the majority of newer recruits are sent. It is an intermediary and temporary post on the edge of the Elgar Forest, intended to be an intensive training conducted by experienced rangers to bring their charges into the skills and lore of the profession. Patrols are conducted on foot and in small groups. Because the Elgar forest is fairly dangerous in terms of it&#039;s inhabitants, it is considered a proper setting to give new Watchmen the indoctrination they need in the skills of fieldcraft before they are sent further up to Hoganth.&lt;br /&gt;
&lt;br /&gt;
==Hoganth==&lt;br /&gt;
&lt;br /&gt;
This post is the most active in the Watch, being the staging point for the planned activities taken against the Assi, and this is where sufficiently trained Watchmen as well as the most experienced Watchmen not involved in training are sent up to. The nature of the enemy dictates that the patrols are conducted the same way the Assi conduct themselves, which is to say that they move on foot. However, the hand of Jaonos Mistwinter&#039;s training shows through in that there is a blend of elven and non-Assi human rangering tactics mixed in as well. What patrols occur in this region are oriented towards gathering information and troop movements on all sides rather than actually moving against the Assi at this point.&lt;br /&gt;
&lt;br /&gt;
=Ranks of the Border Watch=&lt;br /&gt;
&lt;br /&gt;
(In the case of equal rank conflicts, seniority is considered until the grievance can be brought to a higher ranked Watchman.)&lt;br /&gt;
&lt;br /&gt;
Recruit Watchman - This rank is only used in Slifrahorna and is what is assigned to the new Watchmen. Promotion occurs at the end of a training period at Slifrahorna, if the potential Watchman has survived the training regimen. Experienced persons are able to skip this stage.&lt;br /&gt;
&lt;br /&gt;
Acolyte Watchman - Standard rank for a Watchman. In patrols, they are the junior partners, with an experienced Watchman.&lt;br /&gt;
&lt;br /&gt;
Adept Watchman&lt;br /&gt;
&lt;br /&gt;
Senior Watchman or Watchman Instructor - The former is used in the field, the latter in training posts. Most common rank in command of patrols in the Gashritana post.&lt;br /&gt;
&lt;br /&gt;
Master Watchman - Highest rank out on patrols. Lower ranks can also be paired with Acolyte Watchmen for patrols.&lt;br /&gt;
&lt;br /&gt;
Watchpost Commander - The commander of a regional post is assigned this rank. Below this rank, there are no limits on how far a member can rise in the ranks. Once Master Watchman is reached, there is a limited number of posts to command. Provisional posts can be established as well, so this number can change. Under a Watchpost commander are a staff to help in managing the post, what little management that might be needed. The sudden assumption of responsibility and logistics and even political considerations makes this an undesireable promotion for some Watchmen.&lt;br /&gt;
&lt;br /&gt;
Border Watch Commander - Top Rank in the hierarchy, occupied currently by Jaonos Mistwinter.&lt;br /&gt;
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[[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Border_Watch&amp;diff=6248</id>
		<title>Border Watch</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Border_Watch&amp;diff=6248"/>
		<updated>2016-03-30T18:31:40Z</updated>

		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
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&lt;div&gt;Established during the upheavals that Arangoth has gone through during the partitioning of the nation between Arlok and the loyalists to the regent, but then the Noble Council, the Border Watch has grown from the ashes of its previous incarnation, Gerrath Weston&#039;s Border Patrol.&lt;br /&gt;
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=Introduction=&lt;br /&gt;
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Jaonos Mistwinter, a noted ranger and former captain of the Royal Guard, had taken on the unofficial mantle of reorganizing the Border Patrol on a provisional basis. This was done in recognition of the Assi attempting to take lands from Arangoth without opposition and from the Ruthmarnan bandits in the north.&lt;br /&gt;
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Where the former Border Patrol had consisted of mounted patrols, Mistwinter&#039;s experience was that of the traditional elven ranger and his recruitment of experienced rangers reflected the new direction the organization was to take. No longer a grouping of mounted patrols, it was to become far more widespread, independent and responsive to the conditions it was to operate in. This required the skills of rangers who would pass their crafts on to interested recruits.&lt;br /&gt;
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The requirements are simple. Any that can pass the rigorous physical challenges and who learn properly the Oath of the Watchman and demonstrate an adherence to it&#039;s credos are then assigned to experienced members to train and learn on the job, picking up the skills on a master-apprentice level. Be they horsemen, mountaineers, foresters or any other member of the Watch, they learn from those who had come before them, though sometimes they would go in groups under mentors in times of stress.&lt;br /&gt;
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It was in this growth of the Provisional Border Guard under Jaonos Mistwinter that Marcion ul-Fenduth, a member of the Noble Council based in Drache, recognized the value of the corps and would push for it&#039;s funding and recognition as the Arangothian Border Watch. Included in the charter for it by the Noble Council has been a reaffirmment of their area of jurisdiction, which starts where the city-bound Royal Guard ends theirs. In the absence of a standing Army, the Border Watch has become the de facto power as well as the place where ex-legionnaires and ex-Border Patrolmen have gone to, as well as many others. Supplies for the Watch come from the abandoned bases of both organizations.&lt;br /&gt;
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=Organization=&lt;br /&gt;
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The Arangothian Border Watch is commanded by Jaonos Mistwinter, whose experience is sufficient and whose reputation is well established enough that he was able to begin recruitment and build up a force. However, despite the upheavals around it, the Border Watch remains firmly in its mission to protect the borders and wilderness and areas without a guard force of its own. There is no standard organization of units within the Border Watch, nor are ranks particularly an issue much of the time.&lt;br /&gt;
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Border Watch doctrine is to be adept in the fieldcraft and survival skills that a Watchman needs to move with little support from a base for long periods of time. This is the reason why rangers are so suited to work within the Border Watch. The credo of the Watch also suits the considerations of a Watchman, who is traditionally less concerned with law than with justice and what is right. Contrary to a legalistic approach of the Royal Guard in Drache or in the cities, the Border Watch instills an appreciation for basic morality over an appreciation for strict legality.&lt;br /&gt;
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A Border Watchman is recognized by the call medallion they wear beneath their clothing, which they can produce upon being challenged. It bears the sigil of the Arangothian Border Watch on a silver background. The symbol is a mountain lion upon a rock, with the words &amp;quot;My honor shall remained unstained and my loyalty steadfast.&amp;quot; engraved on the back of it in the Arangothian tongue.&lt;br /&gt;
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Training emphasizes all of this, including the moral aspects, and specific training in weapons, their care, animal husbandry, tracking, cooking, climbing and swimming to recruits that might not know how to do so. Just as importantly, recruits are taught how to rely on each other and are given the first taste of fraternity and loyalty within the structure of a training regimen which prepares them for more specialized craft training which will ensue as they are sent to more far-flung posts.&lt;br /&gt;
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The current bases out of which the Border Watch works from are as follows, with a brief description of their environs and their functions.&lt;br /&gt;
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==Slifrahorna==&lt;br /&gt;
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The current main post of the Border Watch, where recruits are assigned and given their first training. A good amount of meat comes through this post and into the nearby city of Drache. It is on the river Darian, a little North of Drache itself.&lt;br /&gt;
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==Gathritana==&lt;br /&gt;
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The Border Watch&#039;s second most active post is in the region of Bralk Lakrath and it&#039;s surrounds, bordering with Arlok&#039;s domain, where it is said that the Watch is preparing to hold off bandits that have halted their raiding seasons for the moment. The expectation of the Border Watch is to be on hand in case the bandits were to begin pillaging again. It is well known that Arlok&#039;s intensified efforts against the bandits have made Southern Arangoth far more vulnerable to such an attack.&lt;br /&gt;
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The Border Watch in this region operates off of horseback, and in larger groups than most of the other regions. This most resembles Gerrath Weston&#039;s old Border Guards in form and indeed this is where a large majority of the veterans of his service have ended up. However, ex-army cavaliers and others also are known to staff this group. It is unlikely that they are geared to repel an invasion from Arlok, because they are equipped to deal in speed; one of the requirements for chasing and catching bandits. Weapons and armor tend to go along the lines of light lances and spears, short bows and horse bows, curved horseback-wielded swords, and leather armor.&lt;br /&gt;
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Gathritana itself is a tiny village with a large barracks that stables many horses and other mounts, such as a small number of griffons that are the only griffons the Border Watch has. However, a series of stables at hostels in various villages serves as stopover posts for the mounted Watchmen in this region, and arrangements have been made with the recent funding to insure that a band of Watchmen have a place to stay and to stable their horses in the towns. For this reason, among others, Gathritana is considered a fairly soft post, save by the griffon riders and others who are called to all regions of Arangoth for all manner of missions. Gathritana Watchmen are known to be somewhat rakish and consider themselves casanovas. They are not the most liked of Watchmen in the community, but they are more socially adept than many of the Watchmen in the ranks for a variety of factors listed above.&lt;br /&gt;
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==Shatral==&lt;br /&gt;
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Poised in the Sresar Vale, with mountains surrounding and streams running through it, the Shatral post is rugged and picturesque, beloved of the rough Watchmen who man the post there and patrol the lands. Because of the landscape, horseback patrols are impossible and so pairs of Watchmen undertake the patrols on foot, generally. Patrols are also done in small watercraft hollowed out from the trunk of a tree that carry a few Watchmen and some supplies up and down the rivers and streams that run through the region. Climbing and swimming and knowledge of living in rugged terrain are a requirement for those that would take the challenge of Shatral. Physical strength and endurance are a premium in these lands. Even the Sresar Vale itself is subject to a rough terrain and erratic weather patterns. Patrols are self-reliant and are small in number and on foot. However, some pack animals are used from time to time. Flying patrols from Gathritana often come over this area to assist in the duties of the Watchmen stationed here. It is noted that the Watchmen stationed here leave the post, if they ever do, toughened and leathery. Shatral is known to house some of the toughest and most experienced Border Watchmen, as well as the least socially capable.&lt;br /&gt;
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==Nilik==&lt;br /&gt;
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The newest post of the Arangothian Border Watch, this is where the majority of newer recruits are sent. It is an intermediary and temporary post on the edge of the Elgar Forest, intended to be an intensive training conducted by experienced rangers to bring their charges into the skills and lore of the profession. Patrols are conducted on foot and in small groups. Because the Elgar forest is fairly dangerous in terms of it&#039;s inhabitants, it is considered a proper setting to give new Watchmen the indoctrination they need in the skills of fieldcraft before they are sent further up to Hoganth.&lt;br /&gt;
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==Hoganth==&lt;br /&gt;
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This post is the most active in the Watch, being the staging point for the planned activities taken against the Assi, and this is where sufficiently trained Watchmen as well as the most experienced Watchmen not involved in training are sent up to. The nature of the enemy dictates that the patrols are conducted the same way the Assi conduct themselves, which is to say that they move on foot. However, the hand of Jaonos Mistwinter&#039;s training shows through in that there is a blend of elven and non-Assi human rangering tactics mixed in as well. What patrols occur in this region are oriented towards gathering information and troop movements on all sides rather than actually moving against the Assi at this point.&lt;br /&gt;
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==Ranks==&lt;br /&gt;
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(In the case of equal rank conflicts, seniority is considered until the grievance can be brought to a higher ranked Watchman.)&lt;br /&gt;
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Recruit Watchman - This rank is only used in Slifrahorna and is what is assigned to the new Watchmen. Promotion occurs at the end of a training period at Slifrahorna, if the potential Watchman has survived the training regimen. Experienced persons are able to skip this stage.&lt;br /&gt;
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Acolyte Watchman - Standard rank for a Watchman. In patrols, they are the junior partners, with an experienced Watchman.&lt;br /&gt;
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Adept Watchman&lt;br /&gt;
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Senior Watchman or Watchman Instructor - The former is used in the field, the latter in training posts. Most common rank in command of patrols in the Gashritana post.&lt;br /&gt;
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Master Watchman - Highest rank out on patrols. Lower ranks can also be paired with Acolyte Watchmen for patrols.&lt;br /&gt;
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Watchpost Commander - The commander of a regional post is assigned this rank. Below this rank, there are no limits on how far a member can rise in the ranks. Once Master Watchman is reached, there is a limited number of posts to command. Provisional posts can be established as well, so this number can change. Under a Watchpost commander are a staff to help in managing the post, what little management that might be needed. The sudden assumption of responsibility and logistics and even political considerations makes this an undesireable promotion for some Watchmen.&lt;br /&gt;
&lt;br /&gt;
Border Watch Commander - Top Rank in the hierarchy, occupied currently by Jaonos Mistwinter.&lt;br /&gt;
&lt;br /&gt;
[[Category: Military or Law Enforcement Forces]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>
	</entry>
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