<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.blkdragon.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karras</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=Karras"/>
	<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php/Special:Contributions/Karras"/>
	<updated>2026-05-02T18:12:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8605</id>
		<title>Languages of Veth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8605"/>
		<updated>2018-08-02T03:19:25Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #AAAAAA;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14pt; padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;BDI Language Portal&#039;&#039;&#039; &amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;BDI has many languages within its setting.  Some of these are actual constructed languages (conlangs) with syntax, morphology and vocabulary.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
START OF THE TWO-COLUMN PART&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; background-color: #ffffff&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #8898BF; background-color: #F0F5FF&amp;quot; |&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#A8D3FF; font-size:1px; height:8px; border-bottom:1px solid #8898BF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 14pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Languages of Veth&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 10pt Verdana; font-weight:bold; padding:0px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Conlangs&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arangothek===&lt;br /&gt;
[[Arangothek]] is the official language of [[Arangoth]] and [[Drache]], in which BDI itself is located.&lt;br /&gt;
&lt;br /&gt;
===Assi===&lt;br /&gt;
[[Assi Language|Assi]] is the language of the deeply spiritual and very ferocious Assi tribesmen of the [[Nie River]] Valley.&lt;br /&gt;
&lt;br /&gt;
===Aslari===&lt;br /&gt;
The [[Aslarian Language|Aslar]] is native to the [[Aslar|kingdom of Aslar]] (which is famous for its tradition of electing a new king each year and beheading the old one).&lt;br /&gt;
&lt;br /&gt;
===Leturian===&lt;br /&gt;
[[Leturian Language|Leturian]] is the native language of [[Leturia]], spoken by Leturians at home and abroad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 10pt Verdana; font-weight:bold; padding10px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Setting Languages&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Common===&lt;br /&gt;
Known to us players as English, this is the most commonly used language in the setting and in active roleplay.&lt;br /&gt;
&lt;br /&gt;
===Alesian===&lt;br /&gt;
The native language of the [[Alesian Imperium#Language|Alesian Imperium]].&lt;br /&gt;
&lt;br /&gt;
===Ankenah===&lt;br /&gt;
[[Najjir#Ankenah|Ankenah]] is less a language and more a magical system.  Created by Tekhem &amp;quot;Ankenahotep&amp;quot; as-Tyrakhon. System of glyphs harnessing essence for linguistic forms. &lt;br /&gt;
&lt;br /&gt;
===Ellurian===&lt;br /&gt;
Spoken by natives of [[Elluria]], though it is slowly being replaced by Alesian now that it is a tributary of the [[Alesian Imperium|Empire]].&lt;br /&gt;
&lt;br /&gt;
===Elvish===&lt;br /&gt;
The elves of [[Elvendeep]] have a number of languages, the majority comprising of a high language and the tribal languge of the savage Sorani.&lt;br /&gt;
&lt;br /&gt;
===Griffon===&lt;br /&gt;
[[Griffons]] have two native languages: One is an ancient bestial language of bird cries spoken in their natural form, the other is a blend of Vallarian and the language of their dryads.&lt;br /&gt;
&lt;br /&gt;
===Korthai===&lt;br /&gt;
[[Korthai Language|Korthai]] is the language of the seagoing [[Korthai]] people, who are cousins of the [[Assi]].&lt;br /&gt;
&lt;br /&gt;
===Najjira===&lt;br /&gt;
Native language of the [[Najjir|Najjira]] people.&lt;br /&gt;
&lt;br /&gt;
===Tollorian===&lt;br /&gt;
A clan language spoken by native hill tribes within [[Tollor]].&lt;br /&gt;
&lt;br /&gt;
===Vallarian===&lt;br /&gt;
Old language of [[History of Griffon&#039;s Aerie|Vallaria]] still spoken throughout [[Leturia]], [[Secca]] and [[Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #D8BC6C; background-color: #fff4d5&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 14pt Verdana; font-weight:bold; &lt;br /&gt;
padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Arangothek Flaroth&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ARANGOTHEK.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The native language of Arangoth and it&#039;s environs (including [[Drache]]) is &#039;&#039;&#039;Arangothian&#039;&#039;&#039;. Check out all of the fantastic pages about the main channel&#039;s native language [[Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
*Hear spoken and written Arangothek [[Speaking Arangothek Phrasebook|here]], and learn to speak the language yourself over [[Learning Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Scripts of the World&amp;lt;/div&amp;gt;&lt;br /&gt;
*Several of the languages of Veth have been given their own scripts.  Languages with bolded names have (a) usable and learnable writing system(s).&lt;br /&gt;
&lt;br /&gt;
===Ankenah===&lt;br /&gt;
[[Ankenah]], the magical language which spawned modern Najji, originally used a set of ideographs to try and capture the essence of the universe in order to distill it into something understandable and usable by human beings.&lt;br /&gt;
&lt;br /&gt;
===Arangothek===&lt;br /&gt;
&#039;&#039;&#039;Arangothek&#039;&#039;&#039; has its own writing, which you can see explained [[The Arangothian Alphabet|here]].&lt;br /&gt;
&lt;br /&gt;
===Assi===&lt;br /&gt;
The Assi language [[Assi_Language#Writing_the_Assi_language|apparently uses a system of ideograms]].&lt;br /&gt;
&lt;br /&gt;
===Vallarian===&lt;br /&gt;
Two systems of writing exist in [[Secca]] and [[Griffon&#039;s Aerie]]: pictographic griffon glyphs and a phonetic script based on the earlier written language of [[History of Griffon&#039;s Aerie|Vallaria]].&lt;br /&gt;
&lt;br /&gt;
===Teldanar===&lt;br /&gt;
The desert-living Teldanar use an as-of-yet-unexpounded-upon heiroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Portals]]&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8604</id>
		<title>Languages of Veth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8604"/>
		<updated>2018-08-02T03:10:39Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #AAAAAA;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14pt; padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;BDI Language Portal&#039;&#039;&#039; &amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;BDI has many languages within its setting.  Some of these are actual constructed languages (conlangs) with syntax, morphology and vocabulary.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
START OF THE TWO-COLUMN PART&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; background-color: #ffffff&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #8898BF; background-color: #F0F5FF&amp;quot; |&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#A8D3FF; font-size:1px; height:8px; border-bottom:1px solid #8898BF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 14pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Languages of Veth&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 10pt Verdana; font-weight:bold; padding:0px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Conlangs&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arangothek===&lt;br /&gt;
[[Arangothek]] is the official language of [[Arangoth]] and [[Drache]], in which BDI itself is located.&lt;br /&gt;
&lt;br /&gt;
===Assi===&lt;br /&gt;
[[Assi Language|Assi]] is the language of the deeply spiritual and very ferocious Assi tribesmen of the [[Nie River]] Valley.&lt;br /&gt;
&lt;br /&gt;
===Aslari===&lt;br /&gt;
The [[Aslarian Language|Aslar]] is native to the [[Aslar|kingdom of Aslar]] (which is famous for its tradition of electing a new king each year and beheading the old one).&lt;br /&gt;
&lt;br /&gt;
===Leturian===&lt;br /&gt;
[[Leturian Language|Leturian]] is the native language of [[Leturia]], spoken by Leturians at home and abroad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 10pt Verdana; font-weight:bold; padding10px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Setting Languages&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Common===&lt;br /&gt;
Known to us players as English, this is the most commonly used language in the setting and in active roleplay.&lt;br /&gt;
&lt;br /&gt;
===Alesian===&lt;br /&gt;
The native language of the [[Alesian Imperium#Language|Alesian Imperium]].&lt;br /&gt;
&lt;br /&gt;
===Ankenah===&lt;br /&gt;
[[Najjir#Ankenah|Ankenah]] is less a language and more a magical system.  Created by Tekhem &amp;quot;Ankenahotep&amp;quot; as-Tyrakhon. System of glyphs harnessing essence for linguistic forms. &lt;br /&gt;
&lt;br /&gt;
===Ellurian===&lt;br /&gt;
Spoken by natives of [[Elluria]], though it is slowly being replaced by Alesian now that it is a tributary of the [[Alesian Imperium|Empire]].&lt;br /&gt;
&lt;br /&gt;
===Elvish===&lt;br /&gt;
The elves of [[Elvendeep]] have a number of languages, the majority comprising of a high language and the tribal languge of the savage Sorani.&lt;br /&gt;
&lt;br /&gt;
===Griffon===&lt;br /&gt;
[[Griffons]] have two native languages: One is an ancient bestial language of bird cries spoken in their natural form, the other is a blend of Vallarian and the language of their dryads.&lt;br /&gt;
&lt;br /&gt;
===Korthai===&lt;br /&gt;
[[Korthai Language|Korthai]] is the language of the seagoing [[Korthai]] people, who are cousins of the [[Assi]].&lt;br /&gt;
&lt;br /&gt;
===Najjira===&lt;br /&gt;
Native language of the [[Najjir|Najjira]] people.&lt;br /&gt;
&lt;br /&gt;
===Tollorian===&lt;br /&gt;
A clan language spoken by native hill tribes within [[Tollor]].&lt;br /&gt;
&lt;br /&gt;
===Vallarian===&lt;br /&gt;
Old language of [[History of Griffon&#039;s Aerie|Vallaria]] still spoken throughout [[Secca]] and [[Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #D8BC6C; background-color: #fff4d5&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 14pt Verdana; font-weight:bold; &lt;br /&gt;
padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Arangothek Flaroth&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ARANGOTHEK.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The native language of Arangoth and it&#039;s environs (including [[Drache]]) is &#039;&#039;&#039;Arangothian&#039;&#039;&#039;. Check out all of the fantastic pages about the main channel&#039;s native language [[Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
*Hear spoken and written Arangothek [[Speaking Arangothek Phrasebook|here]], and learn to speak the language yourself over [[Learning Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Scripts of the World&amp;lt;/div&amp;gt;&lt;br /&gt;
*Several of the languages of Veth have been given their own scripts.  Languages with bolded names have (a) usable and learnable writing system(s).&lt;br /&gt;
&lt;br /&gt;
===Ankenah===&lt;br /&gt;
[[Ankenah]], the magical language which spawned modern Najji, originally used a set of ideographs to try and capture the essence of the universe in order to distill it into something understandable and usable by human beings.&lt;br /&gt;
&lt;br /&gt;
===Arangothek===&lt;br /&gt;
&#039;&#039;&#039;Arangothek&#039;&#039;&#039; has its own writing, which you can see explained [[The Arangothian Alphabet|here]].&lt;br /&gt;
&lt;br /&gt;
===Assi===&lt;br /&gt;
The Assi language [[Assi_Language#Writing_the_Assi_language|apparently uses a system of ideograms]].&lt;br /&gt;
&lt;br /&gt;
===Vallarian===&lt;br /&gt;
Two systems of writing exist in [[Secca]] and [[Griffon&#039;s Aerie]]: pictographic griffon glyphs and a phonetic script based on the earlier written language of [[History of Griffon&#039;s Aerie|Vallaria]].&lt;br /&gt;
&lt;br /&gt;
===Teldanar===&lt;br /&gt;
The desert-living Teldanar use an as-of-yet-unexpounded-upon heiroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Portals]]&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8603</id>
		<title>Languages of Veth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8603"/>
		<updated>2018-08-01T17:16:29Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #AAAAAA;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14pt; padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Welcome to the Languages Portal!&#039;&#039;&#039; &amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;BDI has many languages within its setting.  Some of these are constructed languages (conlangs) with syntax, morphology and vocabulary.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
START OF THE TWO-COLUMN PART&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; background-color: #ffffff&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #8898BF; background-color: #F0F5FF&amp;quot; |&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#A8D3FF; font-size:1px; height:8px; border-bottom:1px solid #8898BF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 18pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Languages of Veth&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common==&lt;br /&gt;
Known to us players as English, this is the most commonly used language in both BDI and in active roleplay in general.&lt;br /&gt;
&lt;br /&gt;
==Arangothek==&lt;br /&gt;
[[Arangothek]] is the official language of [[Arangoth]] and [[Drache]], in which BDI itself is located.&lt;br /&gt;
&lt;br /&gt;
==Alesian==&lt;br /&gt;
The native language of the [[Alesian Imperium#Language|Alesian Imperium]].&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Najjir#Ankenah|Ankenah]] is less a language and more a magical system.  Created by Tekhem &amp;quot;Ankenahotep&amp;quot; as-Tyrakhon. System of glyphs harnessing essence for linguistic forms. &lt;br /&gt;
&lt;br /&gt;
==Aslar==&lt;br /&gt;
The [[Aslar Language|Aslar]] is native to the [[Aslar|kingdom of Aslar]] (which is famous for its tradition of electing a new king each year and beheading the old one).&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
[[Assi Language|Assi]] is the language of the deeply spiritual and very ferocious Assi tribesmen of the [[Nie River]] Valley.&lt;br /&gt;
&lt;br /&gt;
==Ellurian==&lt;br /&gt;
Spoken by natives of [[Elluria]], though it is slowly being replaced by Alesian now that it is a tributary of the [[Alesian Imperium|Empire]].&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
The elves of [[Elvendeep]] have a number of languages, the majority comprising of a high language and the tribal languge of the savage Sorani.&lt;br /&gt;
&lt;br /&gt;
==Griffon==&lt;br /&gt;
Ancient tonal language of [[Griffon&#039;s Aerie]] comprised mostly of avian sounds and cries.&lt;br /&gt;
&lt;br /&gt;
==Korthai==&lt;br /&gt;
[[Korthai Language|Korthai]] is the language of the seagoing [[Korthai]] people, who are cousins of the [[Assi]].&lt;br /&gt;
&lt;br /&gt;
==Leturian==&lt;br /&gt;
[[Leturian Language|Leturian]] is the native language of [[Leturia]], spoken by Leturians at home and abroad.&lt;br /&gt;
&lt;br /&gt;
==Najjira==&lt;br /&gt;
Native language of the [[Najjir|Najjira]] people.&lt;br /&gt;
&lt;br /&gt;
==Tollorian==&lt;br /&gt;
A clan language spoken by native hill tribes within [[Tollor]].&lt;br /&gt;
&lt;br /&gt;
==Vallarian==&lt;br /&gt;
Old language of [[History of Griffon&#039;s Aerie|Vallaria]] still spoken throughout [[Secca]] and [[Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #D8BC6C; background-color: #fff4d5&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Arangothek Flaroth&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ARANGOTHEK.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The native language of Arangoth and it&#039;s environs (including [[Drache]]) is &#039;&#039;&#039;Arangothian&#039;&#039;&#039;. Check out all of the fantastic pages about the main channel&#039;s native language [[Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
*Hear spoken and written Arangothek [[Speaking Arangothek Phrasebook|here]], and learn to speak the language yourself over [[Learning Arangothek|here]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Scripts of the World&amp;lt;/div&amp;gt;&lt;br /&gt;
Several of the languages of Veth have been given their own scripts.  Languages with bolded names have (a) usable and learnable writing system(s).&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Ankenah]], the magical language which spawned modern Najji, originally used a set of ideographs to try and capture the essence of the universe in order to distill it into something understandable and usable by human beings.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Arangothek&#039;&#039;&#039;==&lt;br /&gt;
&#039;&#039;&#039;Arangothek&#039;&#039;&#039; has its own writing, which you can see explained [[The Arangothian Alphabet|here]].&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
The Assi language [[Assi_Language#Writing_the_Assi_language|apparently uses a system of ideograms]].&lt;br /&gt;
&lt;br /&gt;
==Teldanar==&lt;br /&gt;
The desert-living Teldanar use an as-of-yet-unexpounded-upon heiroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Portals]]&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8602</id>
		<title>Languages of Veth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8602"/>
		<updated>2018-08-01T17:13:23Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #AAAAAA;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14pt; padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Welcome to the Languages Portal!&#039;&#039;&#039; &amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;BDI has many languages within its setting.  Some of these are constructed languages (conlangs) with syntax, morphology and vocabulary.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
START OF THE TWO-COLUMN PART&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; background-color: #ffffff&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #8898BF; background-color: #F0F5FF&amp;quot; |&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#A8D3FF; font-size:1px; height:8px; border-bottom:1px solid #8898BF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Languages of Veth&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common==&lt;br /&gt;
Known to us players as English, this is the most commonly used language in both BDI and in active roleplay in general.&lt;br /&gt;
&lt;br /&gt;
==Arangothek==&lt;br /&gt;
[[Arangothek]] is the official language of [[Arangoth]] and [[Drache]], in which BDI itself is located.&lt;br /&gt;
&lt;br /&gt;
==Alesian==&lt;br /&gt;
The native language of the [[Alesian Imperium#Language|Alesian Imperium]].&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Najjir#Ankenah|Ankenah]] is less a language and more a magical system.  Created by Tekhem &amp;quot;Ankenahotep&amp;quot; as-Tyrakhon. System of glyphs harnessing essence for linguistic forms. &lt;br /&gt;
&lt;br /&gt;
==Aslar==&lt;br /&gt;
The [[Aslar Language|Aslar]] is native to the [[Aslar|kingdom of Aslar]] (which is famous for its tradition of electing a new king each year and beheading the old one).&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
[[Assi Language|Assi]] is the language of the deeply spiritual and very ferocious Assi tribesmen of the [[Nie River]] Valley.&lt;br /&gt;
&lt;br /&gt;
==Ellurian==&lt;br /&gt;
Spoken by natives of [[Elluria]], though it is slowly being replaced by Alesian now that it is a tributary of the [[Alesian Imperium|Empire]].&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
The elves of [[Elvendeep]] have a number of languages, the majority comprising of a high language and the tribal languge of the savage Sorani.&lt;br /&gt;
&lt;br /&gt;
==Griffon==&lt;br /&gt;
Ancient tonal language of [[Griffon&#039;s Aerie]] comprised mostly of avian sounds and cries.&lt;br /&gt;
&lt;br /&gt;
==Korthai==&lt;br /&gt;
[[Korthai Language|Korthai]] is the language of the seagoing [[Korthai]] people, who are cousins of the [[Assi]].&lt;br /&gt;
&lt;br /&gt;
==Leturian==&lt;br /&gt;
[[Leturian Language|Leturian]] is the native language of [[Leturia]], spoken by Leturians at home and abroad.&lt;br /&gt;
&lt;br /&gt;
==Najjira==&lt;br /&gt;
Native language of the [[Najjir|Najjira]] people.&lt;br /&gt;
&lt;br /&gt;
==Tollorian==&lt;br /&gt;
A clan language spoken by native hill tribes within [[Tollor]].&lt;br /&gt;
&lt;br /&gt;
==Vallarian==&lt;br /&gt;
Old language of [[History of Griffon&#039;s Aerie|Vallaria]] still spoken throughout [[Secca]] and [[Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #D8BC6C; background-color: #fff4d5&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Arangothek Flaroth&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ARANGOTHEK.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The native language of Arangoth and it&#039;s environs (including [[Drache]]) is &#039;&#039;&#039;Arangothian&#039;&#039;&#039;. Check out all of the fantastic pages about the main channel&#039;s native language [[Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
*Hear spoken and written Arangothek [[Speaking Arangothek Phrasebook|here]], and learn to speak the language yourself over [[Learning Arangothek|here]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Scripts of the World&amp;lt;/div&amp;gt;&lt;br /&gt;
Several of the languages of Veth have been given their own scripts.  Languages with bolded names have (a) usable and learnable writing system(s).&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Ankenah]], the magical language which spawned modern Najji, originally used a set of ideographs to try and capture the essence of the universe in order to distill it into something understandable and usable by human beings.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Arangothek&#039;&#039;&#039;==&lt;br /&gt;
&#039;&#039;&#039;Arangothek&#039;&#039;&#039; has its own writing, which you can see explained [[The Arangothian Alphabet|here]].&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
The Assi language [[Assi_Language#Writing_the_Assi_language|apparently uses a system of ideograms]].&lt;br /&gt;
&lt;br /&gt;
==Teldanar==&lt;br /&gt;
The desert-living Teldanar use an as-of-yet-unexpounded-upon heiroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Portals]]&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8601</id>
		<title>Languages of Veth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Languages_of_Veth&amp;diff=8601"/>
		<updated>2018-08-01T17:01:22Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #AAAAAA;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:14pt; padding:5px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Welcome to the Languages Portal!&#039;&#039;&#039; &amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;BDI has many languages within its setting.  Some of these are constructed languages (conlangs) with syntax, morphology and vocabulary.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
START OF THE TWO-COLUMN PART&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; background-color: #ffffff&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #8898BF; background-color: #F0F5FF&amp;quot; |&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#A8D3FF; font-size:1px; height:8px; border-bottom:1px solid #8898BF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Languages of Veth&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common==&lt;br /&gt;
Known to us players as English, this is the most commonly used language in both BDI and in active roleplay in general.&lt;br /&gt;
&lt;br /&gt;
==Arangothek==&lt;br /&gt;
[[Arangothek]] is the official language of [[Arangoth]] and [[Drache]], in which BDI itself is located.&lt;br /&gt;
&lt;br /&gt;
==Alesian==&lt;br /&gt;
The native language of the [[Alesian Imperium#Language|Alesian Imperium]].&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Najjir#Ankenah|Ankenah]] is less a language and more a magical system.  Created by Tekhem &amp;quot;Ankenahotep&amp;quot; as-Tyrakhon. System of glyphs harnessing essence for linguistic forms. &lt;br /&gt;
&lt;br /&gt;
==Aslar==&lt;br /&gt;
The [[Aslar Language|Aslar]] is native to the [[Aslar|kingdom of Aslar]] (which is famous for its tradition of electing a new king each year and beheading the old one).&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
[[Assi Language|Assi]] is the language of the deeply spiritual and very ferocious Assi tribesmen of the [[Nie River]] Valley.&lt;br /&gt;
&lt;br /&gt;
==Ellurian==&lt;br /&gt;
Spoken by natives of [[Elluria]], though it is slowly being replaced by Alesian now that it is a tributary of the [[Alesian Imperium|Empire]].&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
The elves of [[Elvendeep]] have a number of languages, the majority comprising of a high language and the tribal languge of the savage Sorani.&lt;br /&gt;
&lt;br /&gt;
==Griffon==&lt;br /&gt;
Ancient tonal language of [[Griffon&#039;s Aerie]] comprised mostly of avian sounds and cries.&lt;br /&gt;
&lt;br /&gt;
==Korthai==&lt;br /&gt;
[[Korthai Language|Korthai]] is the language of the seagoing [[Korthai]] people, who are cousins of the [[Assi]].&lt;br /&gt;
&lt;br /&gt;
==Leturian==&lt;br /&gt;
[[Leturian Language|Leturian]] is the native language of [[Leturia]], spoken by Leturians at home and abroad.&lt;br /&gt;
&lt;br /&gt;
==Najjira==&lt;br /&gt;
Native language of the [[Najjir|Najjira]] people.&lt;br /&gt;
&lt;br /&gt;
==Tollorian==&lt;br /&gt;
A clan language spoken by native hill tribes within [[Tollor]].&lt;br /&gt;
&lt;br /&gt;
==Vallarian==&lt;br /&gt;
Old language of [[History of Griffon&#039;s Aerie|Vallaria]] still spoken throughout [[Secca]] and [[Griffon&#039;s Aerie]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top; border:1px solid #D8BC6C; background-color: #fff4d5&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Arangothek Flaroth&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ARANGOTHEK.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The native language of Arangoth and it&#039;s environs (including [[Drache]]) is &#039;&#039;&#039;Arangothian&#039;&#039;&#039;. Check out all of the fantastic pages about the main channel&#039;s native language [[Arangothek|here]].&lt;br /&gt;
&lt;br /&gt;
*Hear spoken and written Arangothek [[Speaking Arangothek Phrasebook|here]], and learn to speak the language yourself over [[Learning Arangothek|here]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#FAD97D; font-size:1px; height:8px; border-bottom:1px solid #D8BC6C;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font: 13pt Verdana; font-weight:bold; padding:5px; border-bottom:1px solid #aaa;&amp;quot;&amp;gt;Scripts of the World&amp;lt;/div&amp;gt;&lt;br /&gt;
Several of the languages of Veth have been given their own scripts.  Languages with bolded names have (a) usable and learnable writing system(s).&lt;br /&gt;
&lt;br /&gt;
==Ankenah==&lt;br /&gt;
[[Ankenah]], the magical language which spawned modern Najji, originally used a set of ideographs to try and capture the essence of the universe in order to distill it into something understandable and usable by human beings.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Arangothek&#039;&#039;&#039;==&lt;br /&gt;
&#039;&#039;&#039;Arangothek&#039;&#039;&#039; has its own writing, which you can see explained [[The Arangothian Alphabet|here]].&lt;br /&gt;
&lt;br /&gt;
==Assi==&lt;br /&gt;
The Assi language [[Assi_Language#Writing_the_Assi_language|apparently uses a system of ideograms]].&lt;br /&gt;
&lt;br /&gt;
==Teldanar==&lt;br /&gt;
The desert-living Teldanar use an as-of-yet-unexpounded-upon heiroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Portals]]&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alesia&amp;diff=8600</id>
		<title>Alesia</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alesia&amp;diff=8600"/>
		<updated>2018-08-01T16:28:29Z</updated>

		<summary type="html">&lt;p&gt;Karras: Redirected page to Alesian Imperium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Alesian Imperium]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Countries&amp;diff=8590</id>
		<title>Countries</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Countries&amp;diff=8590"/>
		<updated>2018-07-22T14:25:17Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all civilizations in the setting, along with brief descriptions for each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alesian Imperium]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest empire in the known world, with some of the world&#039;s most powerful infantry legions. It occupies most of the cold, rugged continent centered on the planet&#039;s south pole, also owning several protectorates in Veth and the South Sea. The mostly-human Imperium is very proud and highly militaristic. Ruled by a god-emperor with magical longevity. Has an ancestral hatred of orcs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arangoth]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a confederacy of grand duchies that united into a strongly-feudal kingdom. Known for its strong knightly orders, turbulent nobility, sprawling agriculture and growing mercantile acumen. The city of Drache is known as a hotspot for elite adventurers. Arangoth is majority human but inhabited by all races, with a substantial dwarven population. Has recently become embroiled in civil conflict between the north and south. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aslar]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colorful and multi-ethnic land, known for strange customs such as electing a new king each year while beheading last year&#039;s ruler. An important economic entrepot in the Southlands Peninsula. Inhabited by humans, dwarves, halflings, Mingits, the Rashnaditz and other races. Ruled by a small council of viziers and has frequently battled against its neighbors, Elluria and Tollor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Assi]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Assi are a collection of savage raider tribes located in the Nie Valley. However, the Assi also have deep connections with nature and are a very spiritual people. Their history and legends span centuries. Technologically, they are not as advanced as the peoples of Arangoth and most territories to the west, and hold to a primitive way of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Azaan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Island nation with the highest level of technological advancement in the known world. Formerly a brutal technocracy devoted to the study of natural law and suppression of magic. The old regime had since been supplanted by a pro-magic government. One of two nations with the technology to build airships. Known as a source of many wonders of engineering and has recently ended its doctrine of isolationism. Mostly human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bahija]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tropical archipelago known for producing much of the southern hemisphere&#039;s fruits, spices and sugarcane via indigenous and imported slave labor. Ruled by Alesia as a client state; de-facto controlled by a council of shrewd but quarrelsome merchant princes. Mostly human. Bahijans are clever and flamboyant, naturally predisposed to salesmanship. They have some of the best-connected traders in the known world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bahr]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tiny nation of goblins, hobgoblins, gnolls and bugbears; described by neighbors as &amp;quot;a pustule on the ass of the Southlands.&amp;quot; Major smuggling center, which gives it greater influence over the global economy than appears at first glance. Bahr is a depressing place with bad weather and land largely unsuitable for agriculture. The hobgoblin elite rule the place with an iron fist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Bakbe]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These tribal peoples inhabit the &amp;quot;Land of Giants,&amp;quot; a great stretch of plains in the heart of the continent of Mwayambi. The Bakbé are black humans who eke out a living through simple agriculture and hunting the giant megafauna that shares their environment. Their men tend to be warriors and their women tend to be priests. Most of the tribes are matriarchal. They are considered primitive by the neighboring Berjeron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Berjeron]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second-largest empire in the known world, comprised of black humans with a striking diversity of occupations, beliefs and martial and magical disciplines. No other nation is as pro cultural diffusion. The Berjeron are some of the world&#039;s preeminent long-range traders and are unabashed slavers. They hold dominion over a large part of Mwayambi and Taj Jahan. Ruled by a hereditary female empress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Caern Rhia]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tiny principality on the outskirts of Arangoth. Its culture is similar to Arangoth&#039;s. Thought to be mostly human and elven. After a force of evil knights attacked Caern Rhia, it was forced to call on the orcs of Zul Kiras for help. After the orcs swept in, contact with Caern Rhia was lost and its fate remains unknown to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[El-Ekki and Sevule]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two independent islands off the western coast of the Southlands Peninsula. El-Ekki is known as a center of holy sites for the Ellurian religion and a preeminent center for tourists and religious pilgrims. Its chefs and artists are also well known in the region. Sevule, a glorified naval base turned kingdom, has a much shallower reputation. Both are mostly human. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elluria]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The major cultural center of the Southlands, with a well-educated and civilized population. Mostly human, with elven and giant minorities. Shares history and culture with Tollor - both countries were united at several points in the past. Largely agricultural and maritime economy. Currently recovering from a series of devastating wars against its neighbors. Currently ruled by the Alesian Imperium that swept in as &amp;quot;peacemaker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of, if not the most ancient nation in the known world. Home to elven and half-elven people of many backgrounds that trickled together to the great forest of Soranion for unity and protection. Centered around a vertical arboreal city called the Elfspire. Diverse export-oriented economy and very high culture. Almost all kinds of elves, from high elves to wild elves can be encountered here. Currently an Arangothian protectorate due to the threat of orc invasions from Zul Kiras. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Emil]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the Southlands&#039; lesser powers, with a history of strife and subjugation by neighbors. Shares culture and history with Elluria and Tollor but prefers to stand apart. Industrial and metallurgical economy. Mostly human. Historically bent on retaking its captured coastal city of Garusk with disastrous consequences. Currently ruled by the Alesian Imperium as a protectorate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Greater Pentland]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi-ethnic empire stretched across a volcanic archipelago in the South Sea. The islands are known for their breathtaking abundance of life, including great dragons, dragonkin, humans, merfolk and thousands of exotic species of plants and animals. The people are known for having one of the most powerful navies in the hemisphere; a substantial air force of drake and wyvern riders; and their militant expansionist doctrine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Griffon&#039;s Aerie]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A realm of sentient shape-shifting griffons that took over a defunct human kingdom. Today, the humans of the Aerie live as serfs, bound to the land in the service of their winged overlords. The Griffons are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gulanadur]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An independent subterranean city-state underneath Northern Arangoth, inhabited by a race of dark elves. Gulanadur has only recently begun to end its isolationist policy. It is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. Ruled by a dictator. Follows its own unique faith. The priesthood and various noble houses exert strong influence over society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Isles of Myst]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Peaceful and idyllic island kingdom off the coast of Arangoth. Ruled by a local Queen but with substantial influence from the Alesian Imperium through her Alesian king-consort. Important economic entrepot in the South Sea, used by many traders as a stopping point. Mainly human, with substantial elven and dwarven minorities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Kadut]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An empire of black dwarves in Mwayambi that live in mountain strongholds, constantly defending their traders against chimera-beasts that share their environment. Economy largely based on trade with the orient as well as mineral extraction and some manufacturing. A remote people, poorly known outside of their region. Ruled by King and Queen sibling pairs. Strong camel cavalry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Land of nomadic Khalar horse-tribes. Mostly human, with one tribe that&#039;s mostly elves and half-elves. Known for producing the finest horses on Veth and some of the best light cavalry troops in the known world. Each tribe ruled individually by its own leader. Semi-permanent settlements allow the tribes to trade. Strong relationship with Northern Arangoth, to whom they supply horses and training. Steppe economy based almost entirely around animal husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Korthai]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;Wolves of the Sea,&amp;quot; the Korthai are nomadic raiders and merchants that live off the ships that they sail. Their reputation as sailors is unsurpassed and most sailors have a horror story to tell of the Korthai. They are highly pragmatic and occasionally make deals with different nations&#039; port authorities to leave traders alone in exchange for money. Sometimes they absorb prisoners of war into their clans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leturia]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A nation of Leturians: people who look human in every way except they have simian tails. The matrilieal Leturians carved out a kingdom from a defunct human land and had since enslaved all the non-tailed humans within it. Those without tails have zero legal rights. Ruled in theory by a constitutional monarchy but in practice, a noble oligarchy has most of the power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lonrath]] (Thontaran)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inhabited by yak and horse herding nomads called the Thons, who fear and revere a cabal of female witches living in the ruins of an ancient defunct civilization that once spanned the area. Mostly human, though it remains unknown just what the witches actually are. One of the most primitive and mysterious places on Veth. The ruin of Lonrath contains many defunct megaliths and artifacts that once held vast magical power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Marilsan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mostly human land on the South Sea and the Inland Sea, that gained independence from multiple colonists just over a century ago. It&#039;s now trying to find its place in the world, by developing into a naval and trading power in the extreme west of Veth. The warm subtropical climate makes it an important agricultural producer and a growing holiday destination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mwayambi]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Continent east of Veth, containing the Berjeron, Bakbé and Kadut peoples. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nahuatl]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land of jungles and deserts on the Inland Sea, bound by savage traditions of human sacrifice and conquest. Mostly human, with gnomish and lizardfolk minorities. Ruled by priest-kings that demand ritual bloodshed, believing that this will sustain the life of the universe itself. Organized as a feudal society with Tutec nobles and Humec commoners. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Najjir]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A desert land full of independent city-states and several unsettled tribes that share a common culture, language and religion. Most of these balkanized domains were born from the demise of a once-mighty magical empire. Mostly human, along with desert elves and some mountain dwarves in the east. Economy largely based around import and export of manufactured goods and raw materials. Has a large scholarly movement to study foreign texts to understand the secrets of the universe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Orjana]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cool northern land of hearty farms, warrior lodges and witchy powers. Multi-ethnic with humans, elves, dwarves, gnomes and mingits represented among the population. Orjani culture is a difficult blend of homegrown traditions and centuries of absorbed foreign imperialists. Though it has a sort of capital, Orjana is decentralized, with many people living off the land. Multiple independent towns and holdfasts persist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Panguro]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What most people think of when &amp;quot;The Orient&amp;quot; is mentioned. The main nation of Panguro, Nipangu, is divided into a caste system with spiritual elven nobility at the top; samurai and scholars under them; and laborers and commoners at the bottom. Currently engaged in a cold civil war between a Shogunate and the pro-imperial Eizo clan. Mostly human, ruled by elves. Separate groups of humans and halflings have their own smaller domains with different customs from the Nipangui. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rashnad]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Desert land spanned by nomadic, mercantile Rashnaditz: humanoids with webbed feet. Also contains large smattering of other races. Eastern Rashnad has several highly wealthy cities, considered marvels by the commoners of Veth. The traders and expats in those cities are largely responsible for the westward flow of Oriental goods. Ruled by whichever family that has access to the fabled Golden Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Reshalian Empire]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Militant extraplanar domain ruled by &amp;quot;wild mages.&amp;quot; Little is known about them as their contact with this world was very brief. From first glance, appear to be highly developed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rondis]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small isolationist human kingdom, a shadow of its former glory. Once the rulers of a far greater territory, the Rondissians had been pushed back by tribal raiders such as the Assi and the supernatural horrors of the Elgar Forest. Known for quaint, happy-go-lucky and self-absorbed agrarian culture of farm work, smoking, feasting and making art. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Secca]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Free mercantile city-state that has flourished on trade for millennia. One of the oldest human cities on the continent and a remnant of the Vallarian Empire. Ruled by a Council of Merchants. Humans are the most common race, but also inhabits Griffons, Leturians and Mingits. Known for its mercenaries, shipbuilding and proud navy. Controls and tariffs all trade on the western coast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Taj Jahan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disputed client state of the Berjeron Empire. Originally a series of independent kingdoms that were forced under one rule by its conquerers. Contains humans, Rashnaditz, elves, half-elves, dwarves and halflings. People tend to be brown-skinned and live under a complicated caste system. Ruled by female Maharani. Despite high levels of poverty and backwardness among many villages, Jahani intellectuals made world-class strides in art, science and philosophy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Taopai]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warm seafaring nation in the oriental seas. No ruler - Taopai is an anarchy based on a gift economy and a pro-social populace. It is the eastern-most nation of the known world. Taopai&#039;s interior conceals an otherworldly anomaly that almost looks like the realm of dreams is pouring into the material plane. Largely human, with half-elven, elven and other minorities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Teldanar]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the stranger countries in the Southlands. Its mostly-albino humans are known for their extremely long names; drug-granted telepathic powers; and the custom of keeping all parts of their bodies, including their faces, covered at all times. Ruled by a monarchy, with a queen currently in charge. Population is largely nocturnal and shuns the harmful rays of the sun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Tyhinn Empire]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An imperial state sitting in a mountainous basin between the tallest ranges on Veth. Economy is heavily reliant on mineral exports, which brought the Tyhinn lots of wealth. The population is comprised of humans, orcs and dwarves. Major employer of foreign workers required for resource extraction. On its way towards becoming an important power broker as a result of its resource control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tollor]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land of agricultural and marine abundance, a sister-state to Elluria, with whom Tollor shares its culture and history. Ellurian religion and customs originally arose in Tollor when it was a city state. Tollorian navigators explored and colonized much of the islands in the South Sea, that have since become semi-independent. Currently ruled as a protectorate by the Alesians, who swept in as &amp;quot;peacemakers&amp;quot; during the latest Southlands war. Mostly human, with elven and giant minorities.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tor Anan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colloquially known as Faerie. Tor Anan is a land of strange magical creatures called fey or faeries. The realm doesn&#039;t obey the laws of physics and magic as they are known among mortals. Tor Anan is technically its own dimension, orthogonal to the prime material plane, with several points of overlap that enable portals. Ruled by an enigmatic trickster-king. The fey come in all shapes and sizes, from beautiful to terrifying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Varstad]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rugged mountain land inhabited by tribes of humans and a race of giants called the Provakh. Dangerous in most ways, from the cold alpine climate to the constant ice wyvern attacks, Varstad shaped its inhabitants to be tough and strong. Economy is largely based around animal husbandry and each tribe is ruled by its own chieftain. Largely isolated, although some travelers from Varstad recently appeared in outside lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Veth]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest continent in the world, where most known countries are based. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vuulari]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archetypal subterranean dark elves. The Vuulari have a matriarchal society spread among several independent cities in the great Underdark of Veth. They shun the light and the surface elves, preferring to worship their insect-gods and practice limited fungal agriculture and subterranean insectoid animal husbandry. Have a reputation for being cruel and unforgiving to outsiders and each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Xiunhai-La]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A series of isles that literally float suspended in the air above the ocean to the far east. One of two nations in the world with the technology to make airships. Society is very family oriented, with elders held in great respect. Mostly human. Ruled by the Ishkal, the most powerful psion in the known world. Xiunlans are skilled traders and their airships and expat clubs called tongs can be found across the world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Kiras]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcs of Zul Kiras used to live in discord. All that changed when the Steel Raven and Firestorm clans intermarried and banded the savage tribes into one fearsome coalition. Zul Kiras is a military-industrial powerhouse and the single largest threat to most kingdoms on Veth. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history. Ruled by a war-king. Besides orcs, there is a substantial goblinoid minority.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Countries&amp;diff=8589</id>
		<title>Countries</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Countries&amp;diff=8589"/>
		<updated>2018-07-22T14:20:22Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all civilizations in the setting, along with brief descriptions for each. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alesian Imperium]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest empire in the known world, with some of the world&#039;s most powerful infantry legions. It occupies most of the cold, rugged continent centered on the planet&#039;s south pole, also owning several protectorates in Veth and the South Sea. The mostly-human Imperium is very proud and highly militaristic. Ruled by a god-emperor with magical longevity. Has an ancestral hatred of orcs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arangoth]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a confederacy of grand duchies that united into a strongly-feudal kingdom. Known for its strong knightly orders, turbulent nobility, sprawling agriculture and growing mercantile acumen. The city of Drache is known as a hotspot for elite adventurers. Arangoth is majority human but inhabited by all races, with a substantial dwarven population. Has recently become embroiled in civil conflict between the north and south. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aslar]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colorful and multi-ethnic land, known for strange customs such as electing a new king each year while beheading last year&#039;s ruler. An important economic entrepot in the Southlands Peninsula. Inhabited by humans, dwarves, halflings, Mingits, the Rashnaditz and other races. Ruled by a small council of viziers and has frequently battled against its neighbors, Elluria and Tollor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Assi]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Assi are a collection of savage raider tribes located in the Nie Valley. However, the Assi also have deep connections with nature and are a very spiritual people. Their history and legends span centuries. Technologically, they are not as advanced as the peoples of Arangoth and most territories to the west, and hold to a primitive way of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Azaan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Island nation with the highest level of technological advancement in the known world. Formerly a brutal technocracy devoted to the study of natural law and suppression of magic. The old regime had since been supplanted by a pro-magic government. One of two nations with the technology to build airships. Known as a source of many wonders of engineering and has recently ended its doctrine of isolationism. Mostly human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bahija]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tropical archipelago known for producing much of the southern hemisphere&#039;s fruits, spices and sugarcane via indigenous and imported slave labor. Ruled by Alesia as a client state; de-facto controlled by a council of shrewd but quarrelsome merchant princes. Mostly human. Bahijans are clever and flamboyant, naturally predisposed to salesmanship. They have some of the best-connected traders in the known world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bahr]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tiny nation of goblins, hobgoblins, gnolls and bugbears; described by neighbors as &amp;quot;a pustule on the ass of the Southlands.&amp;quot; Major smuggling center, which gives it greater influence over the global economy than appears at first glance. Bahr is a depressing place with bad weather and land largely unsuitable for agriculture. The hobgoblin elite rule the place with an iron fist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Bakbe]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These tribal peoples inhabit the &amp;quot;Land of Giants,&amp;quot; a great stretch of plains in the heart of the continent of Mwayambi. The Bakbé are black humans who eke out a living through simple agriculture and hunting the giant megafauna that shares their environment. Their men tend to be warriors and their women tend to be priests. Most of the tribes are matriarchal. They are considered primitive by the neighboring Berjeron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Berjeron]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second-largest empire in the known world, comprised of black humans with a striking diversity of occupations, beliefs and martial and magical disciplines. No other nation is as pro cultural diffusion. The Berjeron are some of the world&#039;s preeminent long-range traders and are unabashed slavers. They hold dominion over a large part of Mwayambi and Taj Jahan. Ruled by a hereditary female empress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Caern Rhia]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tiny principality on the outskirts of Arangoth. Its culture is similar to Arangoth&#039;s. Thought to be mostly human and elven. After a force of evil knights attacked Caern Rhia, it was forced to call on the orcs of Zul Kiras for help. After the orcs swept in, contact with Caern Rhia was lost and its fate remains unknown to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[El-Ekki and Sevule]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two independent islands off the western coast of the Southlands Peninsula. El-Ekki is known as a center of holy sites for the Ellurian religion and a preeminent center for tourists and religious pilgrims. Its chefs and artists are also well known in the region. Sevule, a glorified naval base turned kingdom, has a much shallower reputation. Both are mostly human. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elluria]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The major cultural center of the Southlands, with a well-educated and civilized population. Mostly human, with elven and giant minorities. Shares history and culture with Tollor - both countries were united at several points in the past. Largely agricultural and maritime economy. Currently recovering from a series of devastating wars against its neighbors. Currently ruled by the Alesian Imperium that swept in as &amp;quot;peacemaker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of, if not the most ancient nation in the known world. Home to elven and half-elven people of many backgrounds that trickled together to the great forest of Soranion for unity and protection. Centered around a vertical arboreal city called the Elfspire. Diverse export-oriented economy and very high culture. Almost all kinds of elves, from high elves to wild elves can be encountered here. Currently an Arangothian protectorate due to the threat of orc invasions from Zul Kiras. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Emil]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the Southlands&#039; lesser powers, with a history of strife and subjugation by neighbors. Shares culture and history with Elluria and Tollor but prefers to stand apart. Industrial and metallurgical economy. Mostly human. Historically bent on retaking its captured coastal city of Garusk with disastrous consequences. Currently ruled by the Alesian Imperium as a protectorate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Greater Pentland]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi-ethnic empire stretched across a volcanic archipelago in the South Sea. The islands are known for their breathtaking abundance of life, including great dragons, dragonkin, humans, merfolk and thousands of exotic species of plants and animals. The people are known for having one of the most powerful navies in the hemisphere; a substantial air force of drake and wyvern riders; and their militant expansionist doctrine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Griffon&#039;s Aerie]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A realm of sentient shape-shifting griffons that took over a defunct human kingdom. Today, the humans of the Aerie live as serfs, bound to the land in the service of their winged overlords. The Griffons are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gulanadur]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An independent subterranean city-state underneath Northern Arangoth, inhabited by a race of dark elves. Gulanadur has only recently begun to end its isolationist policy. It is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. Ruled by a dictator. Follows its own unique faith. The priesthood and various noble houses exert strong influence over society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Isles of Myst]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Peaceful and idyllic island kingdom off the coast of Arangoth. Ruled by a local Queen but with substantial influence from the Alesian Imperium through her Alesian king-consort. Important economic entrepot in the South Sea, used by many traders as a stopping point. Mainly human, with substantial elven and dwarven minorities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Kadut]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An empire of black dwarves in Mwayambi that live in mountain strongholds, constantly defending their traders against chimera-beasts that share their environment. Economy largely based on trade with the orient as well as mineral extraction and some manufacturing. A remote people, poorly known outside of their region. Ruled by King and Queen sibling pairs. Strong camel cavalry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Land of nomadic Khalar horse-tribes. Mostly human, with one tribe that&#039;s mostly elves and half-elves. Known for producing the finest horses on Veth and some of the best light cavalry troops in the known world. Each tribe ruled individually by its own leader. Semi-permanent settlements allow the tribes to trade. Strong relationship with Northern Arangoth, to whom they supply horses and training. Steppe economy based almost entirely around animal husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Korthai]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as the &amp;quot;Wolves of the Sea,&amp;quot; the Korthai are nomadic raiders and merchants that live off the ships that they sail. Their reputation as sailors is unsurpassed and most sailors have a horror story to tell of the Korthai. They are highly pragmatic and occasionally make deals with different nations&#039; port authorities to leave traders alone in exchange for money. Sometimes they absorb prisoners of war into their clans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leturia]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A nation of Leturians: people who look human in every way except they have simian tails. The matrilieal Leturians carved out a kingdom from a defunct human land and had since enslaved all the non-tailed humans within it. Those without tails have zero legal rights. Ruled in theory by a constitutional monarchy but in practice, a noble oligarchy has most of the power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lonrath]] (Thontaran)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inhabited by yak and horse herding nomads called the Thons, who fear and revere a cabal of female witches living in the ruins of an ancient defunct civilization that once spanned the area. Mostly human, though it remains unknown just what the witches actually are. One of the most primitive and mysterious places on Veth. The ruin of Lonrath contains many defunct megaliths and artifacts that once held vast magical power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Marilsan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mostly human land on the South Sea and the Inland Sea, that gained independence from multiple colonists just over a century ago. It&#039;s now trying to find its place in the world, by developing into a naval and trading power in the extreme west of Veth. The warm subtropical climate makes it an important agricultural producer and a growing holiday destination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mwayambi]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Continent east of Veth, containing the Berjeron, Bakbé and Kadut peoples. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nahuatl]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land of jungles and deserts on the Inland Sea, bound by savage traditions of human sacrifice and conquest. Mostly human, with gnomish and lizardfolk minorities. Ruled by priest-kings that demand ritual bloodshed, believing that this will sustain the life of the universe itself. Organized as a feudal society with Tutec nobles and Humec commoners. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Najjir]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A desert land full of independent city-states and several unsettled tribes that share a common culture, language and religion. Most of these balkanized domains were born from the demise of a once-mighty magical empire. Mostly human, along with desert elves and some mountain dwarves in the east. Economy largely based around import and export of manufactured goods and raw materials. Has a large scholarly movement to study foreign texts to understand the secrets of the universe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Orjana]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cool northern land of hearty farms, warrior lodges and witchy powers. Multi-ethnic with humans, elves, dwarves, gnomes and mingits represented among the population. Orjani culture is a difficult blend of homegrown traditions and centuries of absorbed foreign imperialists. Though it has a sort of capital, Orjana is decentralized, with many people living off the land. Multiple independent towns and holdfasts persist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Panguro]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What most people think of when &amp;quot;The Orient&amp;quot; is mentioned. The main nation of Panguro, Nipangu, is divided into a caste system with spiritual elven nobility at the top; samurai and scholars under them; and laborers and commoners at the bottom. Currently engaged in a cold civil war between a Shogunate and the pro-imperial Eizo clan. Mostly human, ruled by elves. Separate groups of humans and halflings have their own smaller domains with different customs from the Nipangui. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rashnad]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Desert land spanned by nomadic, mercantile Rashnaditz: humanoids with webbed feet. Also contains large smattering of other races. Eastern Rashnad has several highly wealthy cities, considered marvels by the commoners of Veth. The traders and expats in those cities are largely responsible for the westward flow of Oriental goods. Ruled by whichever family that has access to the fabled Golden Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Reshalian Empire]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Militant extraplanar domain ruled by &amp;quot;wild mages.&amp;quot; Little is known about them as their contact with this world was very brief. From first glance, appear to be highly developed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rondis]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Small isolationist human kingdom, a shadow of its former glory. Once the rulers of a far greater territory, the Rondissians had been pushed back by tribal raiders such as the Assi and the supernatural horrors of the Elgar Forest. Known for quaint, happy-go-lucky and self-absorbed agrarian culture of farm work, smoking, feasting and making art. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Secca]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Free mercantile city-state that has flourished on trade for millennia. One of the oldest human cities on the continent and a remnant of the Vallarian Empire. Ruled by a Council of Merchants. Humans are the most common race, but also inhabits Griffons, Leturians and Mingits. Known for its mercenaries, shipbuilding and strong navy. Controls and tariffs all trade on the western coast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Taj Jahan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disputed client state of the Berjeron Empire. Originally a series of independent kingdoms that were forced under one rule by its conquerers. Contains humans, Rashnaditz, elves, half-elves, dwarves and halflings. People tend to be brown-skinned and live under a complicated caste system. Ruled by female Maharani. Despite high levels of poverty and backwardness among many villages, Jahani intellectuals made world-class strides in art, science and philosophy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Taopai]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warm seafaring nation in the oriental seas. No ruler - Taopai is an anarchy based on a gift economy and a pro-social populace. It is the eastern-most nation of the known world. Taopai&#039;s interior conceals an otherworldly anomaly that almost looks like the realm of dreams is pouring into the material plane. Largely human, with half-elven, elven and other minorities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Teldanar]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the stranger countries in the Southlands. Its mostly-albino humans are known for their extremely long names; drug-granted telepathic powers; and the custom of keeping all parts of their bodies, including their faces, covered at all times. Ruled by a monarchy, with a queen currently in charge. Population is largely nocturnal and shuns the harmful rays of the sun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Tyhinn Empire]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An imperial state sitting in a mountainous basin between the tallest ranges on Veth. Economy is heavily reliant on mineral exports, which brought the Tyhinn lots of wealth. The population is comprised of humans, orcs and dwarves. Major employer of foreign workers required for resource extraction. On its way towards becoming an important power broker as a result of its resource control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tollor]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land of agricultural and marine abundance, a sister-state to Elluria, with whom Tollor shares its culture and history. Ellurian religion and customs originally arose in Tollor when it was a city state. Tollorian navigators explored and colonized much of the islands in the South Sea, that have since become semi-independent. Currently ruled as a protectorate by the Alesians, who swept in as &amp;quot;peacemakers&amp;quot; during the latest Southlands war. Mostly human, with elven and giant minorities.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tor Anan]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colloquially known as Faerie. Tor Anan is a land of strange magical creatures called fey or faeries. The realm doesn&#039;t obey the laws of physics and magic as they are known among mortals. Tor Anan is technically its own dimension, orthogonal to the prime material plane, with several points of overlap that enable portals. Ruled by an enigmatic trickster-king. The fey come in all shapes and sizes, from beautiful to terrifying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Varstad]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rugged mountain land inhabited by tribes of humans and a race of giants called the Provakh. Dangerous in most ways, from the cold alpine climate to the constant ice wyvern attacks, Varstad shaped its inhabitants to be tough and strong. Economy is largely based around animal husbandry and each tribe is ruled by its own chieftain. Largely isolated, although some travelers from Varstad recently appeared in outside lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Veth]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The largest continent in the world, where most known countries are based. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vuulari]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archetypal subterranean dark elves. The Vuulari have a matriarchal society spread among several independent cities in the great Underdark of Veth. They shun the light and the surface elves, preferring to worship their insect-gods and practice limited fungal agriculture and subterranean insectoid animal husbandry. Have a reputation for being cruel and unforgiving to outsiders and each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Xiunhai-La]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A series of isles that literally float suspended in the air above the ocean to the far east. One of two nations in the world with the technology to make airships. Society is very family oriented, with elders held in great respect. Mostly human. Ruled by the Ishkal, the most powerful psion in the known world. Xiunlans are skilled traders and their airships and expat clubs called tongs can be found across the world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zul Kiras]]&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The orcs of Zul Kiras used to live in discord. All that changed when the Steel Raven and Firestorm clans intermarried and banded the savage tribes into one fearsome coalition. Zul Kiras is a military-industrial powerhouse and the single largest threat to most kingdoms on Veth. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history. Ruled by a war-king. Besides orcs, there is a substantial goblinoid minority.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8588</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8588"/>
		<updated>2018-07-22T10:59:22Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 15-20&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = [[Griffon&#039;s Aerie]], [[Secca]]&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, renown their strict notions of propriety, yet despised by many for the repression of all humans within their kingdom, who live in serfdom. Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a fifteen to twenty foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends that speak of an age long past, when griffons were created by the elves using powerful sorcery to aid them in a desperate war against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts living outside of the Aerie today. Such notions are of course rejected by the Griffons as blasphemy, given they see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the [[Lilism|Lil]] has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8587</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8587"/>
		<updated>2018-07-22T09:46:49Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 15-20&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = [[Griffon&#039;s Aerie]], [[Secca]]&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a fifteen to twenty foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends that speak of an age long past, when griffons were created by the elves using powerful sorcery to aid them in a desperate war against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts living outside of the Aerie today. Such notions are of course rejected by the Griffons as blasphemy, given they see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the [[Lilism|Lil]] has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8586</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8586"/>
		<updated>2018-07-22T08:15:58Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 15-20&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = [[Griffon&#039;s Aerie]], [[Secca]]&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a fifteen to twenty foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the [[Lilism|Lil]] has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Category:Races&amp;diff=8585</id>
		<title>Category:Races</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Category:Races&amp;diff=8585"/>
		<updated>2018-07-22T08:10:29Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The race category is under construction. Please refer to the information directly below for a more up-to-date guide on the races of the known world. &lt;br /&gt;
&lt;br /&gt;
Using setting-established versions of fantasy races is not mandatory. &lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name       = Races&lt;br /&gt;
| bodystyle  = width: 75%; vertical-align: middle;&lt;br /&gt;
| titlestyle = background: #C3C3C3; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| abovestyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| groupstyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| belowstyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
| navbar     = off&lt;br /&gt;
| state      = {{{state&amp;lt;includeonly&amp;gt;|uncollapsed&amp;lt;/includeonly&amp;gt;}}}&lt;br /&gt;
&lt;br /&gt;
| title      = Races&lt;br /&gt;
| above      = This article is one of several about the notable races of [[Siveth]].&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Humans]]&lt;br /&gt;
| list1      = [[Arangothian]] - [[Assi]] - [[Ellurian West Teldanari]] - [[Igmerinds]] - [[Korthai]] - [[Mingits]] - [[Najjir#Common_Culture|Najjira]] - [[Nipangui]] - [[Rashnad#Society_and_Peoples|Rashnaditz]] - [[Teldanar#Society_and_Peoples|Teldanari]] - [[Trí Déag]] - [[Xiunhai-La#Society_and_Peoples|Xiunlans]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Humanoids&lt;br /&gt;
| list2      = [[Orjana#Cheremosh:_The_Fey|Cheremosh Gnomes]] - [[Gnomes]] - [[Half-Elves]] - [[Phet&#039;kree]] - [[Provakh]] - [[Sakashtalen]] - [[Wolfen]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Elves&lt;br /&gt;
| list3      = [[Elvendeep]] - [[Gulanadur]] - [[Elgar_Forest#Attempts at Civilization|Mazewood]] - [[Najjir#Unsettled_Tribes|Shushan]] - [[Vuulari]]&lt;br /&gt;
&lt;br /&gt;
| group4     = Dwarves&lt;br /&gt;
| list4      = [[Kadut]] - [[Ruthmarnan]] &lt;br /&gt;
&lt;br /&gt;
| group5     = Orcs &amp;amp; Goblins&lt;br /&gt;
| list5      = [[Alesian_Imperium#The_Shadowlands|Alesian Orcs]] - [[Bahr]] - [[Zul Kiras]]&lt;br /&gt;
&lt;br /&gt;
| group6     = Dragons &amp;amp; Reptilekin&lt;br /&gt;
| list6      = [[Euryalis]] - [[Isska]] - [[Peoples_of_Pentland#Malkraan Lizardfolk|Malkraan]] - [[Greater_Pentland#Fauna|Pentlander High Dragons]]&lt;br /&gt;
&lt;br /&gt;
| group7     = Undead&lt;br /&gt;
| list7      = [[Liches]] - [[Vampires]]&lt;br /&gt;
&lt;br /&gt;
| group8     = Extra-planar&lt;br /&gt;
| list8      = [[Angels]] - [[Demons]] - [[Fae]]&lt;br /&gt;
&lt;br /&gt;
| group9     = Miscellaneous&lt;br /&gt;
| list9      = [[Griffons|High Griffons]] - [[Elluria#J&#039;Lontzek Elves and Giants|J&#039;Lontz Giants]] - [[Oneidhae]]&lt;br /&gt;
&lt;br /&gt;
| below      =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arangothian]]:&#039;&#039;&#039; Toiling humans that breed like rabbits and build cities with the same speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Assi]]:&#039;&#039;&#039; Druidic tribal humans, voluntarily living a primitive lifestyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ellurian West Teldanari]]:&#039;&#039;&#039; Semi-albino humans that wear full-body garments in worship of their god Alou.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Korthai]]:&#039;&#039;&#039; Sea-faring humans that make a living off piracy and naval trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mingits]]:&#039;&#039;&#039; A very reclusive group of humans that Arangothians descend from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Igmerinds]]:&#039;&#039;&#039; A proud race of humans that claim distant genetic ties to Elves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nipangui]]:&#039;&#039;&#039; Humans ruled by a Shogun and the ruling Samurai class in the Sword Isles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trí Déag]]:&#039;&#039;&#039; Women who live deep in the Elgar Forest, with questionable connections to the Assi.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]], Spiri:&#039;&#039;&#039; Classic civilized elves, living in a great city-in-the-trees. All livelihoods. Includes [[Peoples_of_Elvendeep#High_Elves|noble (high)]] and [[Peoples_of_Elvendeep#Common_Elves|common elves]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]], Sorani:&#039;&#039;&#039; Classic [[Peoples_of_Elvendeep#Wild_Elves_.28Sorani.29|wild elves]], hunting and gathering in the forests of [[Elvendeep]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mazewood Elves:&#039;&#039;&#039; Survivalist [[Elgar_Forest#Attempts_at_Civilization|wood elves]], living in isolated enclaves in a [[Elgar Forest|monster-infested forest]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Najjir#Shushan_Travelers|The Shushan]]:&#039;&#039;&#039; Tribal nomadic [[Najjir|desert]] elves, raising livestock and running trade caravans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Panguro#Nipangu|Oriental Elves]]:&#039;&#039;&#039; Ultra-refined and aloof nobility in [[Panguro]], making art and pursuing spirituality.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Gulanadur|Gulanaduri]]:&#039;&#039;&#039; Subterranean dark elves from an independent city-state, pursuing social darwinism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Vuulari]]:&#039;&#039;&#039; Classic matriarchal dark elves of the underdark; very harsh and strict society.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ruthmarnan]] Dwarves:&#039;&#039;&#039; Classic dwarves with cities inside mountains and strong mining and engineering traditions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orjani Dwarves:&#039;&#039;&#039; The backbone of their nation&#039;s merchant class: the Seg clan at sea and the Boru clan on land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystonian Dwarves:&#039;&#039;&#039; Psionically-gifted diaspora community that lives in philosophic contemplation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kadut:&#039;&#039;&#039; Desert dwarves that live in mountain casbahs, ride camels and giant bugs and fight monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dol Drunn:&#039;&#039;&#039; Classic adversarial deep dwarves of the underdark. Setting addition is a work in progress.&lt;br /&gt;
&lt;br /&gt;
==Halflings, Gnomes== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Diaspora:&#039;&#039;&#039; Classic halflings live in close-knit urban or rural communities throughout Veth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gnomes|Gnome Diaspora]]:&#039;&#039;&#039; Gnomes of various kinds live throughout Veth in forests and shallow caves. Culture varies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saku Irniq (Oriental):&#039;&#039;&#039; Tribal arctic dwellers, building igloos and hunting walrus for sustenance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sakashtalen (Subterranean):&#039;&#039;&#039; Gray-skinned subterranean race of mysterious halfling-like creatures.&lt;br /&gt;
&lt;br /&gt;
==Orcs==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zul Kiras:&#039;&#039;&#039; Dozens of clans united under a war-king&#039;s iron fist. Military-industrial powerhouse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alesian Orcs:&#039;&#039;&#039; Orcish theocracy claiming a third of the Antarctic continent. Ancestral foes of humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itinerant Orcs:&#039;&#039;&#039; Independent tribes can be found in wild lands throughout Veth, hunting and raiding.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids, Kobolds== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bahr Goblinoids:&#039;&#039;&#039; Small urban nation of goblins and hobgoblins. Major smuggling center.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zul Kiras Goblinoids:&#039;&#039;&#039; Goblin, hobgoblin and bugbear tribes serving the orc war-king.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itinerant Goblinoids:&#039;&#039;&#039; Independent tribes live in wild lands throughout Veth, hunting and raiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds:&#039;&#039;&#039; Independent tribes and individuals live scattered throughout the continent.&lt;br /&gt;
&lt;br /&gt;
==Giants, Ogres, Trolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The J&#039;lontzek:&#039;&#039;&#039; Forest giants of the Southlands. Can use supernatural concealment in nature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Provakh:&#039;&#039;&#039; Hyper-competitive, cold weather mountain giants of Varstad. Accomplished monster hunters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogres:&#039;&#039;&#039; Individuals or groups live throughout various rugged climate zones. Poorly understood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Different types of trolls exist in the wilds of Veth, but their origins remain vague.&lt;br /&gt;
&lt;br /&gt;
==Griffons== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Griffons|High Griffons]]:&#039;&#039;&#039; Sentient race of griffon shapeshifters. Resistant to magic. Soulbound to magic trees and their attendant dryads.&lt;br /&gt;
&lt;br /&gt;
==Anthropomorphic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leturians (Tailed Humans):&#039;&#039;&#039; Tailed race with a medium-sized oligarchy. Enslaves non-tailed humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oneidhae]] (Merfolk):&#039;&#039;&#039; Mer-people of various shapes and sizes living in an enormous coral reef system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malkraans (Lizardfolk):&#039;&#039;&#039; Individualistic lizard-people with dragon blood, living among human society.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Isska (Lizardfolk):&#039;&#039;&#039; Tribal, nomadic lizard-people living among barren salt flats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Euryalis (Snake-folk):&#039;&#039;&#039; Semi-nomadic desert snake-people. Females are humanoid, males are naga-like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phet&#039;kree (Cat-folk):&#039;&#039;&#039; Close-knit forest communities of matriarchal cat-people, hostile to outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kellerei (Cat-folk):&#039;&#039;&#039; Scattered shapeshifting cat-humanoid hybrids born of magical experiment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elgarian Were-Shifters:&#039;&#039;&#039; The Elgar Forest has multiple humanoid communities cursed to transform into one or another animal aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wolfen]] (Wolf-folk):&#039;&#039;&#039; Solanadarian humanoids that devote their lives to study and war.&lt;br /&gt;
&lt;br /&gt;
==Faeries== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tor Anaan Fair Folk:&#039;&#039;&#039; Faeries require magic to survive and come in all shapes, from beautiful to horrifying.&lt;br /&gt;
&lt;br /&gt;
==Dragons== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Dragons:&#039;&#039;&#039; Individual high dragons or great wyrms are few in number but not restricted by geography. Pentland used to boast many dragons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-born:&#039;&#039;&#039; Partial dragons have no single category and vary immensely.&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampires:&#039;&#039;&#039; All vampires in the setting are harmed and killed by direct sunlight and must have at least one other weakness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liches:&#039;&#039;&#039; Rare beings, often spellcasters, that bound their undying soul to a phylactery, which remains their Achilles&#039; heel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mumiyé:&#039;&#039;&#039; A mummified priest, combining the powers of a lich and a dread mummy, rarely seen outside Mwayambi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Undead:&#039;&#039;&#039; Zombies, ghouls, wraiths, etc, have all been reported in the setting at one point or another.&lt;br /&gt;
&lt;br /&gt;
==Demons, Celestials, Elementals== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evil Outsiders:&#039;&#039;&#039; Planar cosmology is in dispute but evil beings from other dimensions sometimes invade the material world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converted Spellcasters:&#039;&#039;&#039; By using enough dark magic, a spellcaster eventually risks turning into a corrupt being of darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partial Demons:&#039;&#039;&#039; Sometimes called tieflings, these hybrids sparsely populate the known world, often treated suspiciously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Outsiders:&#039;&#039;&#039; Planar cosmology is in dispute but divine servants and beings of light sometimes visit the material plane for some specific purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partial Celestials:&#039;&#039;&#039; Rare hybrids, who live a tough life of balancing mortal and divine needs. Sometimes given preferential treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elementals:&#039;&#039;&#039; There is no single agreed-upon birthplace of various elementals. They can arise from local magic or other dimensions and have varied sizes, shapes and abilities.&lt;br /&gt;
&lt;br /&gt;
==Others From This World==&lt;br /&gt;
&lt;br /&gt;
The known world only covers about half the planet. Strange faraway travelers from distant terrae incognitae have a long established precedent in the setting. Even explored lands may be inhabited by hitherto-undiscovered lifeforms.&lt;br /&gt;
&lt;br /&gt;
==Others, Extraplanar== &lt;br /&gt;
&lt;br /&gt;
Likewise, &amp;quot;planeswalkers&amp;quot; of various sizes, shapes, abilities and dispositions have been successfully played in the setting.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Category:Races&amp;diff=8584</id>
		<title>Category:Races</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Category:Races&amp;diff=8584"/>
		<updated>2018-07-22T08:09:45Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The race category is under construction. Please refer to the information directly below for a more up-to-date guide on the races of the known world. &lt;br /&gt;
&lt;br /&gt;
Using setting-established versions of fantasy races is not mandatory. &lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name       = Races&lt;br /&gt;
| bodystyle  = width: 75%; vertical-align: middle;&lt;br /&gt;
| titlestyle = background: #C3C3C3; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| abovestyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| groupstyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| belowstyle = background: #DEDEDE; padding-left: 1em; padding-right: 1em; text-align: center;&lt;br /&gt;
| listclass  = hlist&lt;br /&gt;
| navbar     = off&lt;br /&gt;
| state      = {{{state&amp;lt;includeonly&amp;gt;|uncollapsed&amp;lt;/includeonly&amp;gt;}}}&lt;br /&gt;
&lt;br /&gt;
| title      = Races&lt;br /&gt;
| above      = This article is one of several about the notable races of [[Siveth]].&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Humans]]&lt;br /&gt;
| list1      = [[Arangothian]] - [[Assi]] - [[Ellurian West Teldanari]] - [[Igmerinds]] - [[Korthai]] - [[Mingits]] - [[Najjir#Common_Culture|Najjira]] - [[Nipangui]] - [[Rashnad#Society_and_Peoples|Rashnaditz]] - [[Teldanar#Society_and_Peoples|Teldanari]] - [[Trí Déag]] - [[Xiunhai-La#Society_and_Peoples|Xiunlans]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Humanoids&lt;br /&gt;
| list2      = [[Orjana#Cheremosh:_The_Fey|Cheremosh Gnomes]] - [[Gnomes]] - [[Half-Elves]] - [[Phet&#039;kree]] - [[Provakh]] - [[Sakashtalen]] - [[Wolfen]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Elves&lt;br /&gt;
| list3      = [[Elvendeep]] - [[Gulanadur]] - [[Elgar_Forest#Attempts at Civilization|Mazewood]] - [[Najjir#Unsettled_Tribes|Shushan]] - [[Vuulari]]&lt;br /&gt;
&lt;br /&gt;
| group4     = Dwarves&lt;br /&gt;
| list4      = [[Kadut]] - [[Ruthmarnan]] &lt;br /&gt;
&lt;br /&gt;
| group5     = Orcs &amp;amp; Goblins&lt;br /&gt;
| list5      = [[Alesian_Imperium#The_Shadowlands|Alesian Orcs]] - [[Bahr]] - [[Zul Kiras]]&lt;br /&gt;
&lt;br /&gt;
| group6     = Dragons &amp;amp; Reptilekin&lt;br /&gt;
| list6      = [[Euryalis]] - [[Isska]] - [[Peoples_of_Pentland#Malkraan Lizardfolk|Malkraan]] - [[Greater_Pentland#Fauna|Pentlander High Dragons]]&lt;br /&gt;
&lt;br /&gt;
| group7     = Undead&lt;br /&gt;
| list7      = [[Liches]] - [[Vampires]]&lt;br /&gt;
&lt;br /&gt;
| group8     = Extra-planar&lt;br /&gt;
| list8      = [[Angels]] - [[Demons]] - [[Fae]]&lt;br /&gt;
&lt;br /&gt;
| group9     = Miscellaneous&lt;br /&gt;
| list9      = [[Griffons]] - [[Elluria#J&#039;Lontzek Elves and Giants|J&#039;Lontz Giants]] - [[Oneidhae]]&lt;br /&gt;
&lt;br /&gt;
| below      =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arangothian]]:&#039;&#039;&#039; Toiling humans that breed like rabbits and build cities with the same speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Assi]]:&#039;&#039;&#039; Druidic tribal humans, voluntarily living a primitive lifestyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ellurian West Teldanari]]:&#039;&#039;&#039; Semi-albino humans that wear full-body garments in worship of their god Alou.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Korthai]]:&#039;&#039;&#039; Sea-faring humans that make a living off piracy and naval trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mingits]]:&#039;&#039;&#039; A very reclusive group of humans that Arangothians descend from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Igmerinds]]:&#039;&#039;&#039; A proud race of humans that claim distant genetic ties to Elves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nipangui]]:&#039;&#039;&#039; Humans ruled by a Shogun and the ruling Samurai class in the Sword Isles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trí Déag]]:&#039;&#039;&#039; Women who live deep in the Elgar Forest, with questionable connections to the Assi.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]], Spiri:&#039;&#039;&#039; Classic civilized elves, living in a great city-in-the-trees. All livelihoods. Includes [[Peoples_of_Elvendeep#High_Elves|noble (high)]] and [[Peoples_of_Elvendeep#Common_Elves|common elves]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elvendeep]], Sorani:&#039;&#039;&#039; Classic [[Peoples_of_Elvendeep#Wild_Elves_.28Sorani.29|wild elves]], hunting and gathering in the forests of [[Elvendeep]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mazewood Elves:&#039;&#039;&#039; Survivalist [[Elgar_Forest#Attempts_at_Civilization|wood elves]], living in isolated enclaves in a [[Elgar Forest|monster-infested forest]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Najjir#Shushan_Travelers|The Shushan]]:&#039;&#039;&#039; Tribal nomadic [[Najjir|desert]] elves, raising livestock and running trade caravans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Panguro#Nipangu|Oriental Elves]]:&#039;&#039;&#039; Ultra-refined and aloof nobility in [[Panguro]], making art and pursuing spirituality.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Gulanadur|Gulanaduri]]:&#039;&#039;&#039; Subterranean dark elves from an independent city-state, pursuing social darwinism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The [[Vuulari]]:&#039;&#039;&#039; Classic matriarchal dark elves of the underdark; very harsh and strict society.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ruthmarnan]] Dwarves:&#039;&#039;&#039; Classic dwarves with cities inside mountains and strong mining and engineering traditions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orjani Dwarves:&#039;&#039;&#039; The backbone of their nation&#039;s merchant class: the Seg clan at sea and the Boru clan on land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystonian Dwarves:&#039;&#039;&#039; Psionically-gifted diaspora community that lives in philosophic contemplation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Kadut:&#039;&#039;&#039; Desert dwarves that live in mountain casbahs, ride camels and giant bugs and fight monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dol Drunn:&#039;&#039;&#039; Classic adversarial deep dwarves of the underdark. Setting addition is a work in progress.&lt;br /&gt;
&lt;br /&gt;
==Halflings, Gnomes== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halfling Diaspora:&#039;&#039;&#039; Classic halflings live in close-knit urban or rural communities throughout Veth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gnomes|Gnome Diaspora]]:&#039;&#039;&#039; Gnomes of various kinds live throughout Veth in forests and shallow caves. Culture varies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saku Irniq (Oriental):&#039;&#039;&#039; Tribal arctic dwellers, building igloos and hunting walrus for sustenance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sakashtalen (Subterranean):&#039;&#039;&#039; Gray-skinned subterranean race of mysterious halfling-like creatures.&lt;br /&gt;
&lt;br /&gt;
==Orcs==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zul Kiras:&#039;&#039;&#039; Dozens of clans united under a war-king&#039;s iron fist. Military-industrial powerhouse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alesian Orcs:&#039;&#039;&#039; Orcish theocracy claiming a third of the Antarctic continent. Ancestral foes of humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itinerant Orcs:&#039;&#039;&#039; Independent tribes can be found in wild lands throughout Veth, hunting and raiding.&lt;br /&gt;
&lt;br /&gt;
==Goblinoids, Kobolds== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bahr Goblinoids:&#039;&#039;&#039; Small urban nation of goblins and hobgoblins. Major smuggling center.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zul Kiras Goblinoids:&#039;&#039;&#039; Goblin, hobgoblin and bugbear tribes serving the orc war-king.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Itinerant Goblinoids:&#039;&#039;&#039; Independent tribes live in wild lands throughout Veth, hunting and raiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds:&#039;&#039;&#039; Independent tribes and individuals live scattered throughout the continent.&lt;br /&gt;
&lt;br /&gt;
==Giants, Ogres, Trolls==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The J&#039;lontzek:&#039;&#039;&#039; Forest giants of the Southlands. Can use supernatural concealment in nature. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Provakh:&#039;&#039;&#039; Hyper-competitive, cold weather mountain giants of Varstad. Accomplished monster hunters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogres:&#039;&#039;&#039; Individuals or groups live throughout various rugged climate zones. Poorly understood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Different types of trolls exist in the wilds of Veth, but their origins remain vague.&lt;br /&gt;
&lt;br /&gt;
==Griffons== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Griffons|High Griffons]]:&#039;&#039;&#039; Sentient race of griffon shapeshifters. Resistant to magic. Soulbound to magic trees and their attendant dryads.&lt;br /&gt;
&lt;br /&gt;
==Anthropomorphic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leturians (Tailed Humans):&#039;&#039;&#039; Tailed race with a medium-sized oligarchy. Enslaves non-tailed humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oneidhae]] (Merfolk):&#039;&#039;&#039; Mer-people of various shapes and sizes living in an enormous coral reef system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malkraans (Lizardfolk):&#039;&#039;&#039; Individualistic lizard-people with dragon blood, living among human society.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Isska (Lizardfolk):&#039;&#039;&#039; Tribal, nomadic lizard-people living among barren salt flats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Euryalis (Snake-folk):&#039;&#039;&#039; Semi-nomadic desert snake-people. Females are humanoid, males are naga-like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phet&#039;kree (Cat-folk):&#039;&#039;&#039; Close-knit forest communities of matriarchal cat-people, hostile to outsiders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kellerei (Cat-folk):&#039;&#039;&#039; Scattered shapeshifting cat-humanoid hybrids born of magical experiment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elgarian Were-Shifters:&#039;&#039;&#039; The Elgar Forest has multiple humanoid communities cursed to transform into one or another animal aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wolfen]] (Wolf-folk):&#039;&#039;&#039; Solanadarian humanoids that devote their lives to study and war.&lt;br /&gt;
&lt;br /&gt;
==Faeries== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tor Anaan Fair Folk:&#039;&#039;&#039; Faeries require magic to survive and come in all shapes, from beautiful to horrifying.&lt;br /&gt;
&lt;br /&gt;
==Dragons== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Dragons:&#039;&#039;&#039; Individual high dragons or great wyrms are few in number but not restricted by geography. Pentland used to boast many dragons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon-born:&#039;&#039;&#039; Partial dragons have no single category and vary immensely.&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampires:&#039;&#039;&#039; All vampires in the setting are harmed and killed by direct sunlight and must have at least one other weakness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liches:&#039;&#039;&#039; Rare beings, often spellcasters, that bound their undying soul to a phylactery, which remains their Achilles&#039; heel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mumiyé:&#039;&#039;&#039; A mummified priest, combining the powers of a lich and a dread mummy, rarely seen outside Mwayambi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Undead:&#039;&#039;&#039; Zombies, ghouls, wraiths, etc, have all been reported in the setting at one point or another.&lt;br /&gt;
&lt;br /&gt;
==Demons, Celestials, Elementals== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evil Outsiders:&#039;&#039;&#039; Planar cosmology is in dispute but evil beings from other dimensions sometimes invade the material world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Converted Spellcasters:&#039;&#039;&#039; By using enough dark magic, a spellcaster eventually risks turning into a corrupt being of darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partial Demons:&#039;&#039;&#039; Sometimes called tieflings, these hybrids sparsely populate the known world, often treated suspiciously.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Outsiders:&#039;&#039;&#039; Planar cosmology is in dispute but divine servants and beings of light sometimes visit the material plane for some specific purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partial Celestials:&#039;&#039;&#039; Rare hybrids, who live a tough life of balancing mortal and divine needs. Sometimes given preferential treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elementals:&#039;&#039;&#039; There is no single agreed-upon birthplace of various elementals. They can arise from local magic or other dimensions and have varied sizes, shapes and abilities.&lt;br /&gt;
&lt;br /&gt;
==Others From This World==&lt;br /&gt;
&lt;br /&gt;
The known world only covers about half the planet. Strange faraway travelers from distant terrae incognitae have a long established precedent in the setting. Even explored lands may be inhabited by hitherto-undiscovered lifeforms.&lt;br /&gt;
&lt;br /&gt;
==Others, Extraplanar== &lt;br /&gt;
&lt;br /&gt;
Likewise, &amp;quot;planeswalkers&amp;quot; of various sizes, shapes, abilities and dispositions have been successfully played in the setting.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8583</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8583"/>
		<updated>2018-07-22T07:48:09Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewop the Usurper&#039;&#039;&#039;: (443-466) Cruel wizard who seized power in Griffon&#039;s Aerie in the year 443. Finding a way to bypass the Griffon druidic wards, he kidnapped the royal family and created chaos in the process. Warred with the Griffons for 20 years on a campaign of death and desolation until his army was defeated in 465. Karos IV was restored to power in 466, but Rewop&#039;s legacy left a stain upon the empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid. The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&#039;&#039;Main Article: [[Griffons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads. The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;mixed&amp;quot; form -- they will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the Holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8582</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8582"/>
		<updated>2018-07-22T05:50:19Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 15-20&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a fifteen to twenty foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the [[Lilism|Lil]] has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8581</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8581"/>
		<updated>2018-07-22T05:45:02Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 20-25&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the [[Lilism|Lil]] has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8580</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8580"/>
		<updated>2018-07-22T05:42:04Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffon Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 20-25&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8579</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8579"/>
		<updated>2018-07-22T05:39:59Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Half-Griffons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 20-25&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in [[Secca]] are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8578</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8578"/>
		<updated>2018-07-22T05:34:57Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 20-25&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to the Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines and great battles fought against dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a powerful religious cult in the Aerie. The story surrounds the creation of the world by a great eagle goddess who breathed fire and life into all creatures, and to the griffons it bestowed the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe and is common in Griffon folklore.&lt;br /&gt;
&lt;br /&gt;
Some anthropological studies were undertaken during the golden age of the Vallarian Empire. Most of these studies were questionable at best, but the consensus was that the Griffons were a tribal community living within caves and forests of the Lunit Mountains, not unlike the native griffon Sqree of today. Outside of the Aerie, the origin of the &#039;High&#039; Griffon is a hotly contested subject. The most prominent explanation comes from [[History of Elvendeep|Elvendeep]] sagas and legends, that speak of a time where the griffons were created by the elves using powerful sorcery to aid in a great war fought against dragons and giants.  Some of these griffons eventually settled within the Lunit Mountains and were granted sentience by their attendant dryads, the others remain the familiar savage beasts most know outside of the Aerie today. Such notions are of course hotly rejected by the Griffons of the Aerie, who see themselves as the racial superior to the ground-dwelling elves.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8577</id>
		<title>Old Griffons</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffons&amp;diff=8577"/>
		<updated>2018-07-22T05:18:51Z</updated>

		<summary type="html">&lt;p&gt;Karras: Moved &amp;#039;griffon&amp;#039; information over to this page, expanded some bits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Griffon&lt;br /&gt;
| image                   = Griffin.jpg&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = Aquila leo&lt;br /&gt;
| average_height          = 6-8&#039; at the shoulder, 20-25&#039; wingspan&lt;br /&gt;
| average_weight          = Griffon: 2500-3500lbs Human/Mixed: 100-250lbs&lt;br /&gt;
| eye_color               = Brown, yellow, red, blue are common but any is possible&lt;br /&gt;
| hair_color              = Wide variety and patterns of fur and feathers&lt;br /&gt;
| country_of_origin       = [[Griffon&#039;s Aerie]]&lt;br /&gt;
| significant_populations = Griffons, humans,   other minor races&lt;br /&gt;
| language1               = Common,&lt;br /&gt;
| language2               = Vallarian,&lt;br /&gt;
| language3               = Ancient Griffon&lt;br /&gt;
| religion1               = [[Lilism]]&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Griffons of [[Griffon&#039;s Aerie]] are a sentient race of griffons capable of shapeshiting into humanoid forms.  They are infamous for their arrogance and hubris, their strict notions of propriety and their mysterious magical nature.  Due to The Aerie&#039;s isolationism, Griffons and their culture are generally not well known outside of their western realm. Occasional diplomats and envoys have been know to visit [[Drache]] from time to time, though these are the exception rather than the norm.&lt;br /&gt;
&lt;br /&gt;
==Typical Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder, with a twenty to twenty-five foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their symbiotic relationships with dryads. They have three forms: normal, humanoid with the eyes of an eagle and their great wings and entirely human with the last being looked down upon. Griffons have a natural extreme resistance to magic. Only the most powerful of magic users can cause damage to a griffon unless the damage is indirect. They speak and write in a handful of languages but all know Common.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. &lt;br /&gt;
&lt;br /&gt;
==Racial Origins==&lt;br /&gt;
&lt;br /&gt;
Griffon prehistory is shrouded in mysticism and mythology, filled with many tales of heroes and heroines, of great battles fought against  dragons and demigods in the ranges known today as the Lunit Mountains. The most popular creation story is told by the druidic Rastra, a prominent and powerful religious cult within The Aerie. The story surrounds the creation of the wolrds by a great eagle goddess, who breathed fire and life into all creatures, but to griffons it bestowed upon the &#039;hidden truths&#039; of the five elements. Whether the story is true or not, it what the Rastra believe.&lt;br /&gt;
&lt;br /&gt;
Some historical anthropological studies were undertaken during the golden age of the Vallarian Empire, before the Griffon coup of Neskos the Great in 110BT. Some of these studies were questionable at best, but the consensus remains is that the Griffons were a tribal community living in the recesses of the Lunit Mountains, living lives not unlike the Sqree of today. &lt;br /&gt;
&lt;br /&gt;
Griffon racial origin remains a a hotly contested subject outside of griffon circles. The the most prominent explaination outside of Griffon&#039;s Aerie comes from [[History of Elvendeep|Elvendeep]]. Elvish sagas and legends claim that Griffons were created using powerful magic during a great war fought between elves, dragons and giants in prehistoric times.  Some of these griffons settled in the Lunit Mountains and were given sentience by their attendant dryads, the others remain the familar savage beasts most know outside of the Aerie today.&lt;br /&gt;
&lt;br /&gt;
=Griffon Culture=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==The Sqree==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the [[Lunit Mountains]]. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the orcs of [[Zul Kiras]], the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
=Naming Conventions=&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of [[Vallaria]], and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Races}}&lt;br /&gt;
[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8576</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8576"/>
		<updated>2018-07-22T03:13:59Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Society and Peoples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewop the Usurper&#039;&#039;&#039;: (443-466) Cruel wizard who seized power in Griffon&#039;s Aerie in the year 443. Finding a way to bypass the Griffon druidic wards, he kidnapped the royal family and created chaos in the process. Warred with the Griffons for 20 years on a campaign of death and desolation until his army was defeated in 465. Karos IV was restored to power in 466, but Rewop&#039;s legacy left a stain upon the empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&#039;&#039;Main Article: [[Griffons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads. The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;mixed&amp;quot; form -- they will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the Holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8575</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8575"/>
		<updated>2018-07-22T03:07:54Z</updated>

		<summary type="html">&lt;p&gt;Karras: Moved &amp;#039;griffon&amp;#039; information over to race page for relevancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewop the Usurper&#039;&#039;&#039;: (443-466) Cruel wizard who seized power in Griffon&#039;s Aerie in the year 443. Finding a way to bypass the Griffon druidic wards, he kidnapped the royal family and created chaos in the process. Warred with the Griffons for 20 years on a campaign of death and desolation until his army was defeated in 465. Karos IV was restored to power in 466, but Rewop&#039;s legacy left a stain upon the empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&#039;&#039;Main Article: [[Griffons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. &lt;br /&gt;
&lt;br /&gt;
Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads. The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;mixed&amp;quot; form -- they will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8349</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8349"/>
		<updated>2018-04-06T12:50:55Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations. However the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts and declared to be abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans are not permitted proper treatment by advanced griffon medicine. Human mothers carrying a half-griffon child will also find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants in order to obtain higher prestige and social status. Such discrimination against half-griffons does not occur on the same level either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8348</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8348"/>
		<updated>2018-04-06T12:44:27Z</updated>

		<summary type="html">&lt;p&gt;Karras: Some minor edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are renown for eating horse meat; in contrast to other nations, equines are the Aerie&#039;s most common livestock. The griffons&#039; customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings. Dance and song are also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. &lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male. The courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the adornment of gifts upon a griffoness&#039; nest. Should a male be successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with her scent.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria over a millennia ago that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment for their services, Adrovos V offered the griffons noble titles and lands throughout the Vallarian kingdoms. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne the griffon Neskos, human nobles who did not raise arms against him retained their titles and lands, however they were merely puppets to their griffon masters.  Other humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands most humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following the failed and bloody human revolt of 7BT, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent to the lands now known as [[Secca]], [[Orjana]], [[Aslar]] and [[Tollor]]. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the fires of human rebellion were snuffed out.&lt;br /&gt;
&lt;br /&gt;
Five hundred years have passed since then, and humans living in Griffon&#039;s Aerie nowadays lead similar lives to most peasants throughout the continent, renting their plot of land to their griffon landlords whom in turn serve the griffon regents of the ruling Diet. Some might argue that humans under griffon rule are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Most are treated and fed well provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them are anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course, and griffon history is dotted with human-griffon relations, however the majority of these were strictly political as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  While half-griffons with griffon mothers receive all the freedoms and privileges of their full-blooded forebears, most human born half-griffons are outcasts, seen as abominations by the Rastra. Like many half-castes living in Veth they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications, since most humans are not permitted proper treatment by advanced griffon medicine and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Their offspring are not generally accepted into griffon society either and don&#039;t receive the required training and initiation from their dryads to learn to transition into their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffonesses often seek to marry human merchants to obtain higher prestige and social status. Such discrimination against half-griffons does not occur either as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8234</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8234"/>
		<updated>2018-03-28T16:56:35Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is also an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). Conversely, some griffons have contended in recent years that true griffons would never parade about in a &amp;quot;groundling&#039;s&amp;quot; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment, Adrovos V offered the griffons noble titles and lands. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of Adrovos VI by the griffon Neskos, humans who did not raise arms against him retained their noble titles and lands, however they were mostly puppets to their Griffon masters.  Most humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, these were not common, and humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following a series of human uprisings in times of civil unrest and war, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Humans living in Griffon&#039;s Aerie nowadays lead the lives of most peasants scattered throughout the various kingdoms the continent, renting their plot of land to their griffon landlords who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
==Half-Griffons==&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT, which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  Half-griffons with human mothers are often outcasts, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications, since most humans are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffoness often seek to marry human merchants and obtain higher prestige and social status. Discrimination against half-griffons and their descendants does not occur either, as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization that came to light in recent years was a secret society known as the Vigilant Talon. Its goal was to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership in the late 460&#039;s, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of Aerie humans (to which they referred as their &amp;quot;Prey&amp;quot;), the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Although the Talon has long since been driven into hiding, the sentiments fueling the group remain a palpable undercurrent in the kingdom to this day.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8233</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8233"/>
		<updated>2018-03-28T15:32:22Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment, Adrovos V offered the griffons noble titles and lands. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of Adrovos VI by the griffon Neskos, humans who did not raise arms against him retained their noble titles and lands, however they were mostly puppets to their Griffon masters.  Most humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, these were not common, and humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following a series of human uprisings in times of civil unrest and war, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Humans living in Griffon&#039;s Aerie nowadays lead the lives of most peasants scattered throughout the various kingdoms the continent, renting their plot of land to their griffon landlords who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT, which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for the mutual offspring, half-griffons hatched from a griffoness&#039; egg receive far better treatment than those born of a human mother, since griffon superstition asserts that a half-griffon born of the egg ritual carries far less &#039;tainted&#039; blood than those born of the womb.  Half-griffons with human mothers are often outcasts, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications, since most humans are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffoness often seek to marry human merchants and obtain higher prestige and social status. Discrimination against half-griffons and their descendants does not occur either, as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. Of course, any aspiring pilgrimages to the Aerie by Seccan half-griffons are fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8232</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8232"/>
		<updated>2018-03-28T14:54:57Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
It was while fleeing the bloody coup of Southern Vallaria that Relandos V discovered an ancient griffon civilization living high within the Lunit Mountains.  Seeking their help, the griffons aided in his civil war to reclaim the throne as essentially bodyguards and militia, an act that was repeated numerous times. As repayment, Adrovos V offered the griffons noble titles and lands. Over time, with careful political maneuvering, the Griffons of Vallaria slowly rose to power until they were an accepted part of the Valliarian Diet of ruling regents and lords.&lt;br /&gt;
&lt;br /&gt;
After the usurping of Adrovos VI by the griffon Neskos, humans who did not raise arms against him retained their noble titles and lands, however they were mostly puppets to their Griffon masters.  Most humans during this time were relegated to a sort of middle-class, and while there were some reports of hostile takeovers of human lands, these were not common, and humans enjoyed a relatively moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
Following a series of human uprisings in times of civil unrest and war, the griffons ultimately stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Humans living in Griffon&#039;s Aerie nowadays lead the lives of most peasants scattered throughout the various kingdoms the continent, renting their plot of land to their griffon landlords who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the crown while living the life of second-class citizens.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT, which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffoness often seek to marry human merchants and obtain higher prestige and social status. Discrimination against half-griffons and their descendants does not occur either, as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. However, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8231</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8231"/>
		<updated>2018-03-28T12:16:55Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT, which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffoness often seek to marry human merchants and obtain higher prestige and social status. Discrimination against half-griffons and their descendants does not occur either, as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian. However, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8230</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8230"/>
		<updated>2018-03-28T12:15:22Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  Moreover, King Menglos&#039; marriage to a human wife was seen as justification for his assassination by griffon extremists in 8BT, which in turn led to the human revolt of 7BT and further compounded the issue.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
In contrast, human-griffon marriages in Secca are more commonplace, as aspiring griffons and griffoness often seek to marry human merchants and obtain higher prestige and social status. Discrimination against half-griffons and their descendants does not occur either, as Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.  That said, any aspiring pilgrimages to the Aerie by Seccan half-griffons are often fraught with complications, of course.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8229</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8229"/>
		<updated>2018-03-28T11:26:30Z</updated>

		<summary type="html">&lt;p&gt;Karras: Expanded on griffon culture and human-griffon inter-relations.  Tidied up things a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important and powerful cult in Griffon&#039;s Aerie is the Rastra. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra can only be bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; or &amp;quot;kit&amp;quot; refers to a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful spells against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  In contrast, human-griffon marriages in Secca are more commonplace since an aspiring griffon or griffoness would seek to marry a human merchant to obtain higher prestige and social status.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
This discrimination does not occur for half-griffons and their descendants living in Secca, however, since Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.  Any pilgrimages to the Aerie by Seccan half-griffons are still fraught with complications, of course.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8228</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8228"/>
		<updated>2018-03-28T11:16:04Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important cult is the Rastra, whose current head priest is an arrogant figure named Salinost. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra is bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder, with a ten to fifteen foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful magic against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  In contrast, human-griffon marriages in Secca are more commonplace since an aspiring griffon or griffoness would seek to marry a human merchant to obtain higher prestige and social status.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
This discrimination does not occur for half-griffons and their descendants living in Secca, however, since Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.  Any pilgrimages to the Aerie by Seccan half-griffons are still fraught with complications, of course.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8227</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8227"/>
		<updated>2018-03-28T10:56:04Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important cult is the Rastra, whose current head priest is an arrogant figure named Salinost. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra is bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder, with a ten to fifteen foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful magic against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human matings do occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  In contrast, human-griffon marriages in Secca are more commonplace since an aspiring griffon or griffoness would seek to marry a human merchant to obtain higher prestige and social status.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
This discrimination does not occur for half-griffons and their descendants living in Secca, however, since Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8226</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8226"/>
		<updated>2018-03-28T10:54:45Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Griffons and their Relationship with Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important cult is the Rastra, whose current head priest is an arrogant figure named Salinost. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra is bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder, with a ten to fifteen foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful magic against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and therefore ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, albeit living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human mating can occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  In contrast, human-griffon marriages in Secca are more commonplace since an aspiring griffon or griffoness would seek to marry a human merchant to obtain higher prestige and social status.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
This discrimination does not occur for half-griffons and their descendants living in Secca, however, since Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8225</id>
		<title>Old Griffon&#039;s Aerie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Griffon%27s_Aerie&amp;diff=8225"/>
		<updated>2018-03-28T10:44:43Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Griffon&#039;s Aerie&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Neskegow&lt;br /&gt;
| language1      =  &lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Griffons,&lt;br /&gt;
| race2          = humans&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Lilism]]&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Karos Neskibi V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Sequin, Asper, Deng, Kip, Karos, Rewop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie was once the kingdom of Vallaria, an ancient human empire that once encompassed all of present day Griffon&#039;s Aerie, [[Leturia]], [[Secca]], and some parts of southern [[Zul Kiras]]. A race of sentient Griffons came to dominate the kingdom, and today, humans in Griffon&#039;s Aerie are serfs, bound to the land and the service of Griffons with few legal rights.&lt;br /&gt;
&lt;br /&gt;
Griffons of the Aerie are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature. &lt;br /&gt;
&lt;br /&gt;
The Aerie is one of the nations that adheres to [[Lilism|The Lil]], a philosophy of the ideal personal and social life. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Griffon&#039;s Aerie]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When King Arakatos V of Vallaria was deposed by a revolt and murdered along with most of the royal family in the year 558 BT, his son Relandos fled north into the mountains. Seeking aid or refuge, he encountered a race of sentient Griffons with the ability to transform into a humanoid form. They were sympathetic to his plight, and with their help, he became King Relandos V in the year 554 BT. The Griffons settled in Vallaria permanently under King Adrovos V, who married a Griffon princess and granted Griffons the right to own land after they helped secure his throne from a rebellion in the year 470 BT. The Griffons came to dominate the Vallarian Diet, the ancient assembly of nobles which elected Kings, had to approve taxation, and so forth.&lt;br /&gt;
&lt;br /&gt;
Over time, the kings of Vallaria became powerless puppets of the Griffons, and in 312 BT, the Griffons staged a coup d&#039;etat in which they seized control of southern Vallaria, renaming it Griffon&#039;s Aerie, and driving the human dynasty their adherents north. For the next two centuries South Vallaria was ruled by a council of several (between five and eight) Griffon warlords. The human kingdom held out for another two centuries, but it too disappeared in 110 BT when the Griffon hero Neskos conquered the last remnants of Vallaria and had himself crowned King of all Griffon&#039;s Aerie--with the same crown once worn by the human monarchs. Indeed, the Griffons have adopted much of the old Vallarian culture, including its infamously complex and rigid court protocol, and the Vallarian religion of Lilism. After a human uprising in the years 8-7 BT, humans in Griffon&#039;s Aerie were reduced to a state of serfdom, bound to the land and the service of Griffons with few legal rights. This state of affairs is upheld by a quotation from the Griffon language translation of the Lil, which states that &amp;quot;the winged shall rule over the unwinged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the year 443, King Karos IV of Griffon&#039;s Aerie was deposed by the evil wizard Rewop, who never managed to subject the entire kingdom to his rule. He was finally driven out and Karos restored to power in the year 466, but he lived as a virtual prisoner of the Griffon nobles who overthrew the usurper and effectively ruled the kingdom in his absence. Karos IV was assassinated in the year 468, and his young successor Karos V is similarly constrained by the same coterie of aristocrats, now acting as regents. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos I&#039;&#039;&#039;: the Unifier, or the Great (1090-1038? BT). A warrior-king, he brought about the union of Vallaria by force of arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos I&#039;&#039;&#039;: the Great (790-778 BT), founder of the royal dynasty of the Svalastribi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relandos V&#039;&#039;&#039;: (554-523 BT), son of Arakatos V., restored to power by the Griffons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrovos V&#039;&#039;&#039;: (479-433 BT) First made it legal for Griffons to own land in Vallaria and granted estates to several Griffons. This meant Griffon presence in the Vallarian Diet for the first time. Married a Griffon Princess. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neskos&#039;&#039;&#039;: (ca. 135 BT-86 BT) The great national hero of the Griffons who conquered the northern Vallarian kingdom. First King of Griffon&#039;s Aerie and founder of the Neskibi Dynasty. The capital was renamed Neskegow in his honor. His exploits are recounted in the epic poem the Neskiad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sintos the Black&#039;&#039;&#039;: (242-261) Secured peace with [[Leturia]] and reached a settlement with the Merchant&#039;s Council of [[Secca]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Griffon&#039;s Aerie and neighboring nations.]]&lt;br /&gt;
Griffon&#039;s Aerie is bordered on the east by [[Elvendeep]], on the southwest by [[Secca]], on the west [[Leturia]], and on the north by the Kuelenestra forest. It stretches from the coast of the Southern Sea to the tail end of the Lunit Mountains in the North. The mighty River Thunder forms the eastern border of Griffon&#039;s Aerie. Neskegow is the capital, largest city and principal port of the nation, located on the western bank of the River Thunder. It contains the royal palace, the seat of the Diet, and the infamous Seven Towers prison. Alamarkand is the kingdom&#039;s second largest city, and is famous for its covered market. It was the winter residence of the Vallarian royal court, and later the capital of the Northern Vallarian Kingdom after the Griffon coup in the south. Randegow in the northwest is the center of trade with Leturia. The University of Randegow is also an important cultural and religious center, and the chief center of Lilist scholarship in the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Griffon&#039;s Aerie has a monarchial form of government ruled by a king who is the highest arbiter of the Lil in the kingdom, and thus the apex of legal and religious authority. The Neskibi Dynasty has held the throne since the Griffon conquest over five centuries ago.&lt;br /&gt;
&lt;br /&gt;
The Diet is an ancient institution that carried over from the Vallarian kingdom because the Griffons controlled a majority of the seats in the Diet before they seized power. The Diet is assembly of land owners who have the power to approve taxation and confirm the royal succession by &amp;quot;electing&amp;quot; the new king. Though this is a mere formality in most cases, the Diet has used its powers in the past to wring concessions out of kings and curb their excesses.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sequin&#039;&#039;&#039; = A small square molded brick recently introduced to replace strings of cowrie shells. Many inhabitants of the Aerie are leery about accepting these coins. A single sequin = paid to the keeper of an outhouse. A few sequins = used in playing cards, or for a cup of tea.&lt;br /&gt;
*&#039;&#039;&#039;asper&#039;&#039;&#039; = 7 sequins. A small silver coin, shoddily produced, usually oval or roundish. A single asper = a drink of ale. 2 aspers = whiskey. A meal would be paid for in aspers, as would a simple article of clothing.&lt;br /&gt;
*&#039;&#039;&#039;deng&#039;&#039;&#039; = 7 aspers. A larger silver coin. A deng = one night at an inn. Or might be used in buying dressy clothes.&lt;br /&gt;
*&#039;&#039;&#039;kip&#039;&#039;&#039;  = 7 dengs. Either a very large silver coin or a small gold coin; both circulate side by side. A kip = one week at an inn, or one night with a good prostitute.&lt;br /&gt;
*&#039;&#039;&#039;karos&#039;&#039;&#039; = 7 kips. A fairly large round gold coin bearing the portrait of King Karos. A karos might buy a fine purebred horse; several of them might buy a shoe carved from a single sapphire.&lt;br /&gt;
*&#039;&#039;&#039;rewop&#039;&#039;&#039; = 7 karos. A gold bar issued under Rewop. These were used principally for the delivery of taxes to Rewop&#039;s Castle; those that somehow entered private possession (i.e. through theft) have mostly been melted down into counterfeit kips. A rewop might purchase a village with an adjoining manor.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Karos V&#039;&#039;&#039;: Current monarch of the Aerie. Karos V is the nephew of Karos IV and succeeded to the throne after his assassination in the year 468. At first, a coalition of nobles ruled as Regents before Karos came of age. They are beginning to discover that the young King is neither as foolish or as easily controlled as they initially believed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nikea of the Sainted Maple&#039;&#039;&#039;: The Restara and Queen of the Aerie.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Thanks to its policy of conscription, the Aerie boasts an impressive military presently in service to King Karos V. Members of the military are generally referred to as Griffonguards (informally: Griffguards). A griffon salutes by raising his wings. One special rank in the Griffonguard is that of &amp;quot;Sqaqraa,&amp;quot; a position which involves an odd mixture of military and administrative duties in the eastern borderlands. The Sqaqraa commands five thousand troops.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Lilism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leading center of Lil interpretation is the University of Randegow, founded in 376. This establishment resembles a cross between a law school and a theological seminary. The Lil is thus used as a basis for both moral guidance and secular administration of justice, and an enormous secondary body of literature has grown up around its proper analysis. Libraries of these meticulous studies exist in all the major cities in buildings known as the Halls of Justice, which function both as courts of law and as places where citizens may ask trained Lilists for advice on personal problems. The Lil has therefore a total sort of power over the inhabitants of the Aerie: its authority extends from punishing high treason to encouraging young griffonettes to eat their peas, from hearing murder cases to advising those with marital or financial problems. The king is the highest authority regarding interpretation of the Lil but rarely exercises this power.&lt;br /&gt;
&lt;br /&gt;
The Lil is also supplemented by a number of cults -- groups which have certain regular rituals and rites of passage, usually performed by their priests. A griffon who does not follow a cult in addition to the Lil is known as a Pempid.&lt;br /&gt;
&lt;br /&gt;
The most important cult is the Rastra, whose current head priest is an arrogant figure named Salinost. This is the group to which King Karos belongs, and it enjoys special privileges as a result. Membership in the Rastra is bestowed by a ritual known as the Junco Celebration while the initiate is still in the egg. Priests of this cult sport a silver-tipped beak.&lt;br /&gt;
&lt;br /&gt;
Griffons are incredibly superstitious creatures, and as such, great superstition also surrounds the semi-mythical figure of the White Griffon. Known as the Restara, one is born once every two hundred years to commune with the Restara&#039;s dryad counterpart, the Sainted Maple. The egg of the Holy One is thought to be specially marked with a pattern of crescents, alerting the parents of the great gift they are to expect. The Restara is deemed a fount of wisdom, second only to the words of the sacred Lil. There is in fact a white griffonette alive at present; she is Nikea of the Sainted Maple, and her sympathy for humans is an embarrassing issue the nobles of the Griffon Court spend a great deal of time attempting to cover up.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On Griffons==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Griffon&amp;quot; technically refers to the male of the species; a &amp;quot;griffoness&amp;quot; is a female, and a &amp;quot;griffonkit&amp;quot; is a child. The griffons of Griffon&#039;s Aerie are sentient creatures with plumage that comes in a wide variety of (sometimes mixed) colors. Naturally, they have the head, talons, wings and breast of an eagle and the hindquarters of a lion. A griffon&#039;s tail is feather-tipped; griffons sometimes treat the feathers to be razor-sharp for use in whipping. Griffons generally stand six to eight feet at the shoulder, with a ten to fifteen foot wingspan; griffonesses are slightly smaller. Their vision is piercing and they are formidable in combat. However, this is not the only form they will take, thanks to their relationships with dryads.&lt;br /&gt;
&lt;br /&gt;
Griffons are highly resistant to magic of any sort, although they are vulnerable to psionics, and magic may be used indirectly upon griffons (for example, in flinging objects at them). Only the most formidable of spell casters stand a chance of their arcana affecting a griffon. With their extreme magic resistance, griffon mages are unheard of. Instead, griffons enjoy scientific pursuits; indeed, griffon engineering is extremely advanced, and their medicine is also quite sophisticated. This is how the foul wizard Rewop was able to temporarily seize power in Griffon&#039;s Aerie in the year 443. He used his study of the black arts to find ways of bypassing the ordinary Griffon resistance to magic. He was able to kidnap the King and Queen and in the initial panic and confusion caused by his surprise attack on the royal entourage. &lt;br /&gt;
&lt;br /&gt;
==Griffons and Dryads==&lt;br /&gt;
&lt;br /&gt;
Each griffon is bound to a tree, or, more accurately, a dryad, from hatching. The relationship between griffon and dryad is somewhat, but not totally, symbiotic. To keep their health and the health of their dryads, griffons commune with their trees frequently (no fewer times than once a month) and protect them with their lives. In the relative peace of the kingdom of Griffon&#039;s Aerie, dryads and their trees have little to fear.&lt;br /&gt;
&lt;br /&gt;
The most striking effect of this relationship is the ability the dryad confers on the griffon to change forms. By calling upon his dryad, a griffon is able to change shape into a &amp;quot;half&amp;quot; or &amp;quot;mixed&amp;quot; form -- he will appear as an eagle-eyed human graced with a large pair of wings. Griffons can also take a completely human form, although they do not do this often; they cannot hold full human form for long, continuous periods of time. Naturally, each transformation is somewhat taxing for a dryad in poor health.&lt;br /&gt;
&lt;br /&gt;
Were his dryad to die, a griffon would not die himself, but become rather ill and demonstrate advanced aging. He would also be trapped, temporarily, in whatever form he held at the time of the dryad&#039;s death. Dryads are, however, regenerating creatures. Once one is killed, it is replanted in the Grove and eventually grows back. The new dryad would not be completely the same as her previous incarnation, but she would retain some of the memories that all of her predecessors had. Thus the knowledge of the dryads can be quite vast.&lt;br /&gt;
&lt;br /&gt;
The period of time from a dryad&#039;s death to the time that she was once again able to step from her tree could be quite considerable -- anywhere from one to five years. As the sapling grows, the griffon gains very limited powers to change, but taxes the sapling and impedes her growth every time he does so, as well as taxing himself. A griffon learns to transform as a kit with a great deal of training.&lt;br /&gt;
&lt;br /&gt;
==The Grove==&lt;br /&gt;
&lt;br /&gt;
The Aerie dryads and their trees are mainly confined to a large grove in the foothills of the Lunit Mountains. Its precise location is not widely known outside of Griffon&#039;s Aerie; indeed, griffon guards patrol the entire region, and trespassers tend to find themselves apprehended and incarcerated at the Seven Towers.&lt;br /&gt;
&lt;br /&gt;
Oaks are not the only magic trees in the Grove; the dryads here come in all flavors of tree, from willow and birch to ash and cedar. It is important to note that the maple tree is the most important in griffon culture for its ritual and holy significance. Those bound to maple trees tend to be regarded as especially strong of character.&lt;br /&gt;
&lt;br /&gt;
The Grove is the cradle of the symbiotic union between griffons and dryads. A migration of griffons, mere beasts from the Keulenesta Forest, settled in the Lunit Mountains over a thousand years ago, and by doing so inadvertently protected the mystical trees from early Orcish and Leturian incursions. Realizing the advantages of griffon guardianship, the dryads gifted the animals with sentience and the ability to change form.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the midst of this forest stands the Sainted Maple, a queer ancient tree with a trunk and branches of milky white, blossoms like jewels in the spring, and bright green leaves with soft silver undersides in the summer. This is the dryads&#039; emissary to the griffons, a tree that sleeps for two hundred years until her counterpart is hatched in the Aerie. The Sainted Maple and the Restara confer, more symbolically than anything, to keep griffon-dryad relations sound. Any but the Restara who venture into the Grove seeking the Sainted Maple will find himself confused and lost in short order. Occasionally, a griffon will come upon it unexpectedly. This is considered a sign of unfathomable luck.&lt;br /&gt;
&lt;br /&gt;
The chaotic magic and mischief of the dryads serves to protect the grove from intruders, whether by means of illusion or powerful magic against would-be saboteurs. It is this power that has kept the grove untouched for centuries, even during the kingdom&#039;s most tumultuous times.  Legend has it that the usurping wizard Rewop found a way to use the griffon&#039;s own druidic magic against them and thereby subjugate the entire kingdom, though most griffons deny this rumor at face value. &lt;br /&gt;
&lt;br /&gt;
Outside of Griffon&#039;s Aerie, a small community of griffons living in Secca are known to keep a grove of their own outside Griffon&#039;s Crossing in order to commune with their dryads while maintaining their busy lives. Most Seccan griffons still prefer the sanctity of the Sacred Grove, however.&lt;br /&gt;
&lt;br /&gt;
==Griffon Culture and Society==&lt;br /&gt;
&lt;br /&gt;
The traditional griffon home is built in the branches of a tree, and this architecture is reflected in the Aerie Inn located in the woods to the north of the capital, though many griffons have adopted houses similar to those originally built by humans. Griffon purists living in the more traditional homes sleep in carefully crafted nests, while griffons living in Vallarian style manses sleep in beds designed to resemble the nests of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Griffons are known for eating horse meat. The most damning insult you can hurl at a griffon is &amp;quot;hippogriff&amp;quot; -- that is, a cross between a griffon and a horse. Their customary drink is grifola, which does have intoxicating qualities. They are also known to make wine from the saps of trees, especially (but not limited to) elm and maple. Presenting wine distilled from the sap of one&#039;s own tree is one of the most valued gifts in griffon society.&lt;br /&gt;
&lt;br /&gt;
Griffons are hatched from eggs. Not only are they naturally fiercely protective of their young, but griffon law has extraordinarily strict penalties for those who abandon their kits. As etiquette and cultural history are of eminent importance, a kit will be thoroughly educated in these matters in his early years, no matter his social status. Following this, a fledgling kit pursues education as far as his connections allow, per religion, social class, and cult. Griffonkits at play engage in such games as &amp;quot;winged willow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Griffon funerals involve the Song of the Matria and the Dance of the Arbor, through which the deceased is returned &amp;quot;to the roots of life&amp;quot; and fused with his or her dryad. The dryad of the deceased is herself present at these events and conducts many of the proceedings.&lt;br /&gt;
&lt;br /&gt;
Griffon courtship is initiated by the male; if he is successful, his conquest will invite him into her nest. A male invited to share a griffoness&#039; nest becomes indelibly marked with the griffoness&#039; scent. The male courting ritual is complex and incorporates both Vallarian customs and traditional griffon rituals such as the mating dance and the presentation of a nest to the female. &lt;br /&gt;
&lt;br /&gt;
Dance is an integral part of griffon society, both in ritual and in and relations, and has been part of Griffon culture since time immemorial. While griffon culture has adopted many Vallarian customs over the centuries, the roots of griffon art and tradition runs deep in Aerie families and often appears quite mysterious to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Humanlike Forms==&lt;br /&gt;
&lt;br /&gt;
Between hundreds of years possessing the ability to change forms and hundreds of years of exposure to human cultures, Aerie griffons are exceedingly comfortable in their more human skins. Indeed, griffonesses are known to amass great collections of fancy clothing to suit their &amp;quot;angel&amp;quot; forms (with well-concealed slits in the back for wings, of course). &lt;br /&gt;
&lt;br /&gt;
Conversely, some griffons have contended in recent years that true griffons would never parade about in &#039;groundling&#039; shape. And it is not uncommon for the humans who make their homes in Griffon&#039;s Aerie to treat with distrust and even disdain the non-griffon winged beings they may encounter outside the Aerie.&lt;br /&gt;
&lt;br /&gt;
==Griffons and their Relationship with Humans==&lt;br /&gt;
&lt;br /&gt;
After the usurping of the Vallarian throne by the griffon Neskos, some humans were still permitted their noble rights and titles, however they were mostly puppets to their Griffon masters.  Many humans during this time were relegated to a sort of middle class, and while there were some reports of hostile takeovers of human lands and titles, these were not common and humans still enjoyed a moderate level of freedom within Griffon society.&lt;br /&gt;
&lt;br /&gt;
After a series of human uprisings in times of civil unrest and war, Griffons stripped humans of all their rights and possessions, with human lands deemed property of the griffons. Many humans were persecuted during this time, leading to a massive exodus across the continent, notably to the nations of Secca, Orjana, Aslar and Elluria. Human merchants and tradesmen were also taxed heavily during this time to help rebuild the kingdom after the Leturian-Griffon wars.  &lt;br /&gt;
&lt;br /&gt;
Nowadays, humans in the Aerie are not unlike other serfs of the various kingdoms scattered throughout the continent, renting their plot of land to their griffon landlords, who in turn serve their griffon regents and the Griffon Diet. Some might argue that human serfs of the Aerie are afforded far more freedoms than peasants of other monarchies; indeed the Lil has strict guidelines on the correct treatment of servants and the peasantry. Unfortunately, most humans in the Aerie are illiterate and ignorant to such laws and rights, leaving them at the mercy of their griffon overlords and reeves.  While maltreatment has been known to occur, most griffons see it as their duty to protect their human serfs. Humans are therefore treated and fed well by their lords provided they remain good and faithful citizens of the Crown, while living the life of a second-class citizen.&lt;br /&gt;
&lt;br /&gt;
Due to the ability of griffons to adopt both human and humanlike forms, griffon-human mating can occur.  Half-griffons can still adopt a griffon form, but quarter-griffons cannot. It is important to note while human-griffon matings are not unusual, the circumstances surrounding them is anything but egalitarian. Like most kingdoms, griffon society is fiercely patriarchal, so while it is acceptable for male griffon to adopt a human mistress or concubine, a griffoness with a male paramour would be seen as scandalous and would only occur were she were in a position of power. &lt;br /&gt;
&lt;br /&gt;
Human-griffon marriages are very uncommon within the Aerie, and two star-crossed lovers would quickly find themselves ousted of all family ties and inheritances if their secret was discovered. There are exceptions, of course. Griffon history is dotted with human-griffon relations, however the majority of these were strictly political, as the griffons of Neskos&#039; era often saw it their duty to breed out human stock from the monarchy and nobility.  In contrast, human-griffon marriages in Secca are more commonplace since an aspiring griffon or griffoness would seek to marry a human merchant to obtain higher prestige and social status.&lt;br /&gt;
&lt;br /&gt;
As for their mutual offspring, half-griffons hatched of a griffoness receive far better treatment than those born of a human mother in the Aerie, since griffon superstition asserts that one born of the egg ritual is more likely to have less &#039;tainted&#039; blood than a half-griffon born of the womb.  Half-griffons with human mothers are often outcasts in the Aerie, seen as abominations by the druidic Rastra, and like many half-castes living in Veth, they are distrusted by both races of their inheritance. &lt;br /&gt;
&lt;br /&gt;
Half-griffon births are also marred with complications since most humans in the Aerie are not permitted proper treatment by advanced griffon medicine, and human mothers carrying a half-griffon child will find themselves shunned by the very human communities they previously relied upon. Half griffons and their descendants born of the womb are not generally accepted into griffon society either, and thus many do not receive the required training and initiation from their dryad to learn the transition of their other griffon forms. This can lead to problems during adolescence and adulthood, in rare cases the transformation can result in death or insanity, but most simply lack the knowledge of how to harness the ability, burdened with the lack of their needed dryad guardian.&lt;br /&gt;
&lt;br /&gt;
This discrimination does not occur for half-griffons and their descendants living in Secca, however, since Seccan law asserts strict penalties against Griffon customs deemed too authoritarian.&lt;br /&gt;
&lt;br /&gt;
==The Vigilant Talon==&lt;br /&gt;
&lt;br /&gt;
A more radical organization which has come to light in recent years is a (no longer so) secret society known as the Vigilant Talon. Its goal is to remove, in one way or another, the human population from the Aerie and place the griffons in their rightful status -- that of world rulers. Proponents of this cult were once recognized by a black band worn upon their talons, which bore the red image of a laurel wreath gripped in a griffon&#039;s talons. Members still recognize each other by a number of secret gestures and counter-signals.&lt;br /&gt;
&lt;br /&gt;
The Talon saw strong leadership several years ago, but a number of its activities incurred powerful counter-measures by the government: a plot by its incipient to bring the Restara under his control; violent uprisings and butcherings of the Aerie humans, to which they refer as &amp;quot;Prey;&amp;quot; the degradation of diplomatic relations with the Independent City of Secca; and, most egregiously, the murder of King Karos IV. Today, the Talon has been driven into hiding, but the sentiments fueling the group remain a palpable undercurrent in the kingdom.&lt;br /&gt;
&lt;br /&gt;
==Pre-Vallarian Civilization==&lt;br /&gt;
&lt;br /&gt;
Small settlements of griffons descended from those who wanted nothing to do with the Vallarian kingdom and its human ways still exist in the Lunit Mountains. Willfully unacquainted with the Lil, these populations, known as the Sqree, are viewed by the Aerie at large as frightening, aboriginal, unenlightened shaman-warriors. Little is known about their culture beyond the understanding that they are accomplished hunters, and a rumor that Sqreeish homes are still bare nests in the treetops.&lt;br /&gt;
&lt;br /&gt;
Along with the Orcs, the Sqree are favored villains in spooky stories. More than one griffonkit has been frightened into good behavior by the belief that Sqree tribes descend from the mountains to kit-nap the recalcitrant young and boil them alive. This is based on the fact that Lilist missionaries who venture into the mountains never return.&lt;br /&gt;
&lt;br /&gt;
Recent years have seen an invigoration of interest in the Sqree, however, and a handful of griffons with university connections have been brave enough to live among them. Papers on these tribes are pending publication.&lt;br /&gt;
&lt;br /&gt;
==Griffon Sayings==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;I pray the sun has lit your wings and graced your face.&amp;quot; &#039;&#039;(common greeting)&#039;&#039;&lt;br /&gt;
*&amp;quot;The sun has been good to bring me to this happy place and time.&amp;quot; &#039;&#039;(acceptable response)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;May you wing your way with grace upon the winds of the world.&amp;quot; &#039;&#039;(common farewell)&#039;&#039;&lt;br /&gt;
*&amp;quot;May the sky always remain your home.&amp;quot; (acceptable response)&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;By the Lil!&amp;quot; or &amp;quot;By the branch!&amp;quot; or &amp;quot;By the holy Maple!&amp;quot; &#039;&#039;(utterances of surprise)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Two systems of writing exist in Griffon&#039;s Aerie: pictographic griffon glyphs and a phonetic script based on the earlier written language of the human population. Similarly, the Griffons have two languages, one an ancient language of bird cries spoken in their natural form which is almost impossible for humans to reproduce without magical aid, and another that is a blend of Vallarian and the language that the dryads taught the first sentient Griffons. This language is used for all government and religious business. Common is spoken in most parts of Griffon&#039;s Aerie, and the ancient griffon language proper is used very rarely (generally between soldiers for battlefield communication). It might almost qualify as a near-dead language.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
&lt;br /&gt;
Naming conventions in Griffon&#039;s Aerie are a legacy of the ancient kingdom of Vallaria, and Aerie humans and griffons alike follow them. Vallarian families follow paternal lines. As such, it is customary for males to use their family name. In the case of griffonesses, who belong ultimately to the family into which they&#039;ve mated, they usually identify themselves by their tree. (Examples: Plessea of the Strong Willow; Selena of the Blue Spruce; Seriesha of the Juniper&#039;s Jounce.) This is not so for Aerie human women, who obviously have no trees by which to name themselves.&lt;br /&gt;
&lt;br /&gt;
Male given names usually end with the suffix &amp;quot;-os&amp;quot; or &amp;quot;-ost&amp;quot; (Wylcros; Larkos; Salinost). The names of females invariably end with &amp;quot;-a&amp;quot; (Moira; Katrina; Nikea).&lt;br /&gt;
&lt;br /&gt;
Family names tend to be two- or three-syllable affairs, the last of which is &amp;quot;-ibi,&amp;quot; denoting &amp;quot;descended from.&amp;quot; (Examples: Taltibi; Gagibi; Neskibi.) This form is derived by taking the name of the line&#039;s founding father, removing the &amp;quot;-os,&amp;quot; and applying an &amp;quot;-ibi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=220</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=220"/>
		<updated>2012-09-30T10:55:45Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Arangoth&lt;br /&gt;
|above        = The Kingdom of Arangoth&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Woolly.jpg|200px]]&lt;br /&gt;
|caption      = Map of country or capitol&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Country Information&lt;br /&gt;
|label2   =  Motto&lt;br /&gt;
|data2    = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
|label3   = Capital&lt;br /&gt;
|data3    = [[Drache|Drache]]&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = [[Arangoth#Language|&#039;&#039;Arangothek flaroth&#039;&#039;]]&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = Mixed&lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = [[Menxism|Menxism]]&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = Monarchy&lt;br /&gt;
|label8   = Current Ruler&lt;br /&gt;
|data8    = [[King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = 250,000 (approx.)&lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Bank Crown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The city of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
==Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth is presently divided into five general regions, each governed by a Sithire or other body, with two capitals. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The rest of his time is spent in the southern capital, the city of Drache.&lt;br /&gt;
The Kingdom of Arangoth is presently divided into two general regions. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The south has its capital in the city of Drache, which is governed by a Sithire.&lt;br /&gt;
&lt;br /&gt;
From 465 until 469, all Arangoth was loosely ruled from Drache. King BlkDragon and Queen Alysia &amp;quot;AngelSin&amp;quot; made what was a small fishing hamlet into their national capital in 465. Yet the pair were only visible rulers for a year before entrusting the management of the kingdom to their Regent, The Raven. And even the Regent was rarely seen in Drache, or anywhere else in Arangoth. Castle Black became a mysterious place where only the castle staff lived. So Arangoth was essentially without a head of government for three years, and somehow its people and institutions survived relatively unscathed. A great many Arangothians are still loyal to BlkDragon and AngelSin, but this situation is slowly changing, now that their absence and tacit abdication of the crown are clear.&lt;br /&gt;
&lt;br /&gt;
Northern Arangoth is governed from the rebuilt Royal Palace in Tagrana, where King Arlok and Queen Melinxa rule. Underneath the King and Queen, the most powerful figure is Palatine Perlim Larkspin, who is the seniormost member of the Northern Arangothian Estates. The Estates are a parliament-like body, representing mostly the noble and mercantile classes, that gathers once a year (mid-July) in Hornath-ul-Marfed to vote on various issues. In 466, the Estates voted to offer the crown to AngelSin and Blkdragon in Drache in return for a confirmation of their traditional rights and privileges. There was no response from Drache. In 469, with the return of Prince Arlok (a lost heir to the throne who had been in an enchanted sleep for 54 years), the Estates voted to declare him king instead. Shortly afterwards, Northern Arangothian armies restored order in a large part of Ruthmarna (which had been overrun by bandits).&lt;br /&gt;
&lt;br /&gt;
While Northern Arangoth, Ruthmarna, and Eastern Arangoth all acknowledged Arlok as king, the provinces of Southern Arangoth, including Drache, did not do so. In First Seed (March) of 470, the elders of the Sresar Vale, upset by the lack of Valesmen on the Regency Council, gave their allegiance to Arlok in return for an agreement that granted them similar privileges to the Northern Estates. The following month, Sir Onestab, a close friend of BlkDragon and AngelSin testifies before the Council that AngelSin and Blkdragon had never intended to return and formally abdicated a few years ago. Though The Raven was named as King in this lost document, there is some question as to the appointment’s legal validity, especially with the appearance of a candidate of royal blood. Arlok and the Council entered into negotiations on reconciliation of the divided country.&lt;br /&gt;
&lt;br /&gt;
In Frostfall (October) of 470, these negotiations brought about a reunification of the kingdom with Arlok as King of all of Arangoth. Arlok signed an agreement limiting his power with the Council, mirroring those with the Elders of Sresar Vale and the Northern Estates. The Council retained provincial level control over Transdariania and Arania and jurisdiction over maritime matters, and the south is allowed to keep its distinctive law code. Drache and Hornath ul-Marfed were named as co-capitals, between which Arlok must split his time.&lt;br /&gt;
In First Seed of 471, Negotiations between elven Governor Topaz Silverbow and King Arlok ul-Dorn resulted in the proud Confederacy of Elvendeep becoming a crown province of Arangoth, guaranteed rights but ultimately under the authority of the Arangothian crown. This seemed to foment displeasure at Silverbow’s regime, as a second Civil War would soon follow. Observers suspected the decision might have been fear at the quick revival and deadly threat of their old foe, the orcish nation of Zul Kiras. Though Arlok has governed Elvendeep with an extremely light touch, granting it virtual autonomy, this arrangement is still far from popular in Elvendeep. Time will tell whether this arrangement will last, or provoke further civil unrest.&lt;br /&gt;
&lt;br /&gt;
In Frostfall of 471, King Arlok and Queen Melinxa officially announced the birth of the new heir to the throne, Prince Emereth ul-Arlok, Grand Duke of Ruthmarna. The prince had actually been born the previous spring, but the Royal Family had employed an old Crown Policy for protection of susceptible infant heirs from magical attack. Illusionists and Royal agents had been utilized to hide the pregnancy and first several months of Emereth’s life for his safety.&lt;br /&gt;
In Hearthfire (September) of 472, King Arlok announced that the restoration of Tagrana, begun two years previous, was nearing completion. Tagrana became the new co-capital of Arangoth with Drache, replacing Hornath ul-Marfed when the Royal Family officially took up residence in the rebuilt Royal Palace. Other landmarks in the city include a giant Grubball arena, new home to the grubball team Tagrana Memorial, which of necessity had been based out of Hornath-ul-Marfed for years. The Council funded a memorial garden there for Alysia and Blkdragon.&lt;br /&gt;
&lt;br /&gt;
==Government Officials==&lt;br /&gt;
&lt;br /&gt;
Southern Arangoth&#039;s current Sithire is [[Vorfon Marcion ul-Fenduth Tagran Aldenbar]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
His Privy Council is as follows:&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;
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; - Quill Stygian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
&lt;br /&gt;
The year AD 2000 is equivalent to the Arangothian year 470. Years are dated traditionally from the founding of the city of Tagrana on the shores of Song Deep, which was the capital of the Kingdom of Arangoth until the Civil War of the year 415. The Arangothian system of numbering years was adopted by several neighboring states at a Council on Dating held on the Isles of Myst during the reign of King Ware &amp;quot;Sith&amp;quot; of Arangoth. In fact, the council had been arranged to discuss a different kind of dating altogether: namely, how to coordinate blind dates between the youths of different royal and noble families in the region. The delegates considered this a rather thorny issue and were eager for some easy way out. The Arangothian delegate suggested that they interpret the topic of &amp;quot;dating&amp;quot; as instead meaning calendar reform, and in their gratitude the other members of the conference agreed to adopt the Arangothian year. The states involved included Rondis, Aslar, and Elvendeep, all of which observe the same year as Arangoth. &lt;br /&gt;
&lt;br /&gt;
In writing, one would express the date March 25, 465 (the day that AngelSin claimed the throne of Arangoth) as, &amp;quot;The twenty-fifth day of First Seed in the four hundred and sixty-fifth year from the founding of Tagrana.&amp;quot; The more common shorthand form of this date would written &amp;quot;25. III. 465.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
TThe Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain.  However, the most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. &lt;br /&gt;
&lt;br /&gt;
====Menxism====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Menxism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Followers of Menxvan believe that the best way to shift the balance in the favor of the good is to do good deeds whenever possible, and to encourage one&#039;s fellows to do good as well. Certain extreme Menxvanic sects have interpreted this philosophical tenet as a divine mandate for rabid evangelization, but such sects generally do not remain in existence for very long. The majority of Menxvanists are strongly opposed to forced religious conversions.&lt;br /&gt;
&lt;br /&gt;
Menxvanic teaching holds that Menxvan and Menxruk are transendent beings, and mortal minds are not capable of comprehending direct communication with the deities. Thus, they communicate with their mortal followers through these powerful servants. Many followers of Menxruk believe that this is nonsense, but the the fact that there are often multiple individuals claiming to be Menxruk&#039;s high priest or chosen champion may indicate that Menxruk&#039;s servants are either pretending to be the All-Evil when interacting with mortals, or are pursuing their own agendas using Menxruk&#039;s name. Regardless of the source of this confusion, Menxruk seems to at least tolerate it, or may even encourage this division to weed out weak followers.&lt;br /&gt;
&lt;br /&gt;
In the Menxist doctrine, both Menxvan and Menxruk are both quite tolerant of other faiths, and this extends down to the clergy and followers of both deities. The theory behind this is that anyone that does good helps Menxvan, while anyone that does evil helps Menxruk. The only followers of foreign deities that are not welcome are followers of neutral gods that seek balance in all things (as such individuals would work to bring the contest to a stalemate), and militant faiths that are hostile toward other religions. Menxruk has even gone so far as to impersonate other deities in the past to gain the devotion of certain powerful followers of evil deities from other worlds. It should be noted, however, that certain extreme sects (such as the now-defunct Cult of the Silver Flame) are militantly opposed to foreigners and foreign deities, but these people represent a small minority.&lt;br /&gt;
&lt;br /&gt;
====Clergy====&lt;br /&gt;
&lt;br /&gt;
There are two major divisions of the Menxvanic priesthood: priests and priestesses, and holy men and holy women. Both receive the same religious training, and both have the same spiritual authority to perform religious ceremonies and rituals. The simple difference is that priests and priestesses are associated with one of the various temples throughout the land, while holy men and women are not. Holy men and women are wanderers, travelling throughout the kingdom, and even into other lands, to minister to people not within travelling distance of a temple. They perform an invaluable service in remote, rural areas, or in foreign lands with Menxvan-worshipping populations. Priests are allowed to marry and have children. In some sects, priests are expected to have a family, in others, staying single may be seen as a more virtuous calling, devoting oneself completely to Menxvan as it were. &lt;br /&gt;
&lt;br /&gt;
====Templars of Menxvan====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[The Templars of Menxvan]]&lt;br /&gt;
&lt;br /&gt;
The Templars are an order of Menxvanic Knights, dedicated to defending the Menxvanic faith, protecting Menxvan&#039;s followers, as well as guarding Menxvan&#039;s temples, shrines, and other holy sites. Traditionally, they have also been dedicated supporters of the Arangothian monarchs, and have formed an elite corps in the Arangothian armies in times of war. The symbol of the Templars 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;
====Guardians of Menxruk====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[The Guardians of Menxruk]]&lt;br /&gt;
&lt;br /&gt;
The Guardians of Menxruk are a loose conglomeration of devoted worshippers of the godhead, Menxruk, who guard against the ever-growing plague that represents the path of order and Menxvan. Rather than protect any one individual, the Guardians of Menxruk are based in small groups (or cells) and because of this are more interested in the proliferation of the faith of Menxruk. Worshipping the Body of Menxruk makes one an important but ultimately expendable extension of the ongoing effort to rebuild. Once, long ago, the Guardians of Menxruk were able to raise armies, but today they are dispersed, hiding in all corners of the realm of creation. &lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothian Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Arangothian language is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent.&lt;br /&gt;
&lt;br /&gt;
==Customs and Rituals==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Arangothian Customs and Rituals]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Arangoth, the three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. &lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
There are a number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek. &lt;br /&gt;
&lt;br /&gt;
==Sport==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Grubball]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands. The Arangothian Grubball League, or AGL, consists of 16 teams from or around Arangoth, with the Isle of Myst fielding a team in place of Goat Island which went bankrupt following the 470 season. A season consists of 30 games in which each team plays each other twice, once at home and once away. Following the 30-game regular season is a postseason playoff. Originally the top two teams played a 5-game series with the winning claiming the Season Championship as well as the Arlok Cup. The winner of the AGL championship goes on to take part in the International Grubball Association, or IGA, playing teams from the surrounding countries. &lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
&lt;br /&gt;
The coins minted in Arangoth are lurinthoons (gold coins), rixtles (silver coins), and quaspins (copper coins). Drache is a port city that thrives on commerce, so there are almost as many currencies in circulation in Drache as there are foreign visitors to the city. To make transactions easier with this baffling array of coinage, the most common financial unit in Drache is the Bank Crown, which is a banking unit used for accounting and moneychanging. Most businesses and even the government in Drache sets values in Bank Crowns, which are then either collected or paid out in various currencies. In Arangoth, the half-rixtle piece, a silver coin, is equivalent to the value of a Bank Crown.&lt;br /&gt;
&lt;br /&gt;
The average resident of the Wharf District has a &amp;quot;monetary value&amp;quot; of 23 bank crowns; in the Red Lantern District it&#039;s 14. (See the Drache Census for 469, digest #652). That&#039;s basically the amount of money these people could get if they sold everything they owned (except very basic things like the clothes off their backs) and combined that with all their cash on hand. These people don&#039;t really have *any* savings and very little property, and would probably be destitute in a week or so without working or stealing. Therefore I&#039;d say that the minimum cost for food and lodgings in Drache for a week is about 15 bank crowns.&lt;br /&gt;
&lt;br /&gt;
==Writing and Printing Methods==&lt;br /&gt;
&lt;br /&gt;
The vellum (sheepskin) scroll is still the most common form of private letter, and is generally wrapped around a thin wooden dowel with a knob on either end, and then tied shut with a string or ribbon. Most letters are sent in small leather pouches tied shut with something resembling a shoelace. However, rag paper is also used for letters, and since it comes in rectangular sheets, it is not rolled but rather folded and closed up into an &#039;envelope&#039; sealed generally with either wax or wheat paste. There is no official postal service in Arangoth, but letter-carriers may be hired cheaply for cross-city communication. It costs rather more to send letters between cities, and there are a couple of companies specializing in this area, such as the Mankrastro Courier Service. Slates and wax tablets are common where reusable writing surfaces are needed. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;book&amp;quot; in Arangoth does not open to the left and right, but rather to the top and bottom, with the spine oriented horizontally. Library desks thus resemble V-shaped chicken-feeding troughs. These are still mostly made from vellum, and are copied by hand. However, it is probably only a matter of time before such books will be produced using the acid-etching technique on rag paper. Bindings are made either of vellum or leather, with metallic clasps and gilding. Covers are also often painted with miniature paintings of fairly high artistic merit. Books remain extraordinarily expensive. Rumormills and political pamphlets are much cheaper, but must face both the low literacy rate in Drache and a social stigma against reading &amp;quot;trash&amp;quot; literature as opposed to the Arangothian classics.&lt;br /&gt;
&lt;br /&gt;
Some rag paper is manufactured locally, and there are a few distinctive Drache watermarks, such as a bull&#039;s head, and an anchor in a circle. The paper used for the Rumormill printing and political pamphlets is of very low quality. There has not yet been any attempt to print any entire books using the acid-etching technique, though there seems to be no reason why it should not work. Printing images using woodcuts has been known in Arangoth for some time now. However, the procedure of preparing such woodcuts is difficult and time-consuming, and has not been used for written texts. Mostly the technique has been used for producing religious icons, and still is.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
More Info:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Drache]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[History of Arangoth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=219</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=219"/>
		<updated>2012-09-30T10:11:51Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Arangoth&lt;br /&gt;
|above        = The Kingdom of Arangoth&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Woolly.jpg|200px]]&lt;br /&gt;
|caption      = Map of country or capitol&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Country Information&lt;br /&gt;
|label2   =  Motto&lt;br /&gt;
|data2    = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
|label3   = Capital&lt;br /&gt;
|data3    = [[Drache|Drache]]&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = [[Arangoth#Language|&#039;&#039;Arangothek flaroth&#039;&#039;]]&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = Mixed&lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = [[Menxism|Menxism]]&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = Monarchy&lt;br /&gt;
|label8   = Current Ruler&lt;br /&gt;
|data8    = [[King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = 250,000 (approx.)&lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Bank Crown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The city of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
==Arangothian Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth is presently divided into five general regions, each governed by a Sithire or other body, with two capitals. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The rest of his time is spent in the southern capital, the city of Drache.&lt;br /&gt;
The Kingdom of Arangoth is presently divided into two general regions. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The south has its capital in the city of Drache, which is governed by a Sithire.&lt;br /&gt;
&lt;br /&gt;
From 465 until 469, all Arangoth was loosely ruled from Drache. King BlkDragon and Queen Alysia &amp;quot;AngelSin&amp;quot; made what was a small fishing hamlet into their national capital in 465. Yet the pair were only visible rulers for a year before entrusting the management of the kingdom to their Regent, The Raven. And even the Regent was rarely seen in Drache, or anywhere else in Arangoth. Castle Black became a mysterious place where only the castle staff lived. So Arangoth was essentially without a head of government for three years, and somehow its people and institutions survived relatively unscathed. A great many Arangothians are still loyal to BlkDragon and AngelSin, but this situation is slowly changing, now that their absence and tacit abdication of the crown are clear.&lt;br /&gt;
&lt;br /&gt;
Northern Arangoth is governed from the rebuilt Royal Palace in Tagrana, where King Arlok and Queen Melinxa rule. Underneath the King and Queen, the most powerful figure is Palatine Perlim Larkspin, who is the seniormost member of the Northern Arangothian Estates. The Estates are a parliament-like body, representing mostly the noble and mercantile classes, that gathers once a year (mid-July) in Hornath-ul-Marfed to vote on various issues. In 466, the Estates voted to offer the crown to AngelSin and Blkdragon in Drache in return for a confirmation of their traditional rights and privileges. There was no response from Drache. In 469, with the return of Prince Arlok (a lost heir to the throne who had been in an enchanted sleep for 54 years), the Estates voted to declare him king instead. Shortly afterwards, Northern Arangothian armies restored order in a large part of Ruthmarna (which had been overrun by bandits).&lt;br /&gt;
&lt;br /&gt;
While Northern Arangoth, Ruthmarna, and Eastern Arangoth all acknowledged Arlok as king, the provinces of Southern Arangoth, including Drache, did not do so. In First Seed (March) of 470, the elders of the Sresar Vale, upset by the lack of Valesmen on the Regency Council, gave their allegiance to Arlok in return for an agreement that granted them similar privileges to the Northern Estates. The following month, Sir Onestab, a close friend of BlkDragon and AngelSin testifies before the Council that AngelSin and Blkdragon had never intended to return and formally abdicated a few years ago. Though The Raven was named as King in this lost document, there is some question as to the appointment’s legal validity, especially with the appearance of a candidate of royal blood. Arlok and the Council entered into negotiations on reconciliation of the divided country.&lt;br /&gt;
&lt;br /&gt;
In Frostfall (October) of 470, these negotiations brought about a reunification of the kingdom with Arlok as King of all of Arangoth. Arlok signed an agreement limiting his power with the Council, mirroring those with the Elders of Sresar Vale and the Northern Estates. The Council retained provincial level control over Transdariania and Arania and jurisdiction over maritime matters, and the south is allowed to keep its distinctive law code. Drache and Hornath ul-Marfed were named as co-capitals, between which Arlok must split his time.&lt;br /&gt;
In First Seed of 471, Negotiations between elven Governor Topaz Silverbow and King Arlok ul-Dorn resulted in the proud Confederacy of Elvendeep becoming a crown province of Arangoth, guaranteed rights but ultimately under the authority of the Arangothian crown. This seemed to foment displeasure at Silverbow’s regime, as a second Civil War would soon follow. Observers suspected the decision might have been fear at the quick revival and deadly threat of their old foe, the orcish nation of Zul Kiras. Though Arlok has governed Elvendeep with an extremely light touch, granting it virtual autonomy, this arrangement is still far from popular in Elvendeep. Time will tell whether this arrangement will last, or provoke further civil unrest.&lt;br /&gt;
&lt;br /&gt;
In Frostfall of 471, King Arlok and Queen Melinxa officially announced the birth of the new heir to the throne, Prince Emereth ul-Arlok, Grand Duke of Ruthmarna. The prince had actually been born the previous spring, but the Royal Family had employed an old Crown Policy for protection of susceptible infant heirs from magical attack. Illusionists and Royal agents had been utilized to hide the pregnancy and first several months of Emereth’s life for his safety.&lt;br /&gt;
In Hearthfire (September) of 472, King Arlok announced that the restoration of Tagrana, begun two years previous, was nearing completion. Tagrana became the new co-capital of Arangoth with Drache, replacing Hornath ul-Marfed when the Royal Family officially took up residence in the rebuilt Royal Palace. Other landmarks in the city include a giant Grubball arena, new home to the grubball team Tagrana Memorial, which of necessity had been based out of Hornath-ul-Marfed for years. The Council funded a memorial garden there for Alysia and Blkdragon.&lt;br /&gt;
&lt;br /&gt;
==Government Officials==&lt;br /&gt;
&lt;br /&gt;
Southern Arangoth&#039;s current Sithire is [[Vorfon Marcion ul-Fenduth Tagran Aldenbar]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
His Privy Council is as follows:&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;
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; - Quill Stygian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Menxism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The Templars of Menxvan]], [[The Guardians of Menxruk]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More info: [[Arangothian Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Arangothian language is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothian grammar is outlined in a nine-lesson course entitled Teach Yourself Arangothian. There is also an Arangothian-to-English dictionary, which is frequently updated as new words are added. The language has its own script, which you can download as truetype fonts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=218</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=218"/>
		<updated>2012-09-30T10:10:10Z</updated>

		<summary type="html">&lt;p&gt;Karras: /* Government and Politics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Arangoth&lt;br /&gt;
|above        = The Kingdom of Arangoth&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Woolly.jpg|200px]]&lt;br /&gt;
|caption      = Map of country or capitol&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Country Information&lt;br /&gt;
|label2   =  Motto&lt;br /&gt;
|data2    = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
|label3   = Capital&lt;br /&gt;
|data3    = [[Drache|Drache]]&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = [[Arangoth#Language|&#039;&#039;Arangothek flaroth&#039;&#039;]]&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = Mixed&lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = [[Menxism|Menxism]]&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = Monarchy&lt;br /&gt;
|label8   = Current Ruler&lt;br /&gt;
|data8    = [[King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = 250,000 (approx.)&lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Bank Crown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The city of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
==Arangothian Monarchy==&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth is presently divided into five general regions, each governed by a Sithire or other body, with two capitals. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The rest of his time is spent in the southern capital, the city of Drache.&lt;br /&gt;
The Kingdom of Arangoth is presently divided into two general regions. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The south has its capital in the city of Drache, which is governed by a Sithire.&lt;br /&gt;
&lt;br /&gt;
From 465 until 469, all Arangoth was loosely ruled from Drache. King BlkDragon and Queen Alysia &amp;quot;AngelSin&amp;quot; made what was a small fishing hamlet into their national capital in 465. Yet the pair were only visible rulers for a year before entrusting the management of the kingdom to their Regent, The Raven. And even the Regent was rarely seen in Drache, or anywhere else in Arangoth. Castle Black became a mysterious place where only the castle staff lived. So Arangoth was essentially without a head of government for three years, and somehow its people and institutions survived relatively unscathed. A great many Arangothians are still loyal to BlkDragon and AngelSin, but this situation is slowly changing, now that their absence and tacit abdication of the crown are clear.&lt;br /&gt;
&lt;br /&gt;
Northern Arangoth is governed from the rebuilt Royal Palace in Tagrana, where King Arlok and Queen Melinxa rule. Underneath the King and Queen, the most powerful figure is Palatine Perlim Larkspin, who is the seniormost member of the Northern Arangothian Estates. The Estates are a parliament-like body, representing mostly the noble and mercantile classes, that gathers once a year (mid-July) in Hornath-ul-Marfed to vote on various issues. In 466, the Estates voted to offer the crown to AngelSin and Blkdragon in Drache in return for a confirmation of their traditional rights and privileges. There was no response from Drache. In 469, with the return of Prince Arlok (a lost heir to the throne who had been in an enchanted sleep for 54 years), the Estates voted to declare him king instead. Shortly afterwards, Northern Arangothian armies restored order in a large part of Ruthmarna (which had been overrun by bandits).&lt;br /&gt;
&lt;br /&gt;
While Northern Arangoth, Ruthmarna, and Eastern Arangoth all acknowledged Arlok as king, the provinces of Southern Arangoth, including Drache, did not do so. In First Seed (March) of 470, the elders of the Sresar Vale, upset by the lack of Valesmen on the Regency Council, gave their allegiance to Arlok in return for an agreement that granted them similar privileges to the Northern Estates. The following month, Sir Onestab, a close friend of BlkDragon and AngelSin testifies before the Council that AngelSin and Blkdragon had never intended to return and formally abdicated a few years ago. Though The Raven was named as King in this lost document, there is some question as to the appointment’s legal validity, especially with the appearance of a candidate of royal blood. Arlok and the Council entered into negotiations on reconciliation of the divided country.&lt;br /&gt;
&lt;br /&gt;
In Frostfall (October) of 470, these negotiations brought about a reunification of the kingdom with Arlok as King of all of Arangoth. Arlok signed an agreement limiting his power with the Council, mirroring those with the Elders of Sresar Vale and the Northern Estates. The Council retained provincial level control over Transdariania and Arania and jurisdiction over maritime matters, and the south is allowed to keep its distinctive law code. Drache and Hornath ul-Marfed were named as co-capitals, between which Arlok must split his time.&lt;br /&gt;
In First Seed of 471, Negotiations between elven Governor Topaz Silverbow and King Arlok ul-Dorn resulted in the proud Confederacy of Elvendeep becoming a crown province of Arangoth, guaranteed rights but ultimately under the authority of the Arangothian crown. This seemed to foment displeasure at Silverbow’s regime, as a second Civil War would soon follow. Observers suspected the decision might have been fear at the quick revival and deadly threat of their old foe, the orcish nation of Zul Kiras. Though Arlok has governed Elvendeep with an extremely light touch, granting it virtual autonomy, this arrangement is still far from popular in Elvendeep. Time will tell whether this arrangement will last, or provoke further civil unrest.&lt;br /&gt;
&lt;br /&gt;
In Frostfall of 471, King Arlok and Queen Melinxa officially announced the birth of the new heir to the throne, Prince Emereth ul-Arlok, Grand Duke of Ruthmarna. The prince had actually been born the previous spring, but the Royal Family had employed an old Crown Policy for protection of susceptible infant heirs from magical attack. Illusionists and Royal agents had been utilized to hide the pregnancy and first several months of Emereth’s life for his safety.&lt;br /&gt;
In Hearthfire (September) of 472, King Arlok announced that the restoration of Tagrana, begun two years previous, was nearing completion. Tagrana became the new co-capital of Arangoth with Drache, replacing Hornath ul-Marfed when the Royal Family officially took up residence in the rebuilt Royal Palace. Other landmarks in the city include a giant Grubball arena, new home to the grubball team Tagrana Memorial, which of necessity had been based out of Hornath-ul-Marfed for years. The Council funded a memorial garden there for Alysia and Blkdragon.&lt;br /&gt;
&lt;br /&gt;
==Government Officials==&lt;br /&gt;
&lt;br /&gt;
Southern Arangoth&#039;s current Sithire is [[Vorfon Marcion ul-Fenduth Tagran Aldenbar]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
His Privy Council is as follows:&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;
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; - Quill Stygian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Menxism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The Templars of Menxvan]], [[The Guardians of Menxruk]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More info: [[Arangothian Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Arangothian language is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothian grammar is outlined in a nine-lesson course entitled Teach Yourself Arangothian. There is also an Arangothian-to-English dictionary, which is frequently updated as new words are added. The language has its own script, which you can download as truetype fonts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangothian_Monarchy&amp;diff=217</id>
		<title>Arangothian Monarchy</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangothian_Monarchy&amp;diff=217"/>
		<updated>2012-09-30T10:08:13Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kingdom of [[Arangoth]] is presently divided into five general regions, each governed by a Sithire or other body, with two capitals. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The rest of his time is spent in the southern capital, the city of [[Drache]]. &lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth is presently divided into two general regions. The north has its capital at the restored city of Tagrana, where King Arlok and Queen Melinxa rule for most of the year. The south has its capital in the city of Drache, which is governed by a Sithire.&lt;br /&gt;
&lt;br /&gt;
From 465 until 469, all Arangoth was loosely ruled from Drache. King BlkDragon and Queen Alysia &amp;quot;AngelSin&amp;quot; made what was a small fishing hamlet into their national capital in 465. Yet the pair were only visible rulers for a year before entrusting the management of the kingdom to their Regent, The Raven. And even the Regent was rarely seen in Drache, or anywhere else in Arangoth. Castle Black became a mysterious place where only the castle staff lived. So Arangoth was essentially without a head of government for three years, and somehow its people and institutions survived relatively unscathed. A great many Arangothians are still loyal to BlkDragon and AngelSin, but this situation is slowly changing, now that their absence and tacit abdication of the crown are clear.&lt;br /&gt;
&lt;br /&gt;
Northern Arangoth is governed from the rebuilt Royal Palace in Tagrana, where King Arlok and Queen Melinxa rule. Underneath the King and Queen, the most powerful figure is Palatine Perlim Larkspin, who is the seniormost member of the Northern Arangothian Estates. The Estates are a parliament-like body, representing mostly the noble and mercantile classes, that gathers once a year (mid-July) in Hornath-ul-Marfed to vote on various issues. In 466, the Estates voted to offer the crown to AngelSin and Blkdragon in Drache in return for a confirmation of their traditional rights and privileges. There was no response from Drache. In 469, with the return of Prince Arlok (a lost heir to the throne who had been in an enchanted sleep for 54 years), the Estates voted to declare him king instead. Shortly afterwards, Northern Arangothian armies restored order in a large part of Ruthmarna (which had been overrun by bandits).&lt;br /&gt;
&lt;br /&gt;
While Northern Arangoth, Ruthmarna, and Eastern Arangoth all acknowledged Arlok as king, the provinces of Southern Arangoth, including Drache, did not do so. In First Seed (March) of 470, the elders of the Sresar Vale, upset by the lack of Valesmen on the Regency Council, gave their allegiance to Arlok in return for an agreement that granted them similar privileges to the Northern Estates. The following month, Sir Onestab, a close friend of BlkDragon and AngelSin testifies before the Council that AngelSin and Blkdragon had never intended to return and formally abdicated a few years ago. Though The Raven was named as King in this lost document, there is some question as to the appointment’s legal validity, especially with the appearance of a candidate of royal blood. Arlok and the Council entered into negotiations on reconciliation of the divided country.&lt;br /&gt;
&lt;br /&gt;
In Frostfall (October) of 470, these negotiations brought about a reunification of the kingdom with Arlok as King of all of Arangoth. Arlok signed an agreement limiting his power with the Council, mirroring those with the Elders of Sresar Vale and the Northern Estates. The Council retained provincial level control over Transdariania and Arania and jurisdiction over maritime matters, and the south is allowed to keep its distinctive law code. Drache and Hornath ul-Marfed were named as co-capitals, between which Arlok must split his time.&lt;br /&gt;
&lt;br /&gt;
In First Seed of 471, Negotiations between elven Governor Topaz Silverbow and King Arlok ul-Dorn resulted in the proud Confederacy of Elvendeep becoming a crown province of Arangoth, guaranteed rights but ultimately under the authority of the Arangothian crown. This seemed to foment displeasure at Silverbow’s regime, as a second Civil War would soon follow. Observers suspected the decision might have been fear at the quick revival and deadly threat of their old foe, the orcish nation of Zul Kiras. Though Arlok has governed Elvendeep with an extremely light touch, granting it virtual autonomy, this arrangement is still far from popular in Elvendeep. Time will tell whether this arrangement will last, or provoke further civil unrest.&lt;br /&gt;
&lt;br /&gt;
In Frostfall of 471, King Arlok and Queen Melinxa officially announced the birth of the new heir to the throne, Prince Emereth ul-Arlok, Grand Duke of Ruthmarna. The prince had actually been born the previous spring, but the Royal Family had employed an old Crown Policy for protection of susceptible infant heirs from magical attack. Illusionists and Royal agents had been utilized to hide the pregnancy and first several months of Emereth’s life for his safety.&lt;br /&gt;
&lt;br /&gt;
In Hearthfire (September) of 472, King Arlok announced that the restoration of Tagrana, begun two years previous, was nearing completion. Tagrana became the new co-capital of Arangoth with Drache, replacing Hornath ul-Marfed when the Royal Family officially took up residence in the rebuilt Royal Palace. Other landmarks in the city include a giant Grubball arena, new home to the grubball team Tagrana Memorial, which of necessity had been based out of Hornath-ul-Marfed for years. The Council funded a memorial garden there for Alysia and Blkdragon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[Drache]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangothian_Monarchy&amp;diff=216</id>
		<title>Arangothian Monarchy</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangothian_Monarchy&amp;diff=216"/>
		<updated>2012-09-30T10:04:53Z</updated>

		<summary type="html">&lt;p&gt;Karras: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=215</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=215"/>
		<updated>2012-09-29T09:32:25Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Arangoth&lt;br /&gt;
|above        = The Kingdom of Arangoth&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Woolly.jpg|200px]]&lt;br /&gt;
|caption      = Map of country or capitol&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Country Information&lt;br /&gt;
|label2   =  Motto&lt;br /&gt;
|data2    = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
|label3   = Capital&lt;br /&gt;
|data3    = [[Drache|Drache]]&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = [[Arangoth#Language|&#039;&#039;Arangothek flaroth&#039;&#039;]]&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = Mixed&lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = [[Menxism|Menxism]]&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = Monarchy&lt;br /&gt;
|label8   = Current Ruler&lt;br /&gt;
|data8    = [[King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = 250,000 (approx.)&lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Bank Crown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kingdom of Arangoth&#039;&#039;&#039; (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;[[AngelSin]]&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince [[Arlok ul-Dorn]] was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The city of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Arangothian Monarchy]], &#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
Southern Arangoth&#039;s current Sithire is [[Vorfon Marcion ul-Fenduth Tagran Aldenbar]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
His Privy Council is as follows:&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;
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; - Quill Stygian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Menxism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The Templars of Menxvan]], [[The Guardians of Menxruk]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More info: [[Arangothian Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Arangothian language is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothian grammar is outlined in a nine-lesson course entitled Teach Yourself Arangothian. There is also an Arangothian-to-English dictionary, which is frequently updated as new words are added. The language has its own script, which you can download as truetype fonts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=212</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=212"/>
		<updated>2012-09-29T06:45:34Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Arangoth&lt;br /&gt;
|above        = The Kingdom of Arangoth&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Woolly.jpg|200px]]&lt;br /&gt;
|caption      = Map of country or capitol&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Country Information&lt;br /&gt;
|label2   =  Motto&lt;br /&gt;
|data2    = &#039;&#039;Sigovath Ne Gintelmil&amp;lt;br /&amp;gt;(Death To Our Enemies)&#039;&#039;&lt;br /&gt;
|label3   = Capital&lt;br /&gt;
|data3    = Drache&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = [[Arangoth#Language|&#039;&#039;Arangothek flaroth&#039;&#039;]]&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = Mixed&lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = [[Menxism|Menxism]]&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = Monarchy&lt;br /&gt;
|label8   = Current Ruler&lt;br /&gt;
|data8    = [[King Arlok ul-Dorn]]&amp;lt;br /&amp;gt;&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = 250,000 (approx.)&lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Bank Crown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;AngelSin&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince Arlok ul-Dorn was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The City of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Arangothian Monarchy]], &#039;&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
Southern Arangoth&#039;s current Sithire is [[Vorfon Marcion ul-Fenduth Tagran Aldenbar]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
His Privy Council is as follows:&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;
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; - Quill Stygian&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More info: [[Menxism]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[The Templars of Menxvan]], [[The Guardians of Menxruk]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays.&lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More info: [[Arangothian Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Arangothian language is the native language of the kingdom. It is an inflected language of the Goxo-Limbrian language family with some vocabulary borrowed from Igmerind in the distant past. There are some nonstandard dialects, such as those spoken in the Sresar Vale and in Outer Arangoth, but over the main expanse of the Arangothian kingdom the language is fairly consistent. Arangothian grammar is outlined in a nine-lesson course entitled Teach Yourself Arangothian. There is also an Arangothian-to-English dictionary, which is frequently updated as new words are added. The language has its own script, which you can download as truetype fonts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=107</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=107"/>
		<updated>2012-08-15T15:06:11Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;width:350px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#006400; color:#ffffff&amp;quot;&lt;br /&gt;
|colspan=2 | &#039;&#039;&#039;The Kingdom of Arangoth&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039; || [[The Midlands]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Capital&#039;&#039;&#039; || [[Drache]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Population&#039;&#039;&#039; || 250,000 (approx)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Established&#039;&#039;&#039; || ~1 AT&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Currency&#039;&#039;&#039; || Bank Crown&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Government&#039;&#039;&#039; || Monarchy&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Head Of State&#039;&#039;&#039; || [[King Arlok ul-Dorn]]&lt;br /&gt;
&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039; || Menxvanism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;AngelSin&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince Arlok ul-Dorn was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The City of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Arangothian Monarchy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Culture &amp;amp; Lifestyle ==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays. You can also read about the Templars of Menxvan, one of the few insitutions in the country to have a presence in the North and the South. &lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
The most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=106</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=106"/>
		<updated>2012-08-15T15:05:37Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;width:350px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#006400; color:#ffffff&amp;quot;&lt;br /&gt;
|colspan=2 | &#039;&#039;&#039;The Kingdom of Arangoth&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039; || [[The Midlands]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Capital&#039;&#039;&#039; || [[Drache]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Population&#039;&#039;&#039; || 250,000 (approx)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Established&#039;&#039;&#039; || ~1 AT&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Currency&#039;&#039;&#039; || Bank Crown&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Government&#039;&#039;&#039; || Monarchy&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Head Of State&#039;&#039;&#039; || [[King Arlok ul-Dorn]]&lt;br /&gt;
&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039; || Menxvanism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;AngelSin&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince Arlok ul-Dorn was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The City of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Arangothian Monarchy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Culture &amp;amp; Lifestyle ==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays. You can also read about the Templars of Menxvan, one of the few insitutions in the country to have a presence in the North and the South. &lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;br /&gt;
&lt;br /&gt;
he most common religion among native Arangothians recognizes two supreme dualistic powers, Menxvan and Menxruk. The Royal Church in Drache, with Father Kylus Dragonsbane at its head, is by contrast open to many faiths, though Father Kylus himself follows a deity known in Arangoth as Pallodain. An extreme Menxvanic sect which has recently had some impact is the Cult of the Silver Flame, strongly opposed to magic-use. &lt;br /&gt;
&lt;br /&gt;
Grubball is the national sport of Arangoth, with a professional league of 16 teams from around the country and from foreign lands.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Drache&amp;diff=105</id>
		<title>Drache</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Drache&amp;diff=105"/>
		<updated>2012-08-15T15:04:12Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;width:330px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#8B0000; color:#ffffff&amp;quot;&lt;br /&gt;
|colspan=2 | &#039;&#039;&#039;Drache&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Realm&#039;&#039;&#039; || [[Arangoth]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Province&#039;&#039;&#039; || Transdariania&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Population&#039;&#039;&#039; || 55,000 (approx)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Established&#039;&#039;&#039; || 465&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Currency&#039;&#039;&#039; || Bank Crown&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Government&#039;&#039;&#039; || Duchy&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Head Of State&#039;&#039;&#039; || The Sithire (Duke)&lt;br /&gt;
[[Marcion ul-Fenduth Aldenbar]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Privy Council&#039;&#039;&#039; ||&lt;br /&gt;
*[[Julius ul-Arduin Malbraxa]]&lt;br /&gt;
*[[Branth ul-Alfrith Truxton]]&lt;br /&gt;
*[[Simpelta ul-Lasparod Marnix]]&lt;br /&gt;
*[[Marnuth Ul-Porre Elgabralk]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039; || Menxvanism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The City of Drache (in Arangothian: &#039;&#039;Drekith&#039;&#039;) is the present-day capital of the Kingdom of [[Arangoth]] and lies at the mouth of the River Darian. The name, although now spelled under draconian influence, probably comes from the Arangothian word &#039;&#039;dreki&#039;&#039;, meaning a port. &lt;br /&gt;
&lt;br /&gt;
== Origins &amp;amp; History ==&lt;br /&gt;
&lt;br /&gt;
Twelve years ago there was virtually nothing in Drache but trees and fishing hovels, and that its population exploded only after King BlkDragon and Queen AngelSin established the place as the new capital of Arangoth. There was little time to plan its streets and quarters, and so there are no wide avenues or boulevards (with the sole exception of Market Street). Rather, Drache is a spontaneously-generated city of torturously twisted alleyways, abrupt dead-ends, strangely-shaped &amp;quot;squares&amp;quot; and mismatched skylines and rooftops. &lt;br /&gt;
&lt;br /&gt;
Very few people are natives of the city; the average &amp;quot;native&amp;quot; citizen grew up on a farm somewhere to the north in Transdariania, and at least half the population was not even born in Arangoth. It is a very cosmopolitan place: one finds Elven restauranteurs and Khalar horsebreeders setting up shop next to &amp;quot;silfemevas&amp;quot; devoted to exotic Leturian tail-dancing. If not for the high number of magic-users and healers, Drache&#039;s cramped conditions would have long since led to terrible epidemics -- as it is, few die of illness in the city, and the excrement and garbage is removed from the streets each morning by a corps of magical gongfermers who &amp;quot;portal&amp;quot; it to a vast landfill in Ruthmarna.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before King Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. When Queen Alysia (called AngelSin) and her consort King BlkDragon established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years.  However, they did not follow Arangoth&#039;s older traditions, preferring to rule directly from Castle Black instead. &lt;br /&gt;
&lt;br /&gt;
After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469. After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf.  He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
== Layout and Architecture ==&lt;br /&gt;
&lt;br /&gt;
The heart of the city lies on the eastern bank of the Darian, surrounded by the city docks all along the waterfront. The area directly east of the mouth of the river is the most reputable -- the &amp;quot;BlkDragon District&amp;quot; -- and this is where some of the most important buildings of the city are located: the BlkDragon Inn, the central offices of the Arangothian Royal Guard (under Lucius von Stahl), the Royal Chancellery and the Arangothian Royal University (where Serisious Blendwythe is chair of Assi studies). This is also where the better houses and mansions are located, most with tall walls and towers to discourage intruders. There is also a public park, the &amp;quot;Forest,&amp;quot; located between the river and the BlkDragon Inn, preserving a section of the thick woods that covered the whole area only a few years ago. &lt;br /&gt;
&lt;br /&gt;
The further eastwards one travels from the river, the further one descends into the Arangothian underworld. This area is known as the &amp;quot;Wharf District,&amp;quot; just out of sight of the BlkDragon Inn, consisting of &amp;quot;warehouses, shipyards, net makers&amp;quot; and the like as well as lower-class drinking establishments such as the Ewe&#039;s Udder Inn. If you are looking for a cockfight or an opium den, you are in the right place; however, you are also in the right place to have your throat slit and your purse snatched. The eastern fringe of this section contains Drache&#039;s famed Red Lantern District, lined with brothels of varying repute. This is in fact the oldest part of Drache, which ten years ago was nothing but a fishing-port frequented mainly by pirates and thieves. It is most aptly described in the Talisman&#039;s &amp;quot;In the Lamplight&amp;quot; section. The so-called &amp;quot;Iron Gate&amp;quot; is located at the western end of the Wharf District: this is a gateway at which Royal Guards frisk suspicious-looking persons who want to pass through into the upscale BlkDragon District. &lt;br /&gt;
&lt;br /&gt;
Until the year 471, Royal Guards did not often enter the Lower City. Under Captain Alastair &amp;quot;Solace&amp;quot; Courrant, the Royal Guard built a new a garrison in the Wharf attached to the city granary as part of his campaign to clean up the city. The Wharf Patrol developed a more aggressive style of law enforcement under the direction of Lucius von Stahl and his successor, Trilous Pyrder. Even with the Guard&#039;s presence in the Lower City, it is still not advisable for anyone to travel there unescorted after dark, as the many would-be bodyguards who gather just inside the &amp;quot;Iron Gate&amp;quot; will tell the foppishly-dressed outsider. &lt;br /&gt;
&lt;br /&gt;
Leading north out of the BlkDragon District is Market Street. Passing by the free hostel known as Rilpoki&#039;s Corner, this thoroughfare ends at the &amp;quot;Merchant Square,&amp;quot; the heart of Drache&#039;s bustling business district. This is the address of Jessie&#039;s Bakery, Rummi Gummi&#039;s Magic and Pawn shop, Desert Moon Imports, Braxton&#039;s Interdimensional Emporium and Tinny&#039;s Repair Shop, among other establishments. A directory of these businesses can be found in the Talisman. The square itself is a vast farmer&#039;s market in which produce from the back country is carted every morning just before daybreak. Also facing this square is the Drache Municipal Theatre, used for various purposes. &lt;br /&gt;
&lt;br /&gt;
East of Merchant Square, and northeast of the BlkDragon District, is a section of the city set aside for religious structures, and here one finds the Royal Church of Arangoth.&lt;br /&gt;
&lt;br /&gt;
Further out from the city center are smaller settlements vaguely resembling suburbs -- some permanent, others mere shanty-towns; and these gradually pass over into the village-dotted countryside of Transdariania, the farmland on either side of the Darian River. One such suburb is the so-called &amp;quot;Gessi District,&amp;quot; formed when members of the Cult of the Silver Flame decided to settle in Drache after the Cult&#039;s dissolution.&lt;br /&gt;
&lt;br /&gt;
The west bank of the Darian is more sparsely inhabited than the east. Straight across from the BlkDragon Inn stands the Castle Black, the official (and rather mysterious) seat of the Arangothian monarchy. North of this spot is the suburb of West Drache, which centers upon a large Royal Arangothian Ironworks producing tools and weapons of various sorts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=104</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=104"/>
		<updated>2012-08-15T15:02:09Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;width:350px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#006400; color:#ffffff&amp;quot;&lt;br /&gt;
|colspan=2 | &#039;&#039;&#039;The Kingdom of Arangoth&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039; || [[The Midlands]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Capital&#039;&#039;&#039; || [[Drache]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Population&#039;&#039;&#039; || 250,000 (approx)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Established&#039;&#039;&#039; || ~1 AT&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Currency&#039;&#039;&#039; || Bank Crown&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Government&#039;&#039;&#039; || Monarchy&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Head Of State&#039;&#039;&#039; || [[King Arlok ul-Dorn]]&lt;br /&gt;
&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039; || Menxvanism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;AngelSin&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince Arlok ul-Dorn was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The City of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Arangothian Monarchy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Culture &amp;amp; Lifestyle ==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays. You can also read about the Templars of Menxvan, one of the few insitutions in the country to have a presence in the North and the South. &lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=103</id>
		<title>Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangoth&amp;diff=103"/>
		<updated>2012-08-15T15:01:46Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;width:350px&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#006400; color:#ffffff&amp;quot;&lt;br /&gt;
|colspan=2 | &#039;&#039;&#039;The Kingdom of Arangoth&#039;&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Location&#039;&#039;&#039; || [[The Midlands]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Capital&#039;&#039;&#039; || [[Drache]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Population&#039;&#039;&#039; || 250,000 (approx)&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Established&#039;&#039;&#039; || ~1 AT&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Currency&#039;&#039;&#039; || Bank Crown&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Government&#039;&#039;&#039; || Monarchy&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Head Of State&#039;&#039;&#039; || [[King Arlok ul-Dorn]]&lt;br /&gt;
&#039;&#039;Arlok ul-Dorn Gossath ul Arangoth&#039;&#039;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Religion&#039;&#039;&#039; || Menxvanism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Arangoth (&#039;&#039;Arangair ul Arangoth&#039;&#039;) is a large sovereign state located in the The Midlands of the main continent, known also as Veth. The kingdom spans as far north [[Song Deep]], east to the Dragonspine Mountains and [[Elgaria]], as far west as [[Arania]].  It&#039;s southern coast includes Goat and Shell Island, ending at the Southland Penninsula and [[Assi]] tribal lands.&lt;br /&gt;
&lt;br /&gt;
Arangoth has a long and colorful history. The Kingdom of Arangoth was first founded nearly five centuries before the present, but civil war half a century ago led to the collapse of the Old Kingdom and the flight of the royal family. Alysia &amp;quot;AngelSin&amp;quot; returned from exile in 465 and was proclaimed queen, but left the kingdom in 467. Prince Arlok ul-Dorn was proclaimed King in Northern Arangoth in 469, then later King of All Arangoth after the reconciliation of Arlok and the Regency Council.&lt;br /&gt;
&lt;br /&gt;
The City of [[Drache]] has served as the kingdom&#039;s de facto captial since Queen Alysia&#039;s arrival to the city in 465.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Arangoth]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arangothians are ethnically a mixture of the native Goxal and the invading Igmerind people who founded several sitharangel or grand duchies here a few hundred years ago. In the year 1, the sithire or grand duke of Northern Arangoth founded the city of Tagrana, which is considered to mark the founding of the Kingdom of Arangoth. Tagran, the first king, was originally considered only the first among equals. However, about the year 130, a conflict among the lesser sithirel led to the extinction of the major families, and the King became yet more powerful by virtue of his ability to appoint provincial leaders. Around 300, when Arangoth was embroiled in a war with the Assi, the Order of the Beady Eye offered its services to the monarchy, assured Arangothian victories there and elsewhere, and became increasingly powerful on the frontiers of the Kingdom. &lt;br /&gt;
&lt;br /&gt;
King Aladar took as his second wife Rosebud, the daughter of an Eastern Arangothian witch. When her true nature was revealed, it became necessary for an impostor named Tsetsa to impersonate the Queen in public. Dissatisfied with this role, Tsetsa convinced the Khalar ambassador Helehkri that Arangoth was planning to invade its northern neighbor. This led to a bloody and needless war beginning in the year 384, a war which, however, Arangoth won handily. The Khalar surrendered and turned over to Arangoth their most prized possession, the Siren Stone, which caused a number of problems in and of itself. &lt;br /&gt;
&lt;br /&gt;
King Dorn sent his three sons Arlok, Oryan, and Ware out into the far provinces so that they could learn at first hand how to govern. There the princes discovered that the Order of the Beady Eye had long been abusing their powerful position on the frontier. King Dorn vowed to oust the corrupt Order from power; the Order in turn gathered its forces to resist. About the same time, Prince Arlok and his fiancee Melinxa Swanneck turned hungry wolves on a group of girls of noble birth who were conspiring to murder an innocent peasant; this was the infamous Slaughter in the Maze. As a result, both the Order of the Beady Eye and a large part of the Arangothian nobility rose up and, in an attack upon Tagrana in the year 415, murdered King Dorn as his three sons fled from the destruction of the city. For the next fifty years there was no monarchy in Arangoth.&lt;br /&gt;
&lt;br /&gt;
The Raven disappeared never to return, but his stead a Council of Nobles arose. From the North, Arolk returned to Southern Arangoth. After months of tension the nation was at peace once more under King Arlok ul-Dorn and the provincial government of the Regency Council. An Aslari-Ellurian war was settled only when armies from across the sea intervened.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
Arangoth was originally a confederacy of Grand Duchies before Tagran became the first king of Arangoth. Sithirel, or Dukes, have been the traditional rulers of the various Arangothian provinces for centuries. AngelSin and BlkDragon did not follow this tradition, preferring to rule directly from Castle Black. After their abdication, The Raven took over as Regent, though he too soon disappeared. A Regency Council rose to take on the mantle of government in the year 469, until it was disbanded late in the year 473. King Arlok has restored the traditional forms of government and appointed a new Sithire to govern the South on his behalf. &lt;br /&gt;
&lt;br /&gt;
When Queen Alysia (called AngelSin) and her consort, King BlkDragon, established their new capital in Drache in the year 465, they ruled it directly from Castle Black for a small number of years. They governed more and more of Arangoth, as word of Dorn&#039;s Blood returning to Arangoth spread throughout the shattered kingdom and fiefs flocked to her banner. But the King and Queen never lost their humility, and familiarity with their people, best illustrated in their steadfast devotion to the King&#039;s Inn in ever-growing Drache.&lt;br /&gt;
They were succeeded, after leaving for mysterious reasons, by their counsellor, the arch-mage known as The Raven. Though wise and powerful, the Regent was also reclusive and by all accounts spent most of his time in the towers of Castle Black. The time came when he inexplicably disappeared altogether, leaving the running of the country to its bureaucrats and local lords. It was later revealed that he was combatting unseen threats to Arangoth, though he has not explained the nature of the matters that keep him occupied even to the present day.&lt;br /&gt;
&lt;br /&gt;
When Drache was faced with myriad disasters in the year 469, several prominent nobles rose up to fill the vacuum. Lady Lorla Daranek called together a Council to take the reigns of the Regency in Evening Star (December) of 469. They named an empty seat for The Raven, should he choose to return and began to tackle Drache’s problems. Their chosen symbol was a fatted goose and sheaf of wheat in an unbroken circle, for plenty and concord.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, Arlok ul-Dorn, the Prince of Old Arangoth, awakened from an enchanted sleep of fifty years in Outer Arangoth and returned home. After a series of misunderstandings and tests, he was declared King in Northern Arangoth, the northern Diet never having been keen on The Raven, a foreigner, and preferring the King to the Council. Soon it came to light that still-missing Queen Alysia had abdicated some years ago, and the Council negotiated Arlok&#039;s becoming King of all Arangoth in 470. The Council remained in provincial control of the southern provinces.&lt;br /&gt;
&lt;br /&gt;
After a powerful controversy begat a political uprising in Drache, the Council was disbanded in 473 and one of its last members, Lord Marcion Aldenbar, named Lord Chancellor. He was also directed by His Majesty to find a new Sithire, or Duke, to rule the South, in a more traditional form of Arangothian government.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arangothian Monarchy]]&lt;br /&gt;
&lt;br /&gt;
== Culture &amp;amp; Lifestyle ==&lt;br /&gt;
&lt;br /&gt;
Arangoth has several distinctive cultural features, including a language, a native religion, a musical tradition, and a calendar to mark the years and holidays. You can also read about the Templars of Menxvan, one of the few insitutions in the country to have a presence in the North and the South. &lt;br /&gt;
&lt;br /&gt;
The Arangothian calendar closely mirrors that used in the &amp;quot;real world.&amp;quot; The Arangothian year 470 = AD 2000, and indicates that 470 years have passed since the founding of the city of Tagrana (which marked the origin of the Kingdom of Arangoth). The months and days of the week have Arangothian names, and there are a number of Arangothian holidays.&lt;br /&gt;
&lt;br /&gt;
The three major ritual events in a person&#039;s life are generally the brakerrat or rite-of-passage ceremony at age thirteen; the marriage ceremony; and the funerary rites. Each of these has a customary form in Arangoth: for example, the Arangothian wedding generally takes place at home, and the participants wear green. There are also number of popular song and dance genres in Arangoth, as well as music of the royal court. For the past seventy years or so, one of the most popular genres has been the leturek.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_%27Arlokek%27_Era_(469-472)&amp;diff=102</id>
		<title>The &#039;Arlokek&#039; Era (469-472)</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_%27Arlokek%27_Era_(469-472)&amp;diff=102"/>
		<updated>2012-08-15T14:59:55Z</updated>

		<summary type="html">&lt;p&gt;Karras: Created page with &amp;quot;&amp;#039;&amp;#039;This article describes the The &amp;#039;Arlokek&amp;#039; Era (469-472) pertaining to the History of Arangoth.&amp;#039;&amp;#039;   EVENTS OF THE YEAR 469 (1999)  JANUARY or MORNING STAR, 469  THE SOUTHL...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article describes the The &#039;Arlokek&#039; Era (469-472) pertaining to the [[History of Arangoth]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVENTS OF THE YEAR 469 (1999)&lt;br /&gt;
&lt;br /&gt;
JANUARY or MORNING STAR, 469&lt;br /&gt;
&lt;br /&gt;
THE SOUTHLAND WAR - After an unprovoked attack by an Ellurian fief on the Aslarian port of Selrose Bay, war breaks out between the recently and violently unified Elluria and the long peaceful Aslar. Drachean Dizzy &#039;Tashli&#039; Longtongue, a kender, is still King of Aslar by lottery but is due to be sacrificed in a few months to make way for the randomly chosen successor. Fourteen year old Queen Laravel of Elluria does not have a great deal of control over the entirety of her nation, which has fought numerous wars in the past decade or so. Aslar is considered the more powerful nation, but has not been at war for two centuries, while most Ellurians are well-blooded. Arangoth declares its neutrality and The Raven&#039;s acting Minister of Foreign Affairs, the halfling Lord Julian Greenhill, orders Aslarian and Ellurian ships out of harbour for fear of being caught up in a conflict. The fierce Korthai, landless nation of pirates, ally themselves to Aslar and begin sinking Ellurian ships.&lt;br /&gt;
&lt;br /&gt;
APRIL or RAIN&#039;S HAND, 469&lt;br /&gt;
&lt;br /&gt;
NEWS PUBLICATIONS - Drache&#039;s first newspaper, the Rumourmill begins to publish scrolls on a weekly basis using the new acid-etching printing process and modified wine presses. It contains news of somewhat questionable factuality, and frequent editorializing. This printing process is also used by Crowned Swan Press, which publishes several Arangothian classics, and a few other publishing houses.&lt;br /&gt;
&lt;br /&gt;
MAY or SECOND SEED, 469&lt;br /&gt;
&lt;br /&gt;
DRACHEAN SERIAL KILLERS - Cade Lozen, known as The Spine-Ripper and one of Drache&#039;s most notorious serial killers, spree ends with his first death at a death toll of 15. Kreshak, aka The Demon Mask&#039;s record is still 40 kills. Cade would return to torment Drache as an undead creature.&lt;br /&gt;
&lt;br /&gt;
KORTHAI PIRATES - The Korthai Pirates, long operating around Arangothian shores, declare war on slavers. They are also on the side of Aslar in the Eastern War, sinking Ellurian ships. In the next few years, they would become closely allied with Arangoth through their leader, gaining a home port in the Transdarianian fief and city of Mhernettla, east of Drache. &lt;br /&gt;
&lt;br /&gt;
ORGANIZED CRIME - &#039;A few months ago&#039; Kreshak (The Demon Mask) and Coldhands, two of the city&#039;s most powerful crimelords were arrested by the first incarnation of Arangoth&#039;s secret police, of which there would be a number of incarnations. The takedown, ostensibly by &#039;vigilantes&#039; coincides with a huge crackdown on crime and vampires by the Guard, the Border Patrol, and the Secret Police. Some say Drache&#039;s organized criminal underworld has never fully recovered - though crime on the whole has not reduced to any large degree. The exceptions include Ladies Oiachi and Eclipse, who would emerge in the future as crimelords. Other figures remain subtle and unidentifiable.&lt;br /&gt;
&lt;br /&gt;
COUNTRYSIDE BANDITRY - The infamous Riders of the Horn, fierce Ruthmarnian bandits led by Norpovath Quar and Tarla Nixkenixe execute 12 Arangothians. Banditry is rampant in the mountainous province and local Royal Guards are helpless.&lt;br /&gt;
&lt;br /&gt;
VAMPIRES - This summer appears to contain a spike in Vampire activity, possibly lending to Drache&#039;s increased political persecution of the undead. The winter, correspondingly, evidences a hike in Vampire Hunters which eventually seems to even out. &lt;br /&gt;
&lt;br /&gt;
JUNE or MID YEAR, 469 &lt;br /&gt;
&lt;br /&gt;
CULTS - The Silver Flame Cult begins to rise to prominence in Transdariania under the direction of The Prophet, a mysterious member of old Arangothian nobility. Preaching the dangers of the apocalypse, the Cult fanatically backs the outlawing of wealth and magic, the elimination of non-human races, and the destruction of the Blkdragon Inn. What this Prophet set in motion would have dire consequences for Arangoth. It is thought that the incorrect reports of Father Kylus Dragonsbane&#039;s death led commoners to more radical religions. Drache&#039;s extreme growth and rampant supernatural phenomena have also been blamed.&lt;br /&gt;
&lt;br /&gt;
JULY or SUN&#039;S HEIGHT, 469&lt;br /&gt;
&lt;br /&gt;
LONG MISSING PRINCE REAWAKENS - The first rumours of the awakening of Prince Arlok reach Drache. Arlok ul-Dorn was one of the sons of King Dorn (great-grandfather of AngelSin), sovereign over Arangoth before the Interregnum and the Alysian Revival. As it turns out, Arlok had fled the city during the Civil Wars and been put into an enchanted sleep by a group of small magical folk with his wife, Melinxa, and entourage until now. Arriving in Hornath ul-Marfed, the largest northern city, he proves himself to the Northern Diet and its leader, the Palatine Perlim Larkspin, a body which has never been very keen on the Alysian reign. He is declared King-Elect, but not a true King as of yet. Arlok was very popular among the commoners of the Old Kingdom for his ruthless execution of a group of noblewomen who had conspired to kill a commoner. This earned him the nickname Arlok the Just.&lt;br /&gt;
&lt;br /&gt;
THE TEMPLARS - The Templars of Menxvan, once a powerful group of Arangothian paladins but decimated during the Civil War and Interregnum, gather together their tattered remnants and begin to make their power known once more in Arangoth, one aspect of which included backing Arlok. Millabratel, former capital of Transdariania and one of the larger southern cities has always been one of their strongholds.&lt;br /&gt;
&lt;br /&gt;
ARANGOTHIAN DWARVES - A band of Arangothian dwarves, long-lived and remembering Arlok&#039;s kindness to them before the Interregnum rally to his aid and swear fealty to him. At the time, he was mistakenly imprisoned in Perlim Larkspin, the Northern Palatine, or leader of the Estates. With typical dwarven aplomb, a band of the great hearted folk rescues him, on a night that becomes known as &#039;The Night of Bruised Shins and Broken Knees.&#039; &lt;br /&gt;
&lt;br /&gt;
LEGIONS MOBILIZE - With the Silver Flame Cult gaining followers in the countryside and hanging mages, an alleged Prince in the North with growing support, and rumours of treason against Alysia&#039;s regent, The Raven, Drache&#039;s three Legions mobilize. Their most recent action was against the illegal Dragonriders Guild.&lt;br /&gt;
&lt;br /&gt;
AUGUST or LAST SEED, 469&lt;br /&gt;
&lt;br /&gt;
CULTS - By this point, the Prophet of the Silver Flame has hordes of peasant followers encamped all around Drache. They begin to hang mages trying to enter the city and burn books. &lt;br /&gt;
&lt;br /&gt;
SEPTEMBER or HEARTHFIRE, 469&lt;br /&gt;
&lt;br /&gt;
THE FIRST MIST CRISIS - The dreaded Mist, an enchanted fog, first enters Drache harbour, cutting off sea trade. This with the Silver Flame shanty town and the Eastern War seriously cuts down on Drachean imports and leads to shortages and eventual famine. Citizens become restless and the silent regent, The Raven, becomes less popular.&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - The reptilian conservative Arms-Major Metzen Akilae becomes Captain after the celebrated Captain Jaonos Mistwinter retires. Mistwinter had declared martial law twice and seen Drache through many crises. He would later form the Border Watch, and then become Lord Protector of Arangoth, in charge of the Royal Guard and Border Watch. Akilae was known for his efficient command and his attraction of the adoration of teen girls. &lt;br /&gt;
&lt;br /&gt;
BANDITRY - The Riders of the Horn take Lurintheti Netri, the Ruthmarnian capital. They claim they are acting on behalf of the South, since the town supports Arlok rather than The Raven. The Northern Arangothian Army, led personally by Perlim Larkspin moves against them and eventually drives the Riders out of Ruthmarna, but not before much damage has been done.&lt;br /&gt;
&lt;br /&gt;
ASLAR - An Assi becomes King of Aslar in the lottery. Aslar is ruled by a King elected by random each year, who is then sacrificed at the end of the year to the Muns, Aslar&#039;s gods. Many nations are nervous as the Assi &#039;savages&#039; are the historical enemies of Arangoth, Rondis and Ethcabar-Antara. &lt;br /&gt;
&lt;br /&gt;
ARLOK - Griffon&#039;s Aerie, Rondis, and Kahlara all send tribute and congratulations to Arlok, recognizing him as King of Arangoth.&lt;br /&gt;
&lt;br /&gt;
OCTOBER or FROSTFALL, 469&lt;br /&gt;
&lt;br /&gt;
CULTISTS - The Prophet has gone north by this point to throw his support behind King Arlok. Soon after, he mysteriously disappears and has not been heard from since. Cultists around Drache begin to bleed off, lacking his induced fervour, although many remain devotees of the religion. Drache begins to burst at the seams from the sudden influx of uneducated, intolerant peasants. They become known as the &#039;Gessi Drekithekel&#039; (&#039;New Dracheans&#039;) or just the &#039;Gessi.&#039;&lt;br /&gt;
&lt;br /&gt;
OPIUM - Opium becomes more common in Drache. The Gessi fall prey to this addiction in astounding rates. Opium money is accused of fuelling organized crime and being controlled by demons.&lt;br /&gt;
&lt;br /&gt;
SERIAL KILLERS - The Spiral Killer begins his reign of terror on Drache&#039;s Guard and the nation&#039;s Border Patrol. The murderer uses invisibility-enchanted armour to kill lone Guardsmen and Patrollers and leave them with their badge in their mouth and a spiral on their cheek. By the end of the month he&#039;s been caught twice (having escaped once) by Arms-Commander Cassidy Mistwood, later to become Captain of the Guard. He is reported to be working for the mysterious necromantic figures, Vryce and Eve.&lt;br /&gt;
&lt;br /&gt;
THE FIRST MIST - The Mist recedes, but no one knows who to thank - though soon after one of the two ships that pierced it, The Arken Wynd returns. A massive trade armada leaves Drache to bring back supplies to the hungry metropolis.&lt;br /&gt;
&lt;br /&gt;
THE PRODIGAL DRACHEAN SON - Kylus Dragonsbane, most respected citizen of Drache and possibly Arangoth, long reported dead, turns out to be alive. Many blame the Rumormill for misreporting the Father&#039;s death.&lt;br /&gt;
&lt;br /&gt;
SERIAL KILLERS - A green beast, eventually known as the Green Killer, begins preying on citizens, who rise as zombies. It eventually disappears, but its death toll breaks all records, numbering above a hundred. Drache&#039;s overpopulation is blamed for its success.&lt;br /&gt;
&lt;br /&gt;
THE NORTH - The Northern Arangothian Army retakes Lurintheti Netri from the Riders of the Horn at great civilian expense, as the Riders&#039; human shields were ignored. The leaders of the Riders escaped. Ruthmarna is declared subject to the Northern Estates and their King-elect, Arlok ul-Dorn.&lt;br /&gt;
&lt;br /&gt;
NOVEMBER or SUN&#039;S DUSK, 469&lt;br /&gt;
&lt;br /&gt;
THE SECOND MIST CRISIS - The dreaded Mist returns to the harbour. It also sends a tendril up the river Darian to a new, mysterious Spire in the Forest Reserve. Growth of this Spire sends tremors throughout Drache. A few weeks later, the Mist retreats from the harbour to swirl menacingly around the Spire.&lt;br /&gt;
&lt;br /&gt;
STRAINS OF THOUGHT - With debate about Arlok high, the Rumourmill categorizes and lables &#039;factions&#039; that are probably more accurately called strains of thought. &#039;Nationalism&#039; is Ravenist, &#039;Monarchism&#039; is Arlokek, and &#039;Popularism&#039; is for whoever acknowledges Royal Title as an office held for its subjects, not an unassailable absolutist birthright (which the Alysian law code implies).&lt;br /&gt;
&lt;br /&gt;
CORONATION IN THE NORTH - Arlok is crowned King by the Northern Estates. Heretofore he has been &#039;King-Elect.&#039; A number of important figures are seen at the coronation, including an old retainer of Alysia&#039;s, Tigrah Tigrean, who is at first hostile, but soon swears fealty to the new King. There is an assassination attempt on Arlok during the ceremony, but his distant cousin, the young Templar Ultharin Sanskaranth saves the King&#039;s life. Sanskaranth is the grandson of the famous Lord Templar Illurst, a folk hero who gave his life fighting the conspirators in Dorn&#039;s assassination to buy time for Arlok and his siblings to escape Tagrana. &amp;quot;Illurst Stood Upon the Road&amp;quot; is a popular song recounting the tale of his last stand.&lt;br /&gt;
&lt;br /&gt;
ASSI RAIDS - The Assi peoples begin to raid Eastern Arangoth, after 250 years of enforced peace and muted mutual hostility. The &#039;savages&#039; confidence is thought to be bolstered by one of their number being King in mighty Aslar. An Assi-Aslar alliance is soon made, but comes to little. Eastern trade is, however, fully cut off from Arangoth thanks to Assi hostility and the Southland war.&lt;br /&gt;
&lt;br /&gt;
FAMINE - The Drache Granaries burn down after a lightning storm, prompting widespread starvation conditions. The Raven, Lord Regent, is silent and presumed missing. Relief is carried out by local nobles, such as Tespin Lorla Daranek, merchants, and a great deal of goodwill help from King Arlok and northern Arangoth.&lt;br /&gt;
&lt;br /&gt;
OPIUM - Lady Oiachi, the city&#039;s Opium Queen and a demon, cements her power in Drache. She is soon, however, arrested by licensed bounty hunter Guilbert Madraw and sent to trial. She is slain in the midst of an attack by her minions during the trial. Eventually, opium growing on Arangothian soil is outlawed, and requires licenses for opium importation. This occurs after the well-publicized link of opium to demonic crime here mentioned, as well as the Transdarianian famine, and the devastation a poisoned batch of opium does to the Drachean population. Oiachi&#039;s opium monopoly splinters, but the majority finds its way into the hands of Xiunlan immigrants (Xuinhai-La being a far eastern nation of aviators). &lt;br /&gt;
&lt;br /&gt;
DECEMBER or EVENING STAR, 469&lt;br /&gt;
&lt;br /&gt;
NATURAL DISASTER - On top of the famine and governmental confusion, a tornado hits Drache, leaving a swath of destruction - including the newly built housing district containing much of the Gessi. It, like the lightning storm, is considered natural, though out of season, and no trace of magical weather tampering can be found.&lt;br /&gt;
&lt;br /&gt;
GESSI DREKITHEKEL - The Gessi are still considered a problem in the city, especially after the demolishing of their new homes by the tornado. King Arlok sends an invitation to them to populate a new city he has founded in the east, titled AngelSinHorna after his great-niece Alysia. This has the added advantages of cementing his hold on Eastern Arangoth and placing a new strategic centre for defense against the nearby Assi.&lt;br /&gt;
&lt;br /&gt;
LEGIONS - Lacking a Regent in the still missing Raven, having no direction nor pay from the coffers, the three Drachean Legions disband. Many of their numbers supplement the work force, especially the Royal Guard - but the South is left with no government and no military in the face of a new, focused North. Examples of the impressive Legion plate mail, complete with black cloaks and black plumes, are still visible in museums and libraries.&lt;br /&gt;
&lt;br /&gt;
RIOTS - A ship full of food arrives in the Wharves. Right to deal for its much-needed cargo is claimed by both young Nobles of the &#039;Popular&#039; persuasion and the merchant Onian Fairfax, one of the chief private interests of the relief. Onian wins the bid when she produces supposedly official documentation from The Raven. Outraged, the young Nobles incite the gathering crowd to riot. They are tossed overboard by the ship&#039;s crew, and later arrested and imprisoned, but the damage is extensive.&lt;br /&gt;
&lt;br /&gt;
SOUTHERN GOVERNMENT - In response to the disasters affecting Drache and the disappearance of the Lord Raven, a Council of prominent Nobles forms to take the reins of the Regency. Regent Councilors include its founder Lady Lorla Daranek, former celebrity Lady Shannon Devereux, conservative Professor and Lord Sarnem Vansippa, northern royal cousin Lord Marcion Tagran Aldenbar, &#039;Popular&#039; and liberal Professor Maximilien Reizeau, Korthai Captain and Mhernettlan (a Transdarianian fief) heir Harlst Mhern-Lathvek, and renowned Father Kylus Dragonsbane. They name an empty seat for The Raven, should he choose to return and begin to tackle Drache&#039;s problems. Their chosen symbol is a fatted goose and sheaf of wheat in an unbroken circle. The King sends them congratulations and &#039;appoints&#039; them in charge of Transdariania, but relations are tense.&lt;br /&gt;
&lt;br /&gt;
FAMINE - Grain bought by the Council arrives from other nations by way of unassailable Korthai frigates. The Korthai, fierce nation of pirates, are led by a man with Arangothian nobility in his blood and a seat on the Regency Council, Harlst Mhern-Lathvek. A Census and corresponding Grain Dole is set up by Councilors Vansippa and Reizeau, with unmilled grain being given to each Drachean family according to size. &lt;br /&gt;
&lt;br /&gt;
CENSUS - As an interesting note, the Census conducted by the Council finds the city&#039;s population at 28,513.&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Largely stable and neutral throughout the political turmoil, the Royal Guard does experience another resignation of the Captaincy by hardline Metzen Akilae. Arms-Commander Linara Danell takes over. Danell was admired for her diplomatic and efficient administration, but suffered the embarassment of the &#039;Drow Scandal.&#039;&lt;br /&gt;
&lt;br /&gt;
BORDER PATROL - Damaged by the resignation of their former Commander Gareth Weston and the murders of the Spiral Killer, Arangoth&#039;s Border Patrol is reorganized by noted former Captain Jaonos Mistwinter. The elven ranger creates the new Border Watch, switching its focus from mounted patrols to self-sufficient ranger cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVENTS OF THE YEAR 470 (2000)&lt;br /&gt;
&lt;br /&gt;
JANUARY or MORNING STAR, 470&lt;br /&gt;
&lt;br /&gt;
ARLOK - An assassination attempt on Arlok by Northern Arangothian merchants and noblemen is foiled. The conspirators motives are centred on Arlok&#039;s decreed policy of shipping relief grain to the South at little or no profit. Three are later executed. One of the escaped conspirators is related to southern Councilor Marcion Aldenbar.&lt;br /&gt;
&lt;br /&gt;
RADICALS - The Black Fist, a terrorist guild demanding a republican revolution becomes active, committing a number of murders and graphitizing even the vaunted Castle Black itself. Ahab Whitewhale, a Northern Nobleman presents a more legitimate, if eccentric front for the democratic ideas and is hailed by many poor folk of the Red Lantern district. The young republican thinker Julius Hamilton, who would later begin his own movement, appears the following month. Political pamphlets begin to proliferate throughout Drache, though popular support for such radical movements seems muted. Hamilton lasts the longest and is the most respected, but is eventually arrested for treason. &lt;br /&gt;
&lt;br /&gt;
STRAINS OF THOUGHT - Thought among Dracheans seems nowadays to be split between Arlokek, supporting the northern King, Alysian, supporting the Regency Council, Separatist, supporting a split of the nation, and Radical (explored above) rather than Monarchist, Nationalist, and Popular.&lt;br /&gt;
&lt;br /&gt;
GLORIES OF THE PAST - The Rondissian-born Sir Darian &#039;Onestab&#039; Taliesin-Gray, Arangoth&#039;s first Royal Knight (a now defunct title) is spotted in the city. This is the first appearance of a prominent figure from Queen AngelSin&#039;s reign in a number of years and excites the populace as to what the portent could mean. &lt;br /&gt;
&lt;br /&gt;
GRUBBALL - Arangoth wins the International Grubball Championship over the Thontaran team. Representing Arangoth are the winners of the AGL, the Drachean Black Dragons, led by hinterplodder Gorben the Smooth.&lt;br /&gt;
&lt;br /&gt;
THE SECOND MIST - The dreaded Mist remains in the Forest Reserve with the mysterious Spire at this point. It interferes with little save those Dracheans who enjoy or even live in the park. The Reserve becomes a dark place, into which many fear to venture. Some call for its destruction due to its tendency to act as a haven for evil.&lt;br /&gt;
&lt;br /&gt;
SHARNYL - A mysterious ship arrives in the Drache harbour, later turning out to be the first vessel coming from the previously unknown southern continent of Sharnyl, here to open relationships with the northland. Not only would this partnership help Drache with her supply issues, but the expansion of Arangothian knowledge about the world experienced a drastic increase, especially as they would soon come in contact with another southerly nation, Alesia. Good relations with Sharnyl continue to this day.&lt;br /&gt;
&lt;br /&gt;
SOUTHLAND - At this point it appears to most observers that Aslar had all but conquered Elluria, and mapmakers prepare to redraw their works to accord for this new change. &lt;br /&gt;
&lt;br /&gt;
FEBRUARY or SUN&#039;S DAWN, 470&lt;br /&gt;
&lt;br /&gt;
NEW LAW CODE - Around this time the Regency Council commissions Councilor Marcion Aldenbar, Lord Chancellor Thomas Bourne, and Magistrate (later Councilor) Jetteah Asprolta to rewrite the Alysian law code. The result is celebrated by liberals for loosening the absolutism of the monarchy, even becoming susceptible to audits from the Chancellory. There is also a law celebrated by conservatives which would become the source of much debate and controversy: Edict 171 which, among other things, defined the status of undead and demonkind. Both are regarded as being without any rights and able (even obligated in the case of demons) to be destroyed with little repercussion.&lt;br /&gt;
&lt;br /&gt;
MARCH or FIRST SEED, 470&lt;br /&gt;
&lt;br /&gt;
THE REGENCY COUNCIL - Rising Magistrate, law expert, and Aranian Lady Jetteah Asprolta, heiress to the famous Asprolta trading empire, is co-opted into the Council after it receives a number of applicants. She would be instrumental in solidifying the loyalty of Arania to the Southern regime. Sresar Vale, upset at the lack of a Sresarian Councilor, turns to King Arlok and make a binding deal giving a great deal of power to the Elders of Sresar Vale, similar to that of the Estates of Northern Arangoth. Arlok now holds sovereignty over all provinces save Arania and Transdariania.&lt;br /&gt;
&lt;br /&gt;
SERIAL KILLERS - The Eye-Thief killings begin, marked by the removal of blue eyes from the victims, and the butcher-like precision. Gatho Tessi, the guilty party, would later be arrested after a grisly tally by Armswoman Kellan Mistwood-Von Stahl in concert with independent information broker Lex Kaisa.&lt;br /&gt;
&lt;br /&gt;
CRIME - A new goblinoid crime guild emerges, known as the Green Talon. It does not last long before its infamy draws the concerted efforts of the Royal Guard.&lt;br /&gt;
&lt;br /&gt;
RADICALS - The Black Fist terrorist guild is destroyed by the Royal Guard this month as well. Its members are all incarcerated, killed, or dispersed. Its legacy is the slang term &#039;Black Fisted&#039; for anything republican or radical.&lt;br /&gt;
&lt;br /&gt;
FRIVOLITY - Regent Councilor Marcion Aldenbar is voted Drache&#039;s Most Eligible Bachelor by the Rumourmill for 470. The runner-up is former Captain of the Guard, the reptilian Metzen Akilae.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APRIL or RAIN&#039;S HAND, 470&lt;br /&gt;
&lt;br /&gt;
ALYSIAN ERA ENDS - Sir Onestab testifies before the Council that AngelSin and Blkdragon had never intended to return and formally abdicated a few years ago, the records of which were inexplicably lost. Though The Raven was named as King, there is some question as to the appointment&#039;s legal validity, especially with the appearance of a candidate of royal blood. King and Council enter negotiations on reconciliation of the divided country.&lt;br /&gt;
&lt;br /&gt;
ASSI SITUATION - At this point there are still problems with Assi raids, hostility, and trade blockades in Eastern Arangoth. However, Arlok&#039;s creation of AngelSinhorna, a city in Eastern Arangoth populated by Drachean &#039;gessi,&#039; and the institution of the Border Watch seem to be working quite well at containing the threat.&lt;br /&gt;
&lt;br /&gt;
THE ROYAL GUARD - In what becomes known as &#039;The Drow Scandal,&#039; a dark elf who had been controversially accepted as a Guardsman, Shiante Ousttyll, goes rogue and tries to assassinate Regent Councilor Shannon Devereux. He is captured and imprisoned, but public sentiment, none too tolerant before hand, begins to rise against drow. &lt;br /&gt;
&lt;br /&gt;
SERIAL KILLERS - Spine-Ripping murders start again, the modus operandi of the deceased Cade Lozen. Although a copycat is suspected, it is eventually discovered that the Spine Ripper has returned as an undead creature and is continuing his grisly work.&lt;br /&gt;
&lt;br /&gt;
MAY or SECOND SEED, 470&lt;br /&gt;
&lt;br /&gt;
ASSASSINATION - Councilor Shannon Devereux, founding member of the Regency Council, Arangothian noblewoman, and former dancing celebrity is killed following Cade the Spine-Ripper&#039;s style of murder. Her severed fingers are sent to the other members of the Council. A &#039;Skull Preacher&#039; takes credit, threatening the Regency Council and City, but does not follow up.&lt;br /&gt;
&lt;br /&gt;
ATTEMPTED ASSASSINATION - Father Kylus Dragonsbane, another Councilor and Drache&#039;s most respected citizen, is attacked by an assassin shouting &#039;For Arlok!&#039; Arlok denies involvement.&lt;br /&gt;
&lt;br /&gt;
REGENCY COUNCIL - The Council distributes free land in family-sized tillages in an attempt to repopulate Transdariania&#039;s countryside, left sparsely populated by the Silver Flame Cult and the migration to Drache. The Council also sets up work crews to repair neglected structures.&lt;br /&gt;
&lt;br /&gt;
THE LAW CODE - The Council announces this month that despite the Drow Scandal and the crimes of the goblinoid Green Talon guild, it will not be changing the laws to discriminate against drow and goblinoids as it does against undead and vampires. Such creatures are still accorded &#039;subject&#039; rights, and, in some cases, citizenship - though, of course, prejudice runs high.&lt;br /&gt;
&lt;br /&gt;
BAD WEATHER - After a record harsh winter, heavy rains buffet Arangoth in spring.&lt;br /&gt;
&lt;br /&gt;
SOUTHLAND WAR - King Arlok offers to settle many Ellurian refugees in Eastern Arangoth. This community further bolsters Arangoth&#039;s defenses against the Assi and gains Arlok loyal new citizens and international acclaim for his actions. Ellurian refugees have also found their way to El-Ekki, where they have set up an Ellurian government in exile.&lt;br /&gt;
&lt;br /&gt;
JUNE or MID YEAR, 470&lt;br /&gt;
&lt;br /&gt;
ILLEGITIMATE HEIR? - Throughout the land unknown heralds announce the birth of &#039;Prince Alathar Dorn ul-Arlok Tagran Aldenbar,&#039; the (bastard) son of Arlok by the mysterious Lady Elysiad, NOT by his wife the Queen Melinxa Swanneck. Arlok protests his innocence helplessly, helping to earn him the nickname Arlok the Innocent as well as the far less respectful Arlok the Unbuttoned. Prince Alathar and Lady Elysiad have not been heard from since, but many still fear their reappearance.&lt;br /&gt;
&lt;br /&gt;
NEWS PUBLICATIONS - The Weekly Gem, a respectable and culturally rich publication begins its Sunday editions. It is joined by the unscrupulous and lewd Drache Tabloid, which often skewers popular Drachean figures in outlandish but entertaining tales of vice and corruption.&lt;br /&gt;
&lt;br /&gt;
THE ASSI - Assi are said to have destroyed a whole town in Eastern Arangoth, but this may be a misreport by recently established news source The Daily Gem, as it is disputed later. Arangoth prepares itself for a North-South joint push in the east, which seems to quiet the Assi, though skirmishes continue to this day.&lt;br /&gt;
&lt;br /&gt;
KORTHAI - Citizens of Drache are scandalized as Korthai mariners harass a Caern Rhian princess in the Blkdragon Inn shamelessly. Their valuable status as allies and privateers however, seem to outweigh any minor moral lapses. As the principal Korth and Princess in question marry a few months later, the incident is swiftly forgotten.&lt;br /&gt;
&lt;br /&gt;
ASLAR &amp;amp; ZUL KIRAS - To the astonishment of the international community, a Zul Kiran orc, Karad Drowslayer, is chosen King of Aslar by lottery. The previous King, an Assi, is ritually sacrificed, which, with the Arangothian push leads to the drastic reduction of Assi raids. This also marks the warlike Zul Kiras&#039; re-entry into the world stage after the mutually debilitating Fourth Zul Kiran-Elvendeepish war of 441-459. It coincides closely with the election of a new War-King, Vazhak Bloodhammer in the nation itself, an act historically associated with the preparation for a new war. &lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Drache&#039;s Royal Guard is accused of brutality against interfering bystander Aieshia Daskaline, a popular upper-class clothing designer, in the carrying out of an arrest. Although they withstand the accusation admirably, it marks a greater ruthlessness in the Guard in performing their duty. &lt;br /&gt;
&lt;br /&gt;
CRIME - At this time an arsonist had been burning a number of temples down, but was caught by Rekera The Githzerai, one of the city&#039;s licensed Bounty Hunters.&lt;br /&gt;
&lt;br /&gt;
THE END OF THE SECOND MIST CRISIS - The Spire and what was left of the Mist disappear. The Mist had previously blocked Drache&#039;s harbour and inspired starvation conditions, but had retreated to the mysterious Spire, which is reported to have melted and the dragon that sat atop it destroyed. The bounty for the mysterious &#039;Eve&#039; disappears. Sroken the Redeemed, reformed demonic priest of goodly Lathander, undertakes and accomplishes the difficult task of restoring the corrupted Forest to its previous state as an idyllic marvel of nature within the city boundaries.&lt;br /&gt;
&lt;br /&gt;
GRUBBALL - The Dracheans win the Arlok Cup, the championship of the Arangothian Grubball League, which has been renamed since Arlok&#039;s ascendance in the north. Though not always victorious, the Drache grubball team, the Black Dragons, has dominated the sport in recent years.&lt;br /&gt;
&lt;br /&gt;
THE SOUTHLAND WAR - Rumours start to flow about mysterious foreign involvement in the Aslari-Ellurian war.&lt;br /&gt;
&lt;br /&gt;
SEPTEMBER or HEARTHFIRE, 470&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Around this time, Captain Linara Danell steps down from her Captaincy of the Royal Guard, handing the reigns to her Arms-Commander Eric LeCarde. LeCarde&#039;s Captaincy was short, but highly stressful considering the crises that rocked the city. Because of his handling of these crises, however, he has been much praised for his competency. He would later become a Magistrate for a short time, and then be lamentably killed. &lt;br /&gt;
&lt;br /&gt;
THE PLAGUE - Plague erupts in the &#039;old city,&#039; that part of Drache containing the lower-class Wharf, Red Lantern and newly created Gessi Districts. The Iron Gate, only entrance or egress from the old city is shut, quarantining the infected districts from the newer, wealthier parts of the city. The Council also blockades the Wharf harbour with the help of their Korthai allies. Some Guards are trapped inside the Quarantine area. They set up around the new Grain Silos and try to enforce some order on the chaos. The Plague is incurable by magical or holy means, something never encountered before and which baffles healers. Councilor Sarnem Vansippa, aged and dying of sickness already, and Father Kylus Dragonsbane, immune thanks to his faith, enter the Wharf to try and reassure the populace.&lt;br /&gt;
&lt;br /&gt;
FAMINE SUBSIDES - Grain begins to flow in again from the countryside as the first harvests of Transdariania&#039;s repopulated countryside are shipped to the city.&lt;br /&gt;
&lt;br /&gt;
THE ALESIANS - Confirmed word arrives of the Alesian Imperium, a previously unknown nation of men from the South Pole, involved in the war on the side of the all-but-vanquished Elluria. These fierce and disciplined warriors are said to have burned their boats on arrival in the Southland, sending a message that they were here to stay. With their aid, the giant army of Aslar is actually thrown back from Elluria. Alesia is an imperial nation and is interested in gaining a foothold on this continent. The Southland appears to be their only military interest at the moment, however, and an embassy of Alesians arrives in Drache and is welcomed warily by the Council. Drache becomes a favourite vacation spot for Alesian &#039;varnin&#039; on leave. &lt;br /&gt;
&lt;br /&gt;
OCTOBER or FROSTFALL, 470&lt;br /&gt;
&lt;br /&gt;
UNITED ARANGOTH - The negotiations of the Regency Council and King Arlok end with a reunified Arangoth. Arlok is acknowledged as King over the nation, but signs agreements limiting his power with the Council, mirroring those with the Elders of Sresar Vale and the Northern Estates. The Council retains provincial level control over Transdariania and Arania and jurisdiction over maritime matters, and the south is allowed to keep its distinctive law code. Drache and Hornath ul-Marfed are named as co-capitals, between which Arlok must split his time.&lt;br /&gt;
&lt;br /&gt;
PLAGUE - The disastrous plague ends as winter sets in and the cold seems to kill the disease. The quarantine is lifted but damage is great. Coffers are taxed heavily in the rebuilding and it is believed that Old City resentment at being quarantined has never fully faded.&lt;br /&gt;
&lt;br /&gt;
MASS ARRESTS - Using the end of the Plague as an excuse, Councilors Harlst Mhern-Lathvek and Maximilien Reizeau spearhead a ship-by-ship harbour search conducted by the Royal Guard, Port Authority, and Korthai. Scores of arrests are made and several ships seized for smuggling and contraband. &lt;br /&gt;
&lt;br /&gt;
ELVENDEEP - The Confederacy of Elvendeep breaks out in its first Civil War, as rogue generals attempt to secede. A peace is negotiated only to allow Elvendeep to participate in the 470 International Grubball championships for the honour of the nation as a whole. The peace doesn&#039;t seem to last and a second civil war will soon break out.&lt;br /&gt;
&lt;br /&gt;
DECEMBER or EVENING STAR, 470&lt;br /&gt;
&lt;br /&gt;
GRUBBALL - The much anticipated Arangoth-Elvendeep International Grubball championship ends in turmoil. Arangoth&#039;s Dracheans are delayed by snow, and citing the rules, the officials give Elvendeep victory by forfeit. International uproar ensues as Arlok enacts taxes against the IGA and Elvendeep refuses the victory. The uproar would luckily be solved in time for the next season. &lt;br /&gt;
&lt;br /&gt;
VAMPIRE CITIZENSHIP - Erik Dovestar, vampire and suspect in the &#039;Silver Fang&#039; murders applies for citizenship. Although two liches have attained citizenship, vampires are the target of much more discrimination as they must commit unconscionable acts to survive. Royal Guard Spell-Commander Alistair &#039;Solace&#039; Courrant, one of the aforementioned liches, and the Lord Chancellor Thomas Bourne oppose this vehemently. Bourne even informs his magistrates that the undead are all to be refused citizenship and destroyed as public enemies on sight, even though the official law is much more passive. Bourne discovers that two famous Guards, sisters Kellan and Cassidy Mistwood are friends of the vampire. He and Solace urge action against Dovestar, and Captain LeCarde bounties him.&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Spell-Commander Alistair &#039;Solace&#039; Courrant, a lich, replaces Eric LeCarde as Captain of the Royal Guard. On Courrant&#039;s accession, a good number of Guardsmen resign, rather than serve under the living dead. However, Courrant&#039;s administration would see an expansion of the Guard in numbers and jurisdiction and the Captain himself would successfully petition the Council for higher wages and more funding. &lt;br /&gt;
&lt;br /&gt;
VENTS OF THE YEAR 471 (2001)&lt;br /&gt;
&lt;br /&gt;
MORNING STAR or JANUARY, 471&lt;br /&gt;
&lt;br /&gt;
NEWS PUBLICATIONS - The Dire Sheep&#039;s Roar, a respectable news source, begins publishing.&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Under Captain Courrant, the Royal Guard expands into the previously lawless Old City. The new Guard outpost is situated at the granaries in the Wharf District, where the Wharfer Guards were based during the Plague quarantine. The expansion and Solace&#039;s vow to clean up Drache leads to increased clashes between guards and crime gangs, and the residents of the Back Alley vow to fight any guard interference. Many Old City residents are welcoming to the Guard, who enter on an intelligent program of winning public support with gifts of food and strict instructions for Guardsmen on protocol.&lt;br /&gt;
&lt;br /&gt;
ELVENDEEP - An attack on Elven Governor Topaz Silverbow in Sresar Vale seems to be perpetrated by the Royal Guard. The public worries about tension between nations, which proves largely unfounded thanks to the efforts of King Arlok and Governor Silverbow and a long friendship between the two nations. Border guards on both sides pull back to ensure no there are no clashes.&lt;br /&gt;
&lt;br /&gt;
CRIME - The guild known as the Smiting Hand, a group advocating human supremacy over all other races begins assaulting non-humans about Drache. &lt;br /&gt;
&lt;br /&gt;
ARANGOTH ARCHERY TOURNAMENT - The first Arangothean Archery contest is held in Drache, sponsored by Deepish Governor Topaz Silverbow, a former Drachean. Guardsman Karyn Redfeather, Danya, the infamous Shyne Blake Kurakolis, Teucer Ravenlock, the young Tallasia Casiatin, the half-drow Laerdra Ang`elice (the current Deepish champion), Audens Rinia, and Arms-Commander Cassidy Mistwood (the former Deepish champion) are contestants. There is some consternation among fans and bookies that famed Border Watch Commander Jaonos Mistwinter and noted bounty hunter Jinnai Halfmoor, considered two of Arangoth&#039;s top archers, are both missing from the contest. Ange&#039;lice wins the tournament and is popularly applauded (overcoming prejudice against her parentage) as the finest archer in two lands. Tallasia Casiatin is runner-up.&lt;br /&gt;
&lt;br /&gt;
VAMPIRES - Erik Dovestar, vampire and advocate of vampire rights, is captured by the Lord Chancellor Thomas Bourne himself after a duel and imprisoned. Guardswoman Kellan Mistwood-Von Stahl is complicit in Dovestar&#039;s later escape, and is subsequently dishonourably discharged from the Royal Guard by Bourne. Dovestar is recaptured but escapes once more under mysterious circumstances. Bourne, and his office&#039;s feelings against the undead are made abundantly clear during this often physical and philosophical clash, which would become known as &#039;The Dovestar Affair.&#039;&lt;br /&gt;
&lt;br /&gt;
AN AIRSHIP - Although a few airships had flown through Drachean skies previously, they had always been extremely rare and had not been seen for years. The arrival of The Black Sheep, airship of House of Maessen and Sons, marks the first long-lived such specimen, used in &#039;Taipan&#039; Resque Maessen&#039;s often morally questionable (but especially lucrative) economic dealings. This has included privateering for the Alesian-Ellurian side in the Southlands war, slaving, and increased contact with Xiunhai-La and Nipangu. His airship, as are almost all the world&#039;s, is of Xiunlan design. Xiunhai-la is an eastern nation of aviators, which with Nipangu, whence come the katana blades, make up what is known of this world&#039;s orient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FEBRUARY or SUN&#039;S DAWN, 471&lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Captain Alistair &#039;Solace&#039; Courrant retires from public life, naming young elven Arms-Commander Cassidy Mistwood, sister of the disgraced Kellan, as his successor. The young Cassidy&#039;s meteoric career was marked by the arrest of the Spiral Killer and good service as the right hand of LeCarde and Courrant. Under her direction the Guard begins to diversify its ranks, starting up small squads of specialists. Mistwood&#039;s administration is praised for diplomacy and good public relations, but marred by a few criticisms, including an illegal house-to-house search in West Drache.&lt;br /&gt;
&lt;br /&gt;
COUNCIL DEATH - Councilor Sarnem Vansippa, Transdarianian Lord, Grand Loreknower of the University, and staunch conservative dies of a long illness. His will leaves much of his estate to his daughter-in-law Bryanna Vansippa, widowed by the eldest Vansippa son&#039;s death in the Assi war of this past year. The Lady Vansippa, a Caern Rhian by birth, creates a soon-famous foundation for charitable works in the Vansippa family name. &lt;br /&gt;
&lt;br /&gt;
MAGISTRATES - Around this time the Chancellory creates a new kind of Magistrate. Previously, such men and women simply acted as representatives for the crown and citizens in court, or presided over such courts. Although such Magistrates still exist, a number now take to the streets, often accompanying Royal Guards, and ware empowered to hold trials anywhere, and at any time. They are often aided by Rings of Truth. Abraxas ul-Caros is the first of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MARCH or FIRST SEED, 471&lt;br /&gt;
&lt;br /&gt;
THE CHANCELLORY - At an attempt of Captain Cassidy Mistwood to reinstate the discharged Kellan, the outraged Lord Chancellor Thomas Bourne gains permission from King Arlok to audit the Royal Guard. He finds that Kellan is indeed negligent and responsible for the escape of Dovestar, but she is reinstated on the proviso that she never rise above the rank of Armsman. This unorthodox action by Bourne would later have the Royal Guard try to remove its susceptibility to outside authority.&lt;br /&gt;
&lt;br /&gt;
CULTS - The Knights of Takhisis, disciplined paladins of a dark goddess, arrive in Drache and begin a front of legitimacy and missionary work. Their mask slips when one of their number lances a carter in the Back Alley and becomes the target of an investigation by the Guard and Magistracy. After a number of instances of back-and-forth between the two sides, the Knights burn their temple and retreat underground. Armsman Triolus Pyrder and Magistrate Abraxas ul-Caros urinate on the ruins.&lt;br /&gt;
&lt;br /&gt;
ELVENDEEP - Negotiations between elven Governor Topaz Silverbow and King Arlok ul-Dorn result in proud Elvendeep becoming a crown province of Arangoth, guaranteed rights but ultimately under the authority of the Arangothian crown. Observers suspect the decision to swear fealty to Arlok might have been the result of fear at the quick revival and deadly threat of their old foe, the orcish nation of Zul Kiras. Whatever the reasons, this move seemed to foment displeasure at Silverbow&#039;s regime, as a second Civil War would soon occur. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
APRIL or RAIN&#039;S HAND, 471&lt;br /&gt;
&lt;br /&gt;
DROW - A number of drow attempt to assassinate King Arlok, but are prevented by the actions of the Royal Guard. The assassins and conspirators are quickly tried and executed, their heads set on display in the Market Square. Public sentiment is roused even further against the dark elves.&lt;br /&gt;
&lt;br /&gt;
DISASTROUS FIRE - A presumably natural fire rages in the Old City and destroys much of the Red Lantern District. The Regency Council starts to rebuild with work crews returned from the countryside, but near empty coffers are strained heavily. A number of buildings are renamed in honour of deceased Councilors Shannon Devereux and Sarnem Vansippa. &lt;br /&gt;
&lt;br /&gt;
SOUTHLAND WAR - Truce and parley are called in the Southlands war between Aslar and the Alesian backed Ellurians. Some Aslarian soldiers, however, reignite the conflict.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JUNE or MID YEAR, 471&lt;br /&gt;
&lt;br /&gt;
CULTS - The Knights of Takhisis, recently driven out of Drache, appear in the lawless countryside of Outer Arangoth and, aided by dark magic, raise up a city in honour of Takhisis, their evil dragon god. From here the powerful Knights move against Caern Rhia, a free and peace-loving nation. Arangoth and other nations&#039; careful neutrality in such a strange conflict lead Caern Rhian Prince Tarion to turn to Zul Kiras for aid. &lt;br /&gt;
&lt;br /&gt;
MYST - Janessa Molentia is crowned Queen of the Isles of Myst in a ceremony attended by a number of important continental Nobles, including representatives of Arangoth (Councilors Marcion Aldenbar and Jetteah Asprolta) and Alesia (Prince and Heir Etaudus Paralor and General Larold Vertonthen).&lt;br /&gt;
&lt;br /&gt;
JULY or SUN&#039;S HEIGHT, 471 &lt;br /&gt;
&lt;br /&gt;
ZUL KIRAS - Responding to the appeal for aid from Caern Rhia, Zul Kiras drives out the Knights of Takhisis, making the liberated country a virtual vassal state. They also push on into Outer Arangoth, destroying the Dark City, taking over Kamhorna, and occupying almost a half of this no man&#039;s land - dangerously close to Arangoth and Elvendeep. During the Interregnum, the orcish nation pushed into Outer Arangoth twice but was driven back both times.&lt;br /&gt;
&lt;br /&gt;
THE SOUTHLAND WAR -The Alesians, under the leadership of General Larold Vertonthen and Prince Etaudus Paralor, finally and decisively push the Aslarians out of Elluria and force a treaty after Aslarian defeats at Dulsi and Dashlirak. Middle Elluria becomes an Alesian protectorate with Etaudus Paralor as its governor. Tollor, a former nation in the northwest of Elluria, is re-created as a free buffer state between Aslar and the new Alesian Ellurian state. Eastern Emil is also granted its independence. This effectively undoes the unification of the late 460s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OCTOBER or FROSTFALL, 471&lt;br /&gt;
&lt;br /&gt;
ROYAL HEIR - Prince Emereth ul-Arlok, Royal Heir, and Grand Duke of Ruthmarna is revealed as having been born the previous spring. The Royal Family had employed a forgotten Crown Policy for protection of susceptible infant heirs from magical attack. Illusionists and Royal agents were utilized to hide the pregnancy and first several months of Emereth&#039;s life. Nothing has since been heard of his bastard brother, Alathar by the mysterious Lady Elysiad, leading many to believe the claim of Alathar&#039;s birth was a hoax. &lt;br /&gt;
&lt;br /&gt;
ROYAL GUARD - Captain Cassidy Mistwood steps down for family reasons, being replaced as per custom by Arms-Commander Lucius Von Stahl, her brother-in-law by disgraced Armsman Kellan Mistwood-Von Stahl. Captain Von Stahl&#039;s fame stem from his good organizational skills and reputation from years of hard work. He dispenses with all the Mistwood specialist divisions and only retains the Aerial division. Guards themselves recognize a small distinction between &#039;New City&#039; Guards and &#039;Wharf&#039; Guards. Triolus Pyrder, wharfer and Guardsman decorated by the King himself, is made Arms-Commander in charge of the Wharf while a second Arms-Commander in the elf Ilthanas Lanthalasa is also promoted. &lt;br /&gt;
&lt;br /&gt;
ELVENDEEP - The Second Elvendeepish Civil War begins. Its roots are traced to the unresolved issues of the first: Governor Silverbow&#039;s controversial acceptance of drowish refugees; and his placing the nation under the sovereignty of Arangoth. Rogue Deepish Governing Council members, apparently aided by drow, take the capital and sole city, Elfspire. Many Drachean elves return to their homeland to fight. Asking their new sovereign King Arlok ul-Dorn to not interfere with his province&#039;s troubles, the liberal Silverbow/Mistwood faction, representing the chosen government, is eventually victorious after months of warfare. Governor Topaz Silverbow resigns afterwards.&lt;br /&gt;
&lt;br /&gt;
GRAIN DOLE - The Grain Dole, Drache&#039;s saviour from famine, is altered by Council law. State grain is now offered at a responsible price, prompting private businesses to meet or beat that price to keep business. The famine is over, but Transdarianian production is not completely up to pre-Cult levels, especially with poor weather the last few years.&lt;br /&gt;
&lt;br /&gt;
THE LORD PROTECTOR - In response to Drache&#039;s troubles and the unfortunate high turnover rate for overworked Royal Guard Captains, the Council creates the office of Lord Protector, a director in charge of the Border Watch and Royal Guard, as well as the dungeon system of Drache. Former Guard Captain and Watch Commander Jaonos Mistwinter is bestowed this title. He moves to make both institutions more insular and self-policing, disapproving of Lord Chancellor Bourne&#039;s audit of last year. As Captain Von Stahl is still in possession of the Captaincy today, the stress seems to have been relieved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVENTS OF THE YEAR 472 (2002)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FEBRUARY or SUN&#039;S DAWN, 472&lt;br /&gt;
&lt;br /&gt;
DROW - To mixed public reaction, a drowish Professor is accepted at the Royal University in Drache. Tarrquinn Rilynt&#039;tar is installed as an instructor in the School of Wizardry.&lt;br /&gt;
&lt;br /&gt;
MAY or SECOND SEED, 472&lt;br /&gt;
&lt;br /&gt;
CULTS - Followers of the Arangothian god Menxruk (lit. All-Evil), native duotheistic counterpart to Menxvan (lit. All-Good) begin to appear in the city. Like the Knights of Takhisis before them, they appear benevolent at first, founding a Church and helping the sick and poor. However, suspicions rise at the including of a ritual drinking of blood at their feasts, and a number of professed Menxrukians attack the Royal Church unsuccessfully. They seem to be searching for a mysterious Book. &lt;br /&gt;
&lt;br /&gt;
APRIL or RAIN&#039;S HAND, 472&lt;br /&gt;
&lt;br /&gt;
CULTS - Furyion, a Draconian and founder of the purportedly benevolent Drache Church of the Twin Queens, Takhisis and Tiamat, sends a letter of complaint to the Royal Guard. The draconic priest, who had accused the previously seen Knights of Takhisis as blasphemers for their evil, claims that his religion is good and noble and also that the Cult of Menxruk have been threatening him. Lord Protector Jaonos Mistwinter writes back professing his hope that the two religions wipe each other out. The Cult later dies out when Furyion abandons his faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JUNE or MID YEAR, 472&lt;br /&gt;
&lt;br /&gt;
CULTS &amp;amp; THE KING - The Menxrukians, who had kidnapped their foe bouncer Jald Fohan the previous month, kidnap King Arlok just north of Drache. Arlok, who had been searching without an escort for word of the mysterious fate of his mother, is later liberated from a ship at Alesian-controlled Bahija, a tropical island midway between Arangoth and Sharnyl. Arlok sets sail for his home continent, but takes the time to tour many of Arangoth&#039;s neighbouring nations with great diplomatic success before returning home. Fohan, meanwhile, escapes in a particularly bloody fashion from the Menxruk temple. After these incidents, the Menxrukians become much more subtle and appear to be biding their time. Their temple is still open, having successfully evaded blame for any illegal activities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JULY or SUN&#039;S HEIGHT, 472&lt;br /&gt;
&lt;br /&gt;
THE THIRD MIST CRISIS - Once again, a mysterious mist rolls unseasonably into Drache&#039;s harbour. Simultaneously, a tower of mist begins to rise in the Forest Reserve. Ships are unable to navigate or escape, the Council closes the port. Soon afterwards, undead begin emerging from the mist to prey on citizens and fight with the Guard.&lt;br /&gt;
&lt;br /&gt;
AUGUST or LAST SEED, 472&lt;br /&gt;
&lt;br /&gt;
THE THIRD MIST CRISIS - The mist moves to encircle the city entirely, though it no longer impedes transportation except by fear alone. &lt;br /&gt;
&lt;br /&gt;
ALESIA &amp;amp; MYST - Queen Janessa Molentia of Myst and Lord Corvarath Paralor, prince (though not heir) of the Alesian Imperium wed. A political marriage, it appears to cement new relations between the Imperium and the Isles and concerns continental folk as to Alesian ambitions beyond the Southland. Queen Janessa had previously toured the Imperium, upon which occasion she had first met Corvarath. The tour was an attempt to smooth things over between the nations, since Prince and Heir Etaudus Paralor (also Governor of Alesian Elluria) had received a slight at the Queen&#039;s coronation and the Queen&#039;s inveterate enemy, Resque Maessen, is a frequent employee of the Alesians.&lt;br /&gt;
&lt;br /&gt;
SEPTEMBER or HEARTHFIRE, 472&lt;br /&gt;
&lt;br /&gt;
REBUILDING OF TAGRANA - Two years previous, The Northern Estates had approved a plan to rebuild this former Capital of Arangoth, abandoned during the fifty year Interregnum. In this month Tagrana is near completely rebuilt, including the royal palaces and other buildings (One such building is a giant Grubball arena, new home to the grubball team Tagrana Memorial, which of necessity had been based out of Hornath-ul-Marfed for years). The Council funds a memorial garden there for Alysia and Blkdragon. Tagrana becomes the co-capital of Arangoth with Drache, replacing Hornath ul-Marfed.&lt;br /&gt;
&lt;br /&gt;
THE MIST/THIRD UNDEAD HORDE - A ghostly ship docks in Drache shortly after lightning hits the mist, unleashing a horde of zombie warriors on the city. They attack the Iron Gate and the Forest Reserve, defended by the Royal Guard and various sundry heroes. This first attack prompts the Lord Protector to declare Martial Law in Drache for the duration of the crisis. Several units of militia are raised, mercenaries hired, and the Alesian soldiers in the city organized on its behalf. It should be noted this is the third (!) horde of undead to threaten Drache since its founding.&lt;br /&gt;
&lt;br /&gt;
DROW - In an unexpected and generous move, Sabrae Vlondril Mw&#039;Zlynn, drowish proprietor of The Emerald Eye, selflessly donates a number of magical items to the Royal Guard in recognition of their struggles against the Mist and Undead. However, some anti-drow Guardsmen conscientiously abstain from their use.&lt;br /&gt;
&lt;br /&gt;
THE COUNCIL - By this point, the Regency Council of Southern Arangoth has been reduced to four members: Marcion ul-Fenduth Tagran Aldenbar, Jetteah ul-Morden Asprolta, Harlst Mhern-Lathvek, and Maximilien ul-Julaire Reizeau. The other surviving members, Father Kylus Dragonsbane and Lady Lorla Daranek, have retired with the new noble title of Lord Overseer, or Vorfon Aptentrod. This title includes a pension and the legal ability to step in and fill vacant Council positions should the need arise. &lt;br /&gt;
&lt;br /&gt;
OCTOBER or FROSTFALL, 472&lt;br /&gt;
&lt;br /&gt;
MIST CRISIS AND UNDEAD INVASION - Led by the Royal Guard, the militia, mercenaries and Alesians combat the menace of the mist-spawned undead forces, while various heroes secretly find and use an artifact to kill Astyrum (aka Vk&#039;Alsayr), the Sharnylian lich behind the entire plot. On his death and the Drachean victory, the Mist dissipates and the undead do not return. In recognition of their aid, the Alesians are allowed to build a permanent embassy off Market Square.&lt;br /&gt;
&lt;br /&gt;
CHARITY AUCTION - Organized by Syren Wyssholt, an auction of local men and women for a night of courting is held at the Blkdragon Inn. This well-attended gala eventually raises 8,640 Bank Crowns over two nights for the Drache Mist Relief fund.&lt;br /&gt;
&lt;br /&gt;
NEW TAXES - Faced with rebuilding after the Third Mist/Undead affair, and finding the coffers near empty after three or four years of continuous crises, the Council gains the consent of the King to raise taxes and maritime tariffs steeply but temporarily. The King does, however, exert his authority and opinion in altering the structure of the increases, to the irritation of the plan&#039;s architect, Councilor Reizeau. The raise and coffer levels will be reviewed for possible renewal in a year&#039;s time.&lt;br /&gt;
&lt;br /&gt;
GRUBBALL - The annual North vs. South AGA grubball game is won by the Southern team (made up of players from a number of Transdarianian and Aranian clubs). &lt;br /&gt;
&lt;br /&gt;
NOVEMBER or SUN&#039;S DUSK, 472&lt;br /&gt;
&lt;br /&gt;
PLAGUE - A severe flu begins to appear, which later develops a more serious strain in which the victim becomes very pale and craves cold. Many sleep outside in the middle of winter in only their underwear. Unknown to most, a demigoddess named Blight has set loose the plague through the city&#039;s wells. &lt;br /&gt;
&lt;br /&gt;
SERIAL KILLERS - A new serial killer, dubbed &#039;The Crusader&#039; emerges, targeting mainly Red Lantern prostitutes and killing in a manner brutal even for Drache. After a small rash of killings that include a young Guardsman (a prostitute&#039;s son) the killer is confronted and killed by Guardsmen including Preston LeCarde, nephew of the former Captain. The Crusader turns out to be the split personality of Brother Christoph, a goodly man. &lt;br /&gt;
&lt;br /&gt;
DECEMBER or EVENING STAR, 472&lt;br /&gt;
&lt;br /&gt;
PLAGUE - The Blight plague continues. Some of the sickness victims, including healer Lillith Bisque (an important hero of the Third Mist), become her slaves. Father Kylus Dragonsbane, the most respected man in Drache, is kidnapped and &#039;blighted&#039; by these slaves. Professor Caius Stygian and bouncer Jald Fohan travel to the enchanted Aran Forest and barter with Blight&#039;s rival demigoddess for a cure. With many sick, but not a great number of fatalities, the plague is ended. After being freed, however, Father Kylus disappears and has not been heard from since.&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Fall_of_Old_Arangoth&amp;diff=101</id>
		<title>The Fall of Old Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Fall_of_Old_Arangoth&amp;diff=101"/>
		<updated>2012-08-15T14:56:41Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article describes the fall of old Arangoth.  See the [[History of Arangoth]] for a full list&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
King Dorn and Queen Sarphe had three sons who survived to adulthood: their names were Arlok, Oryan and Ware. The king and queen had many other children besides these, but some of them lived only a few days, and others grew sickly and dropped off just as they were learning to speak or climb on horseback or fence -- all of which things your average Prince of Arangoth learned at about the same age. The three princes had the best tutors to be found in all of Arangoth or the surrounding lands, hand-picked by the king and queen themselves. From them the youths learned swordsmanship and wrestling; they learned all the languages of the races over which their family ruled; they learned the do&#039;s and dont&#039;s of statecraft and everything that was known about other realms both near and far; they learned to ride on horseback and dragonback and various other exotic species of back; and they learned courtly manners and dancing and how to play several musical instruments apiece. And, as they grew from boys into young men, they were indeed the handsomest and most cultured lads to be met with in Arangoth or anywhere else. &lt;br /&gt;
&lt;br /&gt;
Now Arlok, who was the eldest of the three, had reached an age at which he began to take an interest in the pretty daughters of the Arangothian noble families who lingered about the court, and his brothers were not far behind him in years. King Dorn observed that Prince Arlok&#039;s learning in statecraft and languages was slackening off as the lad began to spend all his free time chatting with various charming girls in the gardens and particularly the hedge-maze adjoining the court. Arlok&#039;s skills at riding and swordfighting and courtly behavior did admittedly improve, but only in public and in the company of the young women he hoped to impress by his prowess; whenever he was alone learning a lesson with his tutors, he was disinterested and careless. &lt;br /&gt;
&lt;br /&gt;
Said King Dorn to his wife Queen Sarphe one day, &amp;quot;Look at the sorry way the boy is shaping up! Last year at this time Arlok was happy to spend hours on end deploying his pewter knights and staging open battles in the princely sandbox -- good, useful training for the defense of Arangoth. Now those shameless sirens at the court have turned his head a full three hundred sixty degrees so that his brains are spilling out one by one. And mark my words, his brothers will soon be just as addled in the cranium as he is. This will not do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dear,&amp;quot; retorted Queen Sarphe, &amp;quot;you were just the same as he is when you were his age, and you seem to have turned out well enough.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
King Dorn went on, not listening to his wife: &amp;quot;This will not do. Arlok needs to learn why these things he&#039;s being taught are important, and he has to learn this through experience. Apparently hearing things from his tutors all these years has not been enough. I am going to send him out to rule one of the far provinces of the kingdom where he can govern as though he were already king. That way he will see what a serious affair it is to be a prince, and then he&#039;ll stop wasting his time with these silly court coquettes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Queen Sarphe frowned at this: &amp;quot;Was I a silly court coquette?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Again King Dorn continued without responding. &amp;quot;And yet we&#039;ve had such bad luck getting children to live long enough to eat without dribbling -- it might not be enough to send Arlok out to do this, since he might well catch a chronic catarrh, or inflammation of the lungs, or the pox the way he&#039;s going. No, I&#039;ll send out Oryan and Ware to rule far-off provinces as well. Arangoth is a vast land, with many provinces, and anyway it&#039;s been many years since I&#039;ve been able to keep track of what&#039;s been going on so far away from home. Now, where shall I send each of them?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After much deep pondering, King Dorn sent Arlok to the far northwest of the kingdom, the region known as Outer Arangoth, where the old fortress of Kayern still remained in ruins from the time of the --- war with the ---. Oryan he sent far to the southwest to the seaside province of Arania, which had been conquered during the ---. And Ware he sent out to the wooded province of Elgaria. These regions had been conquered by Arangoth during that golden age when the kingdom&#039;s armies had striven to make themselves masters of the whole world. But since that time the kings of Arangoth had paid little attention to places so far distant from the walls of their pleasant court. Instead, the royal family had long since entrusted the rule of these lands to that gallant band of knights known as the Order of the Beady Eye. These knights had once done their job well, treating their subjects with fairness and seeking to increase the prosperity of peasant and villager alike. But they had gradually ceased being that gallant fighting guild which extended the borders of Arangoth in every direction with their daring forays. Ill-intentioned men joined the Order of the Beady Eye not to defend Arangoth but to fill their pockets with gold. Soon the once-noble order had become little more than a gang of thieves, extorting money from villages that would pay and burning those that could not. But every year the knights in their remote fiefdoms sent their reports to King Dorn, feigning that all was well; and along with their reports they sent cartloads dripping with silver and gold in payment of the royal taxes, so King Dorn chose to trust them. &lt;br /&gt;
&lt;br /&gt;
When King Dorn&#039;s three sons arrived in their three assigned provinces, the knights of the Order of the Beady Eye at first tried to cover up their many years of corruption and evildoing. They met the convoys of royal carriages as soon as they entered the far-off fiefdoms, and they made sure that the princes went straight to the splendid knightly provincial mansions without seeing too much by the wayside. Then the knights tried to seduce them with wine and delicious food and beautiful dancers and swift horses. &lt;br /&gt;
&lt;br /&gt;
But King Dorn had judged Prince Arlok and his brothers too hastily when he had lambasted them for learning nothing from their years of expensive schooling. After indulging themselves in the lap of luxury for a week or so, the princes each got down to brass tacks and followed what they had learned as the first rule of statecraft: listen to the people! They set up tables outside the knights&#039; mansions and had the peasants and villagers bring forward their grievances -- and what lists of grievances there were! The knights of the Order of the Beady Eye had been illegally collecting three or four times the taxes they sent to the royal court and using the money to line their own pockets. They had been running their hounds and horses a-hunting through the peasants&#039; fields, ruining the crops. They had been making unwilling servants out of the strong peasant lads and mistresses out of the pretty peasant girls. They had regularly been getting drunk and wreaking havoc in the villages and towns, leaving many of the king&#039;s subjects dead and many others maimed. They had not spent any of the money that had been sent to them on building up the fortresses on the borders of Arangoth, as they had been ordered by King Dorn and by kings before him. Instead, they had simply been holding gargantuan banquets for weeks on end which had left the once-imposing knights with nothing but imposing paunches. It was a stunning tragedy of which the three princes came to learn, and each of them vowed that this evil-hearted misrule had to come to an end, and quickly. &lt;br /&gt;
&lt;br /&gt;
Prince Ware had not been in the forests of Elgaria for many days when the King of Rondis himself came to him to beg him to lower the enormous tribute his kingdom was being forced to pay Arangoth every year. It was ruining his people, he protested, and unless the Arangothians could be content with a little less cash, innocent Rondissians would soon starve. In fact, neither Prince Ware nor his father had never heard of this tribute, which the local knights of the Order of the Beady Eye had been extorting for themselves. He promised that no tribute would ever be demanded from Rondis again, and ordered twenty sacks of golden coins given to the Rondissians in compensation for what had been taken illegally. Similar things happened in the places whither his brothers had been sent: let us now turn to the northwest. &lt;br /&gt;
&lt;br /&gt;
Sitting in the shade of old Kayern fortress, Prince Arlok had his white-haired secretary write down the peasants&#039; stories, one by one, wearing out many a goose-quill, veritable oceans of ink, and whole flocks of sheep for vellum. Day after day he listened as more and more of the king&#039;s subjects took courage and came forth with their terrible stories. &amp;quot;Copy down exactly what they say,&amp;quot; he told the faithful secretary who had once taught him to write, &amp;quot;even if it makes your blood boil to hear it. For I want my father&#039;s blood to boil when he reads these lists, and I want him to know what has gone on in his name and in the names of his ancestors. And then I want him to seize the courage to do something about it.&amp;quot; The knights watched from the windows of the mansion as the prince spent his days recording their crimes and misdeeds. Some of them were penitent and swore they would follow the straight and narrow path from then on. Others gritted their teeth and prepared to face the worst once the king should decide upon a punishment terrible enough to match their disservice. But another group, and by far the largest, sharpened their swords and laughed whenever Prince Arlok&#039;s name came up in conversation: &amp;quot;He thinks he&#039;s a strong man, but he&#039;ll soon find out who the real strong men are.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Finally, after many weeks, Prince Arlok sent the long scroll containing the list of knightly crimes with the secretary back to his father, King Dorn, at the royal court. And then he summoned all the knights of the Order of the Beady Eye who were living in Outer Arangoth to meet at Kayern, with one week&#039;s notice. When the week had passed, he had them all line up before him in their glittering ceremonial uniforms for an inspection. &amp;quot;You all look very nice, and I see not a tarnished buckle among the lot of you,&amp;quot; the prince told them, &amp;quot;but how have you behaved yourselves?&amp;quot; He then beckoned forth a group of trembling peasants and villagers and had them approach him one by one. &lt;br /&gt;
&lt;br /&gt;
The first was an old man with a beard so long it reached to his knees; he hobbled along with a crooked cane, for he was missing his left foot. &amp;quot;Why are you missing your foot, peasant?&amp;quot; asked the prince. The peasant pointed to one of the knights standing smugly nearby and explained, &amp;quot;He came to my cottage and demanded something to eat. I had no food, even for myself, so he cut off my foot, saying he&#039;d make a meal of that if I had nothing else to give him -- but then he merely fed it to his dogs and went on his way.&amp;quot; The prince nodded and gestured towards the knight, saying, &amp;quot;Do with him as you will.&amp;quot; The old man nodded and hobbled over to the knight, giving him one good thwack across the knees with his crooked cane -- and then he returned, limping, to the crowd. The knight winced slightly when the old man hit him with the cane, but then he started laughing, and so did the rest of the knights. &lt;br /&gt;
&lt;br /&gt;
The next person to come forward was a young man who walked up to the prince with his hands bandaged. &amp;quot;What are those bandages doing on your hands, townsman?&amp;quot; asked the prince. The townsman said, &amp;quot;Two weeks ago the knights had a drinking bout in an inn I owned, and they began to get rowdy and insulted the other patrons and the servants. I told them to leave, and they did, but not before they had set the whole inn afire. My hands were burned putting the fire out, you see.&amp;quot; The prince nodded and gestured towards the knights, saying, &amp;quot;Do with them as you will.&amp;quot; The man scratched his head for a moment and then answered, &amp;quot;Have them pay me the money I will need to repair my inn -- that&#039;s all I want.&amp;quot; The knights laughed amongst themselves, seeing that they would be facing little in the way of vengeance from these people, and they soon had a sizeable bag of gold together to give the man with the bandaged hands. His wife carried it away for them, since he himself was quite unable to carry anything. &lt;br /&gt;
&lt;br /&gt;
The next person to come forward was a young woman who walked up to the prince carrying a babe in her arms. &amp;quot;Whose child is that, peasant?&amp;quot; asked the prince. She replied, &amp;quot;The girl-child is mine, but her father is Sir Alard Swanticler there, Knight of the Order of the Beady Eye, who begat her in a field near Lichen Knoll.&amp;quot; &amp;quot;Was this with your consent?&amp;quot; queried the prince. &amp;quot;Oh no,&amp;quot; she said; &amp;quot;and he didn&#039;t exactly ask the leave of the thirty-seven other maidens of Lichen Knoll who have since borne him children either.&amp;quot; The prince nodded and gestured towards Sir Alard Swanticler, saying, &amp;quot;Do with him as you will.&amp;quot; The girl shook her head, protesting: &amp;quot;What can a lass like me, without so much as a butter-knife to wield, do to avenge myself against such a swine as him?&amp;quot; &amp;quot;Quite right,&amp;quot; said Prince Arlok; and he himself walked over and without batting an eye buried his own sword in Sir Alard Swanticler&#039;s enormous gut. Before the rest of the knights could jump to the aid of their skewered fellow, Prince Arlok was already upon the back of his rearing black charger, blade high in the air, shouting: &amp;quot;You will every one of you receive the wages of your crimes -- every one of you -- when I have met with my father the king!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prince Arlok spurred his charger forth into the mountains away from Kayern and Outer Arangoth, but as he approached the pass through the mountains he met a sight that slowed him to a dead halt. To wit: he came upon a wide valley in which several targets had been set up for the practice of archery, and as he drew near to the targets he saw that they had been made out of the vellum scrolls he had sent out not long before inscribed with the details of the crimes committed by the knights. Nearby he found the slain body of his old secretary left out for the vultures. The prince paused for long enough to dig a grave for the corpse of his childhood tutor as he blinked back the tears from his eyes. Then he returned to the saddle of his lively black charger and was about to press onwards to the mountain pass when he heard the muted, distant sound of mourning and wailing from behind him. He doubled back to see what had happened, departing slightly from the main road, and ever so cautiously he returned to the environs of Kayern. There were no knights of the Order of the Beady Eye to be seen, but on the field where they had been assembled not half an hour before there lay dozens of corpses belonging to peasants and villagers who had dared to speak out against the knights&#039; barbarity. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why did you spur us on to speak out against them, and then abandon us to their fury?&amp;quot; cried one woman, kneeling amongst the bodies. &amp;quot;You&#039;re worse than they are!&amp;quot; shouted a now one-eyed man in a hoarse voice, shaking his fist at the prince. Arlok had to admit he had been rather too interested in making a dramatic exit than in protecting the king&#039;s subjects. &amp;quot;I&#039;m sorry,&amp;quot; he said softly; &amp;quot;from now on I will concentrate only on doing what makes sense, and not on what just happens to be flashy. But I promise you that once I reach my father&#039;s court you will never have need to fear the knights again.&amp;quot; The kneeling woman laughed hysterically: &amp;quot;Ha! Ha, I say! We&#039;ll all be dead by then! The knights said they&#039;d be back soon enough and then they&#039;d finish off the slaughtering and the maiming and the raping, and by the way that&#039;s just the sort of promise they&#039;re very good about keeping!&amp;quot; Prince Arlok frowned. &amp;quot;I&#039;m sorry to hear that,&amp;quot; he commiserated: &amp;quot;but can you tell me whence they meant they&#039;d be back?&amp;quot; &amp;quot;Oh yes,&amp;quot; replied the woman: &amp;quot;back from heading you off at the pass, and then beheading you.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This news naturally caused Prince Arlok considerable alarm, which he showed by shaking like a leaf. &amp;quot;That&#039;s not good,&amp;quot; he commented once he had regained his composure; &amp;quot;maybe you can tell me of another pass through the mountains?&amp;quot; &amp;quot;No,&amp;quot; said the woman, &amp;quot;but you might find your way over the mountains if you have great patience, fortitude and stamina.&amp;quot; &amp;quot;Well, I do,&amp;quot; replied Prince Arlok, &amp;quot;and I can take one other person with me out of here upon the back of my powerful black charger. I wish I could save you all from unutterable horrors at the hands of the vengeful knights, but sadly I cannot at the moment, and I suggest the rest of you run for the hills until my father sends his royal army, which he surely will.&amp;quot; There were countless hands raised and innumerable volunteers, all with pleading eyes and pathos-ridden voices. Prince Arlok finally narrowed his choice down to two: either a grizzled old mountaineer who had been leading goats over the perilous peaks and ridges for decades, or else the young peasant mother from near Lichen Knoll whose story had led the prince to eviscerate Sir Alard Swanticler. He finally opted for the girl, since he could take along her child without adding much weight to his charger&#039;s load, which would mean saving two people instead of just one; and besides that, she was cuter. Her name, he learned as they began the steep ascension of the escarpment near Kayern, was Moll Friskey. Her father had been hunted down for sport by some knights with dogs, and her mother had been forced to work in the kitchens of one of the knightly mansions until one night she had collapsed from exhaustion into a cauldron of chowder and had wound up being served at table with the next morning&#039;s breakfast. Such stories were all too common in those terrible times. &lt;br /&gt;
&lt;br /&gt;
Prince Arlok, Moll Friskey and the baby girl did succeed in making their way over the mountains, although they had a rough time of it and at one point resorted to eating Arlok&#039;s prized charger to keep from starving. After about two weeks they descended into Arangoth proper, footsore and bedraggled, and then made their way, all three of them, to the royal palace. Prince Arlok had little to explain, for his brothers Oryan and Ware had returned several days before and brought with them their own lists of the grievances of the peasants and villagers of the outlying provinces. King Dorn and Queen Sarphe summoned their three sons together into the innermost sanctum of the palace, along with Ambodarg Larkspin (the chancellor), the five members of the trusted Arangothian Royal Privy Council, and Moll Friskey. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is with great sorrow,&amp;quot; said King Dorn, &amp;quot;that I have learned of the true state of things in the outlying regions of Arangoth. Because my ancestors had long trusted in the upright character of the members of the guild known as the Order of the Beady Eye, I too trusted them, and I am horrified to see how terribly they have besmirched the honor of our royal house.&amp;quot; At this, Moll Friskey piped up: &amp;quot;You should be!&amp;quot; &amp;quot;And I am,&amp;quot; continued King Dorn, &amp;quot;and I herewith humble myself before those multitudes whom the knights have wronged in my name&amp;quot; -- he bent over and kissed Moll Friskey&#039;s crude peasant sandals, first the left one, then the right. Moll snorted: &amp;quot;Oh, very good. You kiss my feet and that is supposed to make up for the suffering of thousands of innocents -- the hunting down of my father, and the serving up of my mother in her own soup? And for all I know you have a foot fetish anyway! No, sire -- it won&#039;t wash.&amp;quot; Ambodarg Larkspin -- the Royal chancellor, resplendent in his luxurious dark velvet robes, the golden chains of state hanging about his neck -- turned pale and murmured, &amp;quot;The King of Arangoth is not to be spoken to in such a fashion, young lady!&amp;quot; But King Dorn rose and nodded: &amp;quot;Listen to what I propose to do. I propose to dissolve the guild known as the Order of the Beady Eye -- it shall exist no longer, and as soon as my sons and I can hand-pick enough honest and willing men to do the job I shall send each of them out with an army to subdue the knights and reestablish good order and justice in Outer Arangoth, and in Arania, and in Elgaria. The former knights can be employed here at court for minor duties in the chancery and kitchens -- that will do for them.&amp;quot; Moll looked at the king skeptically. &amp;quot;You mean to tell me,&amp;quot; she asked slyly, &amp;quot;that there&#039;s not going to be any Order of the Beady Eye any more, not anywhere?&amp;quot; &amp;quot;That&#039;s right,&amp;quot; said the king. &amp;quot;Well -- that&#039;ll be a good start,&amp;quot; acknowledged Moll, &amp;quot;if you can do it.&amp;quot; &amp;quot;I am the king,&amp;quot; said King Dorn proudly, &amp;quot;and my decree shall make it so. But in order for us to have enough time to pick good men to carry out the reorganization, I must bind all of you to utmost secrecy for now -- do not breathe a word of my plans to a living soul!&amp;quot; And they all swore as the king asked them. &lt;br /&gt;
&lt;br /&gt;
King Dorn had sworn his sons and chief advisors not to &amp;quot;breathe a word&amp;quot; of his plans to a living soul. However, he had said nothing about writing, and Tintran Dollitrog, one of the five members of the trusted Arangothian Royal Privy Council, was the brother of Sir Klephtan Dollitrog, who had just become Grand Master of the Order of the Beady Eye at the age of twenty. So it was that the news of King Dorn&#039;s intentions was leaked to the knights -- and remember, Sir Klephtan suspected that his father Sir Aritz had been murdered by King Dorn years before, and had not simply died in a freak hunting accident, so there was that score to be settled too. Sir Klephtan now summoned the leaders of all the contingents of the condemned order from their stations far and wide across the land to an isolated lodge in the Ruthmarna foothills. Traditionally they had gathered only once a year, upon the holiday known as the Midyear Festival which falls on the sixteenth day of the month of the same name; but now it was the month of Frost Fall with winter lurking at the threshold. Thus this was a highly irregular meeting and, if generally known about, would have occasioned great suspicion. The participants were therefore instructed to cover their tracks carefully, some saying they were going on lengthy hunting excursions, others speaking of far-off weddings that had to be attended, and yet others claiming they were sailing south to Myst Island for their health. &amp;quot;Fellow knights of the Order of the Beady Eye,&amp;quot; said Sir Klephtan once they were all together, &amp;quot;it is time to question where our loyalties lie. You have all heard what happened to Sir Alard Swanticler not long ago. Now it appears our Order has even worse things to fear. I have it on good authority that King Dorn is planning to dissolve our ancient organization and to send his sons out with armies to destroy us all! You know how much we value our unique lifestyle. What other knighthood, what other guild, could provide us all with the sheer wealth and creature comforts we enjoy? If such fringe benefits mean anything to you, my friends, then stand behind me as I declare I won&#039;t put up with being cast aside like a squeezed-out lemon after all the Order has done for Arangoth! If King Dorn wants to attack the Beady Eye, then I say the Beady Eye should attack King Dorn first. The Beady Eye Never Blinks!&amp;quot; There was much debate, but finally all were unanimous: they would seize control of the border fortresses in the early spring before any action could be taken against them. Then they would converge upon the center of Arangoth proper, overthrowing King Dorn and proclaiming their Order the supreme authority in the land. &lt;br /&gt;
&lt;br /&gt;
In the meantime, strict secrecy was upheld in the royal court about what the king was planning and what his three sons had seen on the outskirts of the kingdom. There were, however, plenty of rumors in circulation. It has already been noted that, shortly before his departure for Kayern and Outer Arangoth, the young Prince Arlok had started showing a keen interest in the company of the pretty girls from noble families who resided about his father&#039;s court. It should also be noted that they, virtually all of them, had simultaneously taken an interest in him. Hardly a female scion of an Arangothian noble lineage was there who did not chronically sigh and weep into her pillow late at night thinking about the handsome prince, and hardly a one was there who did not wake up in the morning cheered only by the hope that she might snare his attention for a few precious moments during the day. Infatuation with Prince Arlok was such a commonplace thing that it might be said to have constituted an epidemic disease. A good many of those afflicted had thrown themselves from tall towers or into moats when their adored Arlok went away to Kayern, but most had simply dug in for the long haul, practicing their curtsies in the mirror and vying with each other for the best cosmetics from Rhydin and the most alluring perfumes from Tollor. &lt;br /&gt;
&lt;br /&gt;
When Prince Arlok returned some time later, and when he brought Moll Friskey with him -- with a baby girl in tow -- and when, moreoever, not a word was said about what had happened in Kayern, or who Moll was, or why Arlok and his brothers had returned; well, they all leapt to their own conclusions. Moll, obviously a mere peasant girl, had clearly bewitched Prince Arlok, seducing him through underhanded means; and without a doubt the wretched baby was Arlok&#039;s as well. The fact that Prince Arlok had only been gone something like two months, rather than the ten or so which their suspicions would seem to have required, only confirmed in their minds that Moll had to be some sort of enchantress. What was all the secrecy about, and why had Prince Arlok and his brothers returned? Presumably the royal family was sitting around debating whether -- horror of horrors! -- the prince could marry this commoner wench whose child he had fathered -- whether he could still become king if he did so -- and so on, and so forth, and eep! Some of the &amp;quot;court coquettes&amp;quot; sat around waiting for the dreadful news of the engagement, while others began to bat their eyelashes at Prince Oryan (who would be the heir to the throne if Arlok were not, and who was pleased with all the attention). But there was one group, more hardened in heart than most, those who rather than pining and sighing had actually schemed to get the prince for themselves through trying to disfigure their rivals, substituting acids for their costly rose water, slandering them and ruining their good names with vicious gossip. It was hardly to be conceived that these persons might collaborate, for there was nothing they hated on this earth more than they hated each other. But now they resolved to settle their differences temporarily and to act together in unison in order that they might realize a single goal: to destroy Moll Friskey, and her little baby girl too. &lt;br /&gt;
&lt;br /&gt;
The truth of the matter was that Prince Arlok cared little for the affections of the feisty peasant girl Moll; among other things, Arlok was bitter about having lost his beautiful black charger in the mountains to feed her and her child; and besides, he had grown up surrounded by snobbish nobles and their prejudices against the common folk had etched themselves indelibly onto the bedrock of his own mind. And so, although the two of them had indeed cuddled together for warmth at night in the high peaks during their perilous climb up the jagged cliffs out of Kayern, once he was back in the capital and in his own element Prince Arlok had little interest in the uncultured Moll, who fumbled her way through court etiquette as well as she was able. Instead, his heart had finally singled out a young woman of noble extraction, the of-course-beautiful Melinxa Swanneck, to be his mate; and King Dorn approved his choice, but pledged them not to reveal their engagement till after the peril of the Order of the Beady Eye had passed so that their marriage could be solemnized and celebrated in a fitting manner. And so yet another element was added to the stew of secrecy simmering in Arangoth. &lt;br /&gt;
&lt;br /&gt;
As an undisputed member of the caste of &amp;quot;court coquettes,&amp;quot; Melinxa knew everything about the plot underway to murder Moll and her baby girl. At first she thought the cunning plans were terribly funny, because of course she knew the truth: that the conspirators had no reason to envy Moll, but every reason to envy herself, Melinxa, the prince&#039;s real affianced. In any case, she doubted whether the conspirators would ever have the courage to put their plans into action. But it became clear that they were indeed going to go through with what they had resolved. Melinxa became terrified: should she tell them the truth, and keep them from killing the blameless peasant and her daughter, maybe redirecting their wrath against herself instead? Or should she tell Prince Arlok about the plot and risk not being believed, or being condemned as herself part of the conspiracy, maybe to death, or else losing the hard-won affection of the prince himself? Trusting in his love for her, she finally decided to reveal everything to her beloved. The plot was this: that upon Heart Day, the sixteenth of the month of Sun&#039;s Dawn, they would all invite Moll and her child to join them for a picnic in the hedge-maze next to the royal court before going together to sing the legend of the lovers to their gathered families and friends as is traditional on that date. Whenever Moll should appear, they would surround her and strangle her with a silken cord, and then fling her body into Song Deep, where they would tearfully announce that she had drowned; and her baby girl they would feed to a pair of ravenous wolves, so that there would be nothing left. It was not a very elaborate plot, but they were sure it would work against so simple a girl as Moll. Melinxa for her part was supposed to supply the wolves. &lt;br /&gt;
&lt;br /&gt;
And so at the appointed time the girls of the court gathered in the hedge-maze while their friends and relatives dined at court upon boar and venison in eager anticipation of the festivities of the day. They waited for Moll to arrive, growing bored and lounging about on their blankets in the midmorning sunlight. &amp;quot;Where is Melinxa with the wolves?&amp;quot; asked one. The others were not sure, and thought that perhaps she was delaying bringing them out so that their wild voices would not frighten poor Moll away from the place. But finally they heard the sound of barking and yipping from not far away and increasing in volume at every moment. This would be Melinxa, they thought, and up they looked to greet her. But in fact what had happened was this: Prince Arlok and Melinxa had ordered the entrance to the hedge-garden blocked up and then had released dozens upon dozens of hungry wolves into the vast and labyrinthine maze. For the conspiring girls there was no escape, and all of them were torn to pieces and devoured by the animals. &lt;br /&gt;
&lt;br /&gt;
The terrible shrieks from the maze caused the Arangothian nobles to leap up from their Heart Day banquet and rush out to see what was happening. Prince Arlok and Melinxa met them at the entrance to the maze and explained the crime the girls had been plotting while the royal animal-keeper was hastily rounding up the wolves and led them off, tame as lapdogs, back to the royal zoo. The nobles were not interested in the details of the plot but instead rushed into the maze, aghast to find their daughters and sisters torn to shreds, some recognizable only from bloodied articles of clothing or jewelry. Amongst the commoners of Arangoth there was then much talk in the fields and alehouses as to whether Prince Arlok&#039;s treatment of the girls had been too brutal, and opinions varied, though peasants were inclined to empathize with Moll, who was like them, rather than with the arrogant daughters of the aristocracy. But almost every noble family of Arangoth lost a member on that day, and although the families were horrified to learn what their girls had been planning to do, still they were shocked deeply at how Prince Arlok had dealt with them. Each family took its losses very personally, and in the heartlands of central Arangoth the great noblemen began to find fault with the rule of the royal family -- nitpicky things which they had overlooked before, but which after the Slaughter in the Maze seemed inexcusable. And so the seeds of a rebellion began to be sown there too in the souls of the noblemen of Arangoth. &lt;br /&gt;
&lt;br /&gt;
Come spring, the knights of the Order of the Beady Eye rose up as they had vowed to do, and they seized control of the fortifications on the outskirts of Arangoth proper; that is, the part of the kingdom that had always been ruled directly by the king. They then began to advance towards the center of Arangoth, fighting their way through the mountain passes to the lush farmland surrounding Song Deep, upon the banks of which the capital stood in all its magnificence. But the knights had overestimated their strength. The Arangothian royal army pushed them back towards the passes from whence they had come, rallying behind their brave generals; and before long the two sides had reached a precarious stalemate. The war between King Dorn and the Order of the Beady Eye raged throughout the summer, the ebb and tide of the fronts giving neither the royals nor the rebels a clear victory. By the end of the summer, the knights began to lose the foothold they had gained in early spring, and just as winter was setting in, and there could be no more fighting during the season, they suffered several terrible setbacks. They began to fear that all was lost, and they began to dread what would happen to them as a result of their treacherous rebellion. And so they met together and decided to seek the help of a shadowy and fearsome wizard-hermit known as Gadpisi of the Black Lagoon. (29) He cackled with disdain of the knights&#039; offers to pay him for his services, saying he would happily take on so ambitious a project just for the fun of it. &amp;quot;You want to sweep your foes from the face of the earth, and wipe out all resistance forever?&amp;quot; he asked. &amp;quot;Then give me the word and I will begin opening every transdimensional portal known to me or to anyone else, sending the forces of darkness from a thousand universes down upon the armies of Arangoth. Or is that too drastic for you? Are you afraid you won&#039;t be able to harness such fearsome powers?&amp;quot; The knights of the Order of the Beady Eye did not know whether the wizard-hermit was nuts or what, but something in his eye made them believe he was quite capable of doing what he proposed. And so they told him to await their signal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, back at the royal court, the conspiracy of the Arangothian nobles was hatched from its evil little egg. As long as the rebellion of the knights of the Order of the Beady Eye had seemed like a real threat to the kingdom, the nobles had stood valiantly behind the king, but now that it seemed certain that the royal army would win the laurels of victory, they began in earnest to plot their revenge for the Slaughter in the Maze. They hired a famed assassin from foreign parts named Arenielth, and to her they gave instructions that she should come to a banquet to be held upon King Dorn&#039;s birthday and give the king a dagger in the heart as a birthday present. At the same time they wrote letters to the rebellious knights of the Order of the Beady Eye. To them they offered a complete amnesty for what they had done in return for an end to the civil war. And to Sir Klephtan Dollitrog they made an even more stunning offer: as soon as King Dorn should lie dying in a pool of blood at the birthday feast, they proposed to declare Sir Klephtan the new King of Arangoth. This they promised in part because they were unable to agree upon one of themselves to become king, and in part to win back the loyalty of the Beady Eye leadership. &lt;br /&gt;
&lt;br /&gt;
When Sir Klephtan received this letter he was at first skeptical and suspected that the whole thing was a ruse to entice him into a cowardly trap. But his spies (and he had many spies at the royal court) vouched for the sincerity of the letter, and so he determined to take the noblemen up on their offer. He went in disguise to the court, in order to be on hand when the time came for the noblemen to proclaim him their new king. And so the banquet came about. King Dorn in fact knew that something unpleasant was being planned, for he had many counter-spies, but he was unable to learn any details of the scheme. He called his sons to him and told them to gather together all the royal treasures and to be ready to flee the country at a moment&#039;s notice; and for safety&#039;s sake he forbade them from attending his birthday banquet. &lt;br /&gt;
&lt;br /&gt;
But the assassin Arenielth was late in arriving at the feast. Growing impatient as the hour passed when she had been scheduled to burst in upon the place with her accomplices, the noblemen began to worry that all their plans might fall through. Finally, whispering among themselves, they decided that they would simply have to carry out the murder themselves. And so a dozen of them surrounded the king and, after proposing a toast, they each plunged a sword or dagger into the hapless monarch, who instantly fell dead to the floor. In this manner the reign of King Dorn came to an end. Above a gate among the old court buildings by Song Deep one can find engraved the letters AEIOU, which once stood for the royal motto: Arangoth Excells In Onerous Undertakings. But legend has it to the contrary that this inscription represents the last words of King Dorn: &amp;quot;Aeiou!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Court servants swiftly informed the three princes of what had happened, and within moments of the murder they had fled the place in their separate carriages. Prince Ware, of whom we will have more to say shortly, fled abroad with his family from the harbor at Drache to found the town of Alysia, taking with him the Stone of Concord. Prince Arlok took with him the royal crown and seal, for he was the eldest, and with his beautiful bride Melinxa he high-tailed it overland towards Kayern and the forests of Outer Arangoth. Prince Oryan took with him the contents of the royal archive, with all its splendid manuscripts and treaties and title deeds to royal lands -- these filled several large carts, which had to be securely covered, for it was raining heavily at the time of the princes&#039; departure, a terrible storm with lightning crashing down in all directions. He accompanied the carts by land as far as they could go, which was to Aran Keep. Finding amidst the old papers the title-deed to an island off the coast of Griffons Aerie which had been given to his family as the dowry of a long-dead princess, Prince Oryan fitted out a warship and had the royal archives loaded into it. On this ship he fled to this island, which was hardly defended at all by anyone; and, showing the inhabitants his title deed, he claimed it as his new residence and married the daughter of the chief of the place in order to secure his ownership; in return, he gave up his place in the succession to the throne of Arangoth. The island is known as the Isle of Summers Winter, because it is always winter on half of the island and summer on the other half; it is also known as Rin. After the death of Oryan, he was succeeded as king of the island by his eldest son, Meridian, who still rules there today, though in relative poverty, for it is not a wealthy place. Thus it was that the three sons of King Dorn scattered to the three corners of the world along with the families of the nobles who had not joined in the rebellion and all the royal treasures and regalia. &lt;br /&gt;
&lt;br /&gt;
But let us return to the scene of King Dorn&#039;s birthday banquet: as soon as the poor monarch was dead, Sir Klephtan Dollitrog revealed his identity and was loudly proclaimed the new King of Arangoth. The noblemen scoured the royal treasury but could not find the crown (which Prince Arlok had taken), so they pulled the crown from the marble statue of King Tagran and solemnly placed that on Sir Klephtan&#039;s head. Then they carried him about the place, laughing and singing, with shouts of &amp;quot;Long Live the King!&amp;quot; While they were celebrating in this way, the assassin Arenielth came late upon the scene with her comrades-in-arms. Now, along with the chestful of gold and gems which she had been paid in advance for the assassination, Arenielth had received only instructions that she was to kill the &amp;quot;King of Arangoth.&amp;quot; Seeing Sir Klephtan wearing a royal crown and being paraded about to a chorus of &amp;quot;Long Live the King,&amp;quot; she understandably concluded that he was her intended mark. So, in the twinkling of an eye, she and her companions crept forward amidst the shadows of the hall and fell upon Sir Klephtan, Arenielth herself garrotting him whilst her companions skewered him with a half-dozen blades. With that ended the fifteen-minute reign of the usurper king, Sir Klephtan Dollitrog. Arenielth, learning of her error, left in a huff and was forever after the laughing-stock of the community of assassins. &lt;br /&gt;
&lt;br /&gt;
This mistake, while it certainly ridded Arangoth of an arch-traitor, was nevertheless disastrous in its consequences. When the Knights of the Beady Eye heard that their Grand Master had been killed by an assassin hired by the Arangothian noblemen, they concluded that the offer had indeed been a trap, and they swore to obtain vengeance. So they went ahead with their postponed scheme of last resort, sending word to the wizard-hermit Gadpisi to carry out his insane plan of opening every last transdimensional portal and overwhelming Inner Arangoth with whatever forces of darkness might flood from them. And Gadpisi did just that. &lt;br /&gt;
&lt;br /&gt;
The forces of darkness swept across the kingdom like a cloud of locusts inside a whirlwind wrapped in a tidal wave. The knights, and even Gadpisi himself who had summoned them, were completely unable to control them once they had been unleashed. They destroyed both the nobles and the knights without discrimination, and they terrified the peasants for several months, scattering their flocks and withering their crops. Calves were born with two or three heads, and the sun was swallowed up for weeks at a time by writhing gray clouds shaped like dragons. Not a day passed without torrential rains and thunder and lightning, and every single bird left Arangoth for other climes. But then -- bit by bit -- the forces of darkness dissipated, spreading out and drifting away into odd corners and cracks all over the face of the earth. In their wake they left the lands of the Arangothian crown stunned and bewildered -- not to mention kingless. Those who witnessed these terrible things say that nothing less than Menxruk&#039;s army itself had ravaged the land. &lt;br /&gt;
&lt;br /&gt;
The Assi of the Nie Valley, controlled for over a century by the Order of the Beady Eye and the Rondissians, regained their independence and fought a protracted war with the Kingdom of Rondis. Many centuries before, the Rondissian kingdom had extended from the mouth of the River Nie to the Desert of Vernor, but the expansion of the Assi from the south had driven them slowly but surely out of the lowlands and into the Vale of Rondis, deep in the Kanemara [or Connemara] Mountains. Now, we are told, &amp;quot;the Assi reasoned that they could successfully invade and claim the fertile Vale of Rondis for their own. It was the ideal place for the expansion of the ever-growing tribes.&amp;quot; Nestramari of Thorvasi and Desiteri of Kintassi were the Assi leaders who drove toward the Rondissian capital, Rondisa, hoping to arrive before news of the invasion could precede them. They reached Rondisa, but only by winter [probably of the year 416], and when they settled in for a siege a column of Rondissian knights managed to cut off their lines of supply and eventually to drive them back. The Rondissian counteroffensive into Assi territories, probably led by Sir HawkEye Darbingray, was eventually stopped at Than&#039;Arturkmei (Clear-Spring Holding). The war drew on for eight years, until around 424, with merchants from Taranor [a.k.a. Telemenx] supplying both sides with arms and egging them on to continue fighting. Then &amp;quot;the Rondissian Court learned of the treachery of Telemenx. Rondis repeatedly tried to send messengers and diplomats with overtures of peace [to the Assi], but most of the border strongholds had been destroyed and they had no success in contacting any of the Assi kings. As a result to this day Rondis is viewed as an enemy of the Assi and with much hatred.&amp;quot; This account comes principally from the writings of the Assi specialist Serisious Blendwythe, of the Arangothian Royal University, written during early 468. &lt;br /&gt;
&lt;br /&gt;
As to Rondis, it cut itself off from the outside world as much as possible after the disaster of 415. The following is one of our few sources for this period: &amp;quot;In the reclusive land of Rondis, a second son for the House of Darbingray was born to Lady LaManda and Sir HawkEye. OneStab&#039;s first cries were soon quieted in his mother&#039;s nestling arms. His stunning sapphire blue eyes opened to greet the proud faces of his dear parents. Sir Hawkeye, a first generation knight and hero of the Assi/Rondis wars, gripped the hand of his enchanting wife. LaManda soothed her new son while the stars looked favorably down from above. OneStab grew into a skilled squire. By the age of seven he was widely recognized at the best in all Rondis. His brother&#039;s sword was ever polished to mirror finish, his armor clean and perfectly clad, most importantly, the family&#039;s crest upon his shield was maintained in perfect color and exacting detail. OneStab relished his work, unfortunately, it wasn&#039;t enough. A prominent figure in the land, Sir Hawkeye was often invited to functions at the Rondissian Court. During a particularly boring ball (boring for twelve-year-old&#039;s anyway) OneStab befriended Prince SaDita. Soon after, OneStab accepted an invitation to live in the Palace. There, alongside his royal friend, he was educated in warfare, swordplay, politics, dance, art, and language. Dedicated and true, when the time came for the Prince to wed, OneStab became one of the first Rondissians to venture beyond its borders.&amp;quot; We read later on that: &amp;quot;Prince Sadita (childhood friend of Sir One-stab) was for many years the heir apparent to the Rondissian throne. However, he had made it clear he intended to continue Rondis&#039; isolation from the rest of the world. A powerful party of Rondissian noblemen who wanted to reintegrate Rondis into the international sphere therefore murdered him roughly five years ago [i.e., 463] when his father, King Akika, was on his deathbed. The throne therefore passed to Sadita&#039;s uncle, the now-reigning King Rakisa. Rakisa has done his best to open up Rondis to the outside world, though he has not been very successful because Rondis is so difficult to reach. He has also been unsuccessful in his quest to find a foreign princess to marry, perhaps because Rondis is so incredibly isolated and living there would mean sacrificing most of one&#039;s family and friends.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Arangoth itself was without a king for an interregnum of fifty years (415-465). The capital city of Tagrana was completely abandoned and lies in ruins to this day. In Northern Arangoth, around Song Deep, we read that: &amp;quot;After the murder of the King and the flight of the royal family, one of the Magnates was elected for life by the Diet as the Palatine or Royal Lieutenant of Inner Arangoth. The first man elected to this office was Ambodarg Larkspin, who had been King Dorn&#039;s chancellor. Upon Ambodarg&#039;s death, his son Perlim Larkspin was elected Palatine in his place, an office which he has currently [in 468] held for twenty-one years.&amp;quot; But certainly most of the kingdom fell into a state of anarchy. In Ruthmarna, we are told: &amp;quot;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 about fifteen years ago [i.e., 453], 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 control some of the less-accessible mines and call themselves the Riders of the Horn (Sangliodaloth-ul-Tarrath) after Tatarn&#039;s horn, their most prized relic.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As mentioned above, Prince Ware, son of Dorn, resettled with a great many refugees in a farming town to which he gave the name Alysia. This place lies at the mouth of the River Hingilak in a region of Aslar which had previously been only sparsely-inhabited; today, its population is mostly of Arangothian ancestry--this also includes the land around Agenor Castle. Prince Ware took with him his wife and his son, who was named Forban. Forban dwelt there in Alysia his whole life and later took a wife from among the Arangothian noble families who had fled during the war, a woman by the name of Marias. To Forban and Marias were born two daughters, Alysia and Narisa. &lt;br /&gt;
&lt;br /&gt;
Now, before he died, Prince Ware gave to his son Forban the golden reliquary containing the Stone of Concord. &amp;quot;My son,&amp;quot; he said as Forban and his wife Marias knelt beside his deathbed, &amp;quot;as long as this stone is gone from Arangoth, turmoil and strife will fill the kingdom with unhappiness. My brother Prince Arlok took the royal seal and the crown; and my brother Prince Oryan took with him the royal library and archives with all the treaties and all the charter deeds to the royal properties. But, my son, the Stone of Concord is by far the most important of the treasures of the Kings of Arangoth, for it is this stone that was first granted to our royal family generations ago, and it is this stone that is said to have kept the people loyal to the royal order put in place for their own good and protection against the forces of darkness.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will our family ever return to Arangoth to take back what is ours by right?&amp;quot; asked Forban. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We will return -- not you, but the generation after you will return and will rule again,&amp;quot; prophesied Ware. &amp;quot;But you must never look upon the throne of Arangoth as something that is our family&#039;s possession by right. Rather, it is a great privilege long granted to our bloodline in return for just rule and honest judgment in the courts and on the battlefield. The crown means nothing without steady devotion to justice and right. The archives and manuscripts are but the skins of long-dead sheep scrawled over with ink and mean nothing without an intelligent mind. And even the Stone of Concord, ancient and revered though it may be, is nothing but a pebble without a good and honest heart.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
After old Ware had passed away and been buried, Forban looked at the golden reliquary containing the Stone of Concord and frowned, for it had been knocked about and battered during the flight from Arangoth and was missing some of the gemstones which had decorated its lid. Therefore, after procrastinating for a number of years, he took the reliquary to a Gypsy metalworker to repair it, agreeing on a price for the work. When Forban went back a week later to collect the reliquary, the Gypsy told him that the repairs would cost three times as much as the price they had agreed upon; there had been more damage to the artifact than he had initially thought. Forban refused to pay a copper more than had been agreed upon, and so the Gypsy refused to return the reliquary to him. That night Forban and some of his companions stole into the Gypsy encampment planning to take the reliquary by force, but instead Forban was killed in a scuffle, and the Gypsies decamped to leave Alysia, taking the reliquary and the Stone of Concord with them. Ware&#039;s daughter Alysia vowed to avenge her father and set out to find the Gypsies who had killed him, but it is said she was not successful, and that the Gypsies outnumbered her and killed her too. Once she had ascended into the heavens, the story goes, she was unable to find her father there: they insisted that it was not yet the time for her to rejoin her ancestors and her family. And so she returned to the world below, wandering through Rhydin and other lands, aimless and rootless, derailed from the fate that old Ware&#039;s prophecy had written for her. Nor did she understand why she had not been permitted to remain in the heavens with her family; and thus, recognizing in herself the plight of a fallen angel, and no longer recalling the name her father had given her, she adopted the name Angelsin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Era_of_the_Khalar_War&amp;diff=100</id>
		<title>The Era of the Khalar War</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Era_of_the_Khalar_War&amp;diff=100"/>
		<updated>2012-08-15T14:55:39Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article describes the era of the Khalar War pertaining to the [[History of Arangoth]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There once lived a witch, a &#039;&#039;pallod-tespe&#039;&#039;, near the East Arangothian town of Tralazir. Her real name was unknown, but the local children had taken to calling her Warty-nose, and gradually the name had caught on among their parents as well. Indeed, the most notable feature about her face was an enormous wart that nearly doubled the size of her proboscis. Whenever she walked into Tralazir from her little hovel in the hills outside town, the children followed after her singing, &amp;quot;Warty-nose, Warty-nose, what&#039;s that on your nosey grows?&amp;quot; To her credit, she took these insults in stride. Unless one of them actually threw something (such as a stone, crab-apple, or kitten) at her, she saw no need to resort to the infamous &amp;quot;switching spell&amp;quot; in which she made dead twigs leap up from the ground and chase after them, beating them on their backsides all the way home. In any case, the witch believed that the townspeople expected witches to be ugly, and that her reputation made them all the more likely to seek her out to blight their neighbors&#039; vineyards or concoct love-potions or fertility drugs. This, after all, was much of how she earned her living, although she ate mostly parsnips and radishes which she grew in her own little garden out on the hill. &lt;br /&gt;
&lt;br /&gt;
One spring a daughter was born to Warty-nose. Rumor had it that the father was a wealthy and handsome entrepreneur of the town whose wife had failed to pay the witch for something or other, and that the witch had used her various love-potions and enchantments to seduce the husband out of revenge. This rumor only goes to show how amazed the townspeople were that anyone had gone near enough to Warty-nose for her to have a child at all. In any event, as the daughter grew up, she was the spitting image of her mother, except that she had two smaller warts on her nose instead of one. But the witch was proud of her daughter, who quickly learned to help seek out and pick the herbs and other ingredients used in making healing balsams and love-potions and so forth. She named the girl Rosebud. &lt;br /&gt;
&lt;br /&gt;
The witch wanted her daughter to have fun and play with the other children of the town, and so she set about inventing toys and playthings for them. When winter came one year -- Rosebud was then about seven years old -- Warty-nose invented the Sled for her and had her invite all the other children of the town out to the hills to go sledding with her. This was the first sled ever built in all Arangoth. The witch smiled as she heard the children laughing and yelling outside in the snow while she sat indoors stirring at the bubbling froth in her cauldron. But when little Rosebud came home that night, she was in tears. &amp;quot;Whatever is wrong, my dear daughter?&amp;quot; the witch asked, lifting the girl up onto her lap. Rosebud cried: &amp;quot;The other girls and boys all said I was ugly and they wouldn&#039;t play with me any more and they took my sled away with them and won&#039;t give it back!&amp;quot; Warty-nose frowned. She had long ago learned to live with the shouts of &amp;quot;Warty-nose, Warty-nose, what&#039;s that on your nosey grows?&amp;quot; and so forth, but she didn&#039;t want her daughter to have to face the same thing. Nor did she understand. To her, her daughter was clever and beautiful, and she had a good heart, always trying to be helpful, never complaining about their bland meals of parsnips and radishes. She said what she could to comfort little Rosebud, but that night the witch lay awake in her straw bed, pondering what she might do to get back at the nasty children for what they had said to her little girl. &lt;br /&gt;
&lt;br /&gt;
In the early hours of morning, while Rosebud was still asleep, Warty-nose went out on foot into the hills gathering leaves and roots and slugs and other items into her basket. By the time Rosebud awoke, the little hut was filled with an unusual aroma from the strange liquid bubbling away in the huge cauldron. &amp;quot;What&#039;s that, mother?&amp;quot; she asked, climbing out of her little bed. &amp;quot;This,&amp;quot; said Warty-nose, &amp;quot;is a potion that I have never made before, but which all witches know how to make.&amp;quot; Rosebud walked over, peered down into the cauldron and yawned: &amp;quot;But what is it?&amp;quot; Warty-nose lifted up a ladle-full and cackled: &amp;quot;Once we have bathed you in this, you&#039;ll never again have to face being insulted by those little brats from the town, at least not for long.&amp;quot; Rosebud smiled and asked, &amp;quot;Will it make me pretty?&amp;quot; The witch shook her head. &amp;quot;Not exactly. It will make you into a sort of sponge which soaks up beauty from everyone around you. Never you mind how it works; but if you go out with some young&#039;uns on -- say -- a walk in the woods, you&#039;ll come back shining like the sun, and they&#039;ll all look as homely as the udder of a leprous cow.&amp;quot; Rosebud blinked and said with a grin, &amp;quot;So it will make me pretty!&amp;quot; Her mother laughed: &amp;quot;Only for a while, but then after a few days&amp;quot; -- she snapped her fingers -- &amp;quot;the beauty will evaporate into the air like boiled whiskey. However, the effect on the others will be permanent. However handsome or pretty they may have been before, they&#039;ll never turn another head so long as they live. That&#039;ll teach those brats.&amp;quot; Warty-nose took the cauldron off the fire and left it to cool till that afternoon, and then she bathed her daughter in the strange-smelling broth, whistling as she ladled it over her daughter&#039;s head and rubbed it into her scalp. &lt;br /&gt;
&lt;br /&gt;
It was some time before Rosebud had another chance to mingle with the other children of Tralazir, who avoided her like the plague, except of course to sing the &amp;quot;Warty-nose&amp;quot; song at her and pelt her with the occasional egg. In fact, it was not until Rosebud had reached the age of fourteen that an opportunity arose for her to join them on an outing. There was a festival being held several miles away in the town of Galanor with lots of singing and dancing and so forth, and the mayor of Tralazir had rented a big hay-cart to take all the children of the town there so that they could enjoy the festivities. Rosebud asked politely whether she might be allowed to go along. At first, the daughters of the townsfolk were inclined to refuse, but then one of them pointed out: &amp;quot;Rosebud is such an ugly girl that if we take her along she&#039;ll make the rest of us look all the prettier by comparison!&amp;quot; This seemed like sound reasoning, and so they invited Rosebud to join them. The morning of the festival, the boys and girls all gathered in the center of the town decked out in their best finery, chattering eagerly among themselves about the fun ahead and pretty much ignoring Rosebud. The journey to Galanor took roughly two hours, and by the time the cart arrived there the other youths of Tralazir had all become plain and unattractive, while Rosebud had mysteriously blossomed into a beautiful young woman. She enjoyed herself immensely all day, dancing with the dashing lads of Galanor and looking at all the marvels on display for the festival: the bear-leaders, the jugglers, the sword-swallowers. The other youths, on the other hand, wanted nothing more than to hurry back home in despair, knowing only that some witchery was afoot and that they were on the wrong end of it. &lt;br /&gt;
&lt;br /&gt;
As soon as the hay-cart arrived back in Tralazir late that night, Rosebud leapt out and dashed home to tell her mother about the wonderful day she had just had. Weeping, the other youths searched around frantically until they found the old sled from years before, and they carried it to the witch&#039;s hut, begging her to take it back and return to them their good looks. But Warty-nose only laughed at them: &amp;quot;This isn&#039;t about the sled; this is about the dark lumps of coal where your hearts should be, that you judged my daughter for her appearance only, and not for what was in her soul. Anyway, the change is irreversible. Begone with you!&amp;quot; So they went back to the town and accused Warty-nose of blighting that year&#039;s wheat crop, and within the week they had the satisfaction of seeing the witch burnt at the stake in the center of the market in Tralazir. They were about to burn young Rosebud too, but a courier arrived in Tralazir from Galanor just as they were tying her to a stake. Tootling on his bugle, he unrolled a scroll and shouted forth: &amp;quot;By the king&#039;s decree, the girl named Rosebud is to be taken to the royal court at Tagrana without delay!&amp;quot; The mayor objected: &amp;quot;She is the daughter of a witch, and her soul is tainted with witchcraft! She helped her mother blight this year&#039;s wheat crop!&amp;quot; The courier merely repeated his instructions and warned the mayor of the dire consequences of disobeying the orders of the King of Arangoth. And so they had no choice but to untie the terrified girl, and the courier carried her away on the back of his horse. &lt;br /&gt;
&lt;br /&gt;
The next part of the story is easy enough to predict: King Aladar had finished mourning for his late wife, Queen Thrinda, and had now resolved to marry again. Rather, his chancellor Perlim Silkenvest had resolved this for him, insisting that a queen was an absolute must, both for public appearances and the running of the court. The king&#039;s couriers had been sent out throughout his dominions to gather the prettiest unmarried girls in the land, one apiece from each village and town and city. The couriers had reached Galanor first, where they had been told there was nobody in Tralazir worth their time except only that charming young creature from the festival who was known as Rosebud. There were hundreds of girls gathered together in close quarters at the court in Tagrana from which the new queen was to be chosen. By the time Rosebud reached the court with the royal courier, everything had worn off from earlier, and the poor girl looked like her old self again -- which is to say, the spitting image of her mother Warty-nose. The chancellor, who was in charge of organizing the whole affair, presumed that the town of Tralazir was making a mockery of the king by sending Rosebud to his court, and he made a note to have the town razed to the ground for daring to toy with a royal decree. But once Rosebud was admitted in amongst the other contenders for the queenship, the same transformation took place as had happened in the hay-cart. By the time the chancellor made his selection from among those gathered for the purpose (he did this, because he, and not the king, wanted it done in the first place), every ounce of physical charm had been absorbed in sponge-fashion from the lot of them by the witch&#039;s daughter from Tralazir. The wedding proceeded without delay, and the next day Queen Rosebud received the compliments of the bigwigs of the royal court. &lt;br /&gt;
&lt;br /&gt;
Then, however, things began to go awry. Over the next several days following the wedding, a mysterious &amp;quot;ugly plague&amp;quot; began to afflict many persons at the royal court, whether of high rank or low. King Aladar himself had never been a terribly handsome fellow, but now he rapidly became less so. The servants who tended to the royal meals, and the maids who prepared the baths, and the manicurists and hair-stylists and in short anyone who came in close contact with Queen Rosebud soon grew terribly ugly without knowing why. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t understand this,&amp;quot; King Aladar exclaimed one morning to his chancellor, who never spent any time near the queen and had therefore kept his looks. &amp;quot;Suddenly the milkmaids and the local liverymen and the gongfermers have all turned into the homeliest wretches I ever did see! Luckily my darling Rosebud seems to have been unaffected by this curse, but I do wish I knew what was happening....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed, your majesty,&amp;quot; said Chancellor Silkenvest, &amp;quot;I have noticed this myself. And I can&#039;t help but notice it began right about the time of your wedding. If I might be permitted to offer a hypothesis -- ?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course!&amp;quot; cried King Aladar. &amp;quot;That&#039;s what you&#039;re chancellor for.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several hundred young women were here not long ago, all vying for the honor of becoming your queen -- the fairest of the fair daughters of Arangoth. All but one were sent home disappointed. Perhaps one of them has seen fit to avenge herself by afflicting your court with some sort of... er... ugliness spell, if there is such a thing,&amp;quot; surmised the chancellor. &amp;quot;Go speak with your wife and see if she has any suspicions as to who might have done something of this sort. Otherwise I suppose we will have no choice but to round up all the girls again and subject them to torture until one of them confesses.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
King Aladar winced. &amp;quot;Would that really be necessary?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fear so, your majesty,&amp;quot; replied the chancellor. &amp;quot;Otherwise the whole court might be forced to flee into the country, and that would be a great nuisance. Might lead to rebellions. A terrible risk. We have to nip this in the bud while it can still be nipped.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When King Aladar talked with Rosebud about this and told her what the chancellor had proposed to do, the new queen was terrified. Her conscience would not permit her to allow such a terrible thing to happen to so many poor Arangothian girls, and so she finally broke down and told the whole story of how her mother had bathed her in a strange-smelling potion, and how, willy-nilly, she now absorbed the beauty of others like a sponge. And, she confessed, the results were only temporary, so that soon she would revert to her original ugly self. While Rosebud lay weeping on the overstuffed bed in the royal sleeping chamber, King Aladar called for the chancellor again and told him what Rosebud had said. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the most wretched thing I&#039;ve ever heard,&amp;quot; said the chancellor. &amp;quot;The whole point in finding a second queen for you was so that you might appear in public with a dazzling trophy wife on your arm, such as prominent kings have in other lands. But from what you say, nobody should be allowed near Rosebud; and in any case, she&#039;ll soon make the bulldogs in the royal kennel seem attractive.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;She has a good and pure heart,&amp;quot; countered King Aladar. &amp;quot;I can tell that from looking at her.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the chancellor, &amp;quot;you can tell that, but nobody else can. This calls for drastic measures. She&#039;ll have to be killed for the good of court and kingdom -- I fear there&#039;s no way around it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nobody&#039;s going to kill my Rosebud,&amp;quot; declared King Aladar. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, then,&amp;quot; sighed the chancellor, &amp;quot;tell me what your alternative is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
They talked for a while, considering and dismissing various options, and finally agreeing on a solution. Rosebud would be locked away secretly in a high tower of the palace to which nobody but the king and chancellor would have access. In the meantime, the chancellor would search the countryside for someone who looked enough like Rosebud to pass as the queen. This false Rosebud would then be brought in secrecy to the palace and taught to appear in public as though she were really the queen. And so this is what was done. Queen Rosebud was taken off by King Aladar and the chancellor to the prison tower in the dead of night, weeping but without a word of protest in her defense. &lt;br /&gt;
&lt;br /&gt;
Chancellor Perlim Silkenvest then scoured the provinces looking for someone who resembled Rosebud as she had appeared on the day of her wedding -- a splendid sight with hair the hue of burnished electrum, skin white as newfallen snow or perhaps milk, lips redder than cherries, neck like a swan&#039;s, etc. etc. etc. Beyond this, Rosebud luckily had no distinguishing features whatsoever, and so it was easy enough for the chancellor to find someone who could be made over into a Rosebud look-alike. He finally settled on a young woman named Tsetsa from a village in Sresar Vale -- a waitress in a rough-and-tumble alehouse who also functioned as the local prostitute. He related that the king had need of her services, but that he could not explain further until they reached the royal court at Tagrana. At first Tsetsa laughed at the chancellor, called him a liar and an impostor, and had him thrown out of the alehouse; but he returned and showed her his chancery seal and his golden chains of office, and then promised her every luxury and amenity for the rest of her life in return for obeying the king&#039;s wishes. &amp;quot;He&#039;s starting a harem, is he?&amp;quot; queried Tsetsa: &amp;quot;Well, that&#039;s as good a meal-ticket as any. Count me in.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When the chancellor returned to the court with Tsetsa, King Aladar had grave misgivings. As mentioned above, he had the ability to see directly into a person&#039;s innermost soul, and he did not like what he saw in Tsetsa&#039;s: to wit, that she was a self-serving opportunist with neither compassion nor a conscience. But the chancellor dismissed King Aladar&#039;s objections with a wave of his hand: &amp;quot;She&#039;ll do what is needed -- what more do you want? No good person would accept such a quirky role as this!&amp;quot; And so the whole scheme was revealed to Tsetsa, and she gleefully agreed to be a part of it. They took her up into Rosebud&#039;s tower, where a deaf-mute cosmetician labored for several hours applying make-up and re-styling hair in order to transform Tsetsa into the spitting image of Rosebud. At the same time, the chancellor was careful to keep the two women on opposite sides of the room so that Rosebud&#039;s beauty-absorbing qualities would not affect her look-alike. The chancellor also kept well away from Rosebud himself: he both despised and feared her, for he judged her to be a terrible threat to his king. &lt;br /&gt;
&lt;br /&gt;
Tsetsa appeared at King Aladar&#039;s side whenever he went about in public: gorgeous, charming, shallow as a bedpan. Not a soul besides the two of them and Chancellor Silkenvest knew about the deception. Luckily, Rosebud had not been in the public eye long enough for the servants to become accustomed to her proclivities, her likes and dislikes, so it was easy enough for Tsetsa to pull the wool over their eyes. She shared the king&#039;s bed and took firm control of the royal household; she accumulated a vast and dazzling wardrobe; she filled the palace with little pug-nosed dogs, her pets; in short, she performed her role in every last particular. But King Aladar was not happy with her in the least, and his ability to read her soul at a glance became a curse. There was no love for him in her heart, but only a desire to exploit her position to gain more things -- more fine clothes, more pug-nosed dogs, more authority about the court. And they were expected to be seen together at virtually every waking hour. Nor could he speak openly of his feelings with Chancellor Silkenvest, who cared only about the good of the state -- admirable in a minister, but not in a friend. So at nights he went to visit and talk with the one person he now truly believed he could trust: Rosebud in her prison tower. Now she had indeed lost all her absorbed physical beauty, but with his inner eye King Aladar still saw her good and pure heart within, and that image was all that mattered to him. For with her honest soul she had entirely won over the king&#039;s sentiments. &lt;br /&gt;
&lt;br /&gt;
To the servants, Aladar explained that he used the tower as an astronomical observatory from which to watch the stars. The food that was hauled up to the top of the tower using pulleys, and which regularly seemed to be eaten, was said to be for feeding the birds and rats that dwelt therein. At first, Tsetsa paid no heed to King Aladar&#039;s nightly absences, but gradually they began to bother her. Although she had the run and rule of the court, Tsetsa grew bored and resentful of the imprisoned Rosebud as her one true competitor in the world. She first deigned to sleep with all the domestic servants, one by one, and then the ministers of court, culminating in a torrid affair with Sir Erkintz Dollitrog, Grand Master of the Order of the Beady Eye. But King Aladar did not notice, or if he did notice, he seemed not to care. &lt;br /&gt;
&lt;br /&gt;
Now, the seventy-years&#039; peace treaty between Arangoth and the Khalar tribe of Sherkhen came to an end at this time, and emissaries were exchanged between the two sides in order to formalize a new treaty for another seventy years. The Arangothian ambassador sent to the lands of the Sherkhen was none other than Chancellor Perlim Silkenvest himself, and from the other side came a brother of the chief, a handsome Sherkhen horseman named Helehkri. The emissaries were exchanged in a solemn ceremony held upon the waters of Song Deep, which separates Arangoth from the Khalar lands. Both ambassadors were received with the traditional honors and feasted and entertained, and since both countries were inclined to maintain the peace between themselves, there was no difficulty in reaching an agreement. King Aladar showed Helehkri the most diligent attention during his stay, and for Chancellor Silkenvest the nomadic Sherkhen people slaughtered many a fatted ox and displayed many daring and extraordinary feats of horsemanship before him. &lt;br /&gt;
&lt;br /&gt;
For her part, Tsetsa also showed Helehkri the most diligent attention during his stay. Late one evening she appeared at the door of his chamber in the spacious guest quarters at Tagrana, asking in a hushed whisper to speak with him privately. &amp;quot;Please,&amp;quot; she begged as soon as she was inside and the door was shut, &amp;quot;take me back with you; I do not want to be part of this honorless court any longer. My husband the king plans to attack your homeland as soon as the treaty is ratified, hoping he will catch your fellow tribesmen off guard. He has allied himself with your arch-rivals, the tribesmen of Khtarpan, swearing to wipe your kindred from the face of the earth. My husband, the brute, has bragged to me about these plans of his. And I have begged him time and time again not to attack your friendly brethren, but his only response has been to beat me.... So please, I implore you, take me back with you to the mountains of Kahlahra! Let me tell you all the secrets of the Arangothian court, so that you can thwart his fork-tongued plans!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Sherkhen emissary Helehkri was astonished at these words from the person he took to be the queen of Arangoth. &amp;quot;That would be a very serious thing, carrying off someone such as yourself. Why, such a thing would be a cause for war in itself! How can I know that what you are saying is true?&amp;quot; he asked. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you do not trust me -- then ask to see the tower in which my husband keeps his royal observatory!&amp;quot; whispered Tsetsa, clinging alluringly to the foreign envoy. &amp;quot;That is where he keeps all the plans for his attack. When he refuses this simple request, you will know I speak the truth. But until then let me pledge my sincerity to you with my soul and my body.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Tsetsa had invented the entire story; King Aladar had no intention of stabbing his Sherkhen allies in the back. Bored and resentful of her position, Tsetsa had decided to cause as much mischief as she could manage. On the one hand, she had always fantasized about being abducted and spirited off to the northern mountains by a dashing Khalar horseman -- a common dream, nourished among the young girls of Arangoth by romantic tales of the heroic past in which this was a common theme. On the other hand, she hoped to prove to herself that she was prized by king and court highly enough for them to send an expedition to rescue her. Besides, she felt constrained by the walls of the court, somewhat stifling in comparison with the rough-and-tumble alehouse in Sresar Vale. She had a lust for excitement, and vast resources for causing it. And so, after sharing herself with the Sherkhen emissary, she proposed a plan by which she would travel with Helehkri&#039;s entourage back across the frontier disguised as a Khalar horsegirl (among the Khalar, horses and stables alike are tended by females, and Helehkri had brought a number of thoroughbred Khalar horses over Song Deep as a present for King Aladar). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would particularly like to see the tower, your royal astronomical observatory,&amp;quot; said Helehkri the next time he was in the presence of the king, which was at breakfast the morning after Tsetsa&#039;s visit. But of course King Aladar could not let anyone into the tower in which Rosebud was kept, so he made up an excuse, saying that it was too heavily infested with rats and pigeons to allow so distinguished a guest to visit its interior. Helehkri was unable to finish his breakfast -- his appetite was entirely lost, his worst suspicions confirmed! From that moment onwards he had his hand constantly upon the hilt of his sword, lest the treacherous Arangothians should suddenly fall upon him and try to start the war then and there by massacring him and his retinue. &lt;br /&gt;
&lt;br /&gt;
When it came time for the emissaries to be exchanged again, the two boats, festooned with colorful pennants, met at the center of Song Deep, one carrying Chancellor Perlim Silkenvest, and the other carrying Helehkri and his entourage, including Tsetsa incognito. As soon as the Sherkhen delegation was back on its own boat, Helehkri sternly ordered his men to set fire to the Arangothian vessel and then quickly pull away. Chancellor Silkenvest stood benumbed with astonishment as the flames engulfed his boat: &amp;quot;What are you doing? This will mean war!&amp;quot; he cried. &amp;quot;Death to you treacherous Arangothians!&amp;quot; shouted Helehkri at the top of his lungs. And, turning to Tsetsa (who now removed her disguise) he said, &amp;quot;May you be revered eternally among the women of my people, for by your words you have saved the Sherkhen from destruction.&amp;quot; Tsetsa, feeling rather seasick, vomited over the side of the boat. &lt;br /&gt;
&lt;br /&gt;
Of the twenty-five Arangothian noblemen who were on the ill-fated boat, twenty-two perished in the flames or the waters of Song Deep, including Chancellor Perlim Silkenvest himself. Only three men managed to save themselves by swimming the full distance back to shore, and they related what they had seen and heard: the Sherkhen emissary had set fire to their boat, and somehow he had Queen Rosebud on board with him -- she had seemed nauseous, and had perhaps been drugged. In any case, it was clearly war! -- a boat flying the royal colors burnt and sunk, a respected emissary and chancellor killed, and a queen kidnapped. &lt;br /&gt;
&lt;br /&gt;
When King Aladar learned what had happened, he immediately appointed a new chancellor, Arlok Darian; and a general to command an attack upon the Sherkhen, Oryan Larkspin. Then, having placed the security of the realm in good hands, and being at last free from the influence of Perlim Silkenvest, he swore to end the charade regarding Rosebud once and for all. Releasing the poor queen from her tower, he appeared with her before the public at Tagrana and solemnly explained everything that had happened from the very beginning, begging his people for forgiveness; still, there should be no thought of calling off the war. Instead of kidnapping the queen, explained King Aladar, the Sherkhen had mistakenly kidnapped Tsetsa, his faithful servant. Now he, the king, would retire to the privacy of a country estate with his real queen, Rosebud, leaving Chancellor Arlok Darian to govern as regent until Prince Dorn (then aged four years) should come of age. He could not otherwise bear the shame he felt for having imprisoned his innocent Rosebud for so many months. &lt;br /&gt;
&lt;br /&gt;
The people who heard this proclamation did not necessarily believe it. Some thought King Aladar had gone mad. Others thought he had made up the story so that the quest to rescue the queen from the Sherkhen would not take precedence over other strategic considerations. But the king and queen did indeed retire to a country estate, and for the next sixteen years Chancellor Arlok Darian acted as regent of Arangoth. King Aladar only appeared at the court in Tagrana from time to time in order to judge particularly important criminal cases, for he still had that uncanny ability to see directly into a person&#039;s innermost soul. Otherwise, he and his wife tended to their gardens and orchards and lived a peaceful, quiet life in georgic seclusion. Rosebud is said to have died some years later from the sting of a bee. &lt;br /&gt;
&lt;br /&gt;
The details of the war itself are a matter for military experts, and this historian does not feel qualified to discuss them here. Arangoth did, however, win the war; and there is another story associated with the kingdom&#039;s victory. The might and right of Arangothian arms had at long last brought the wild Khalar horsemen to their knees. Five years after the haughty Helehkri had burnt the ambassadorial ship upon the waters of Song Deep and committed various other atrocities, it was time for the bitter reckoning for his crimes against humanity. King Aladar and Queen Rosebud having long since retired to their country estate as aforementioned, the kingdom was then in the able hands of Chancellor Arlok Darian and General Oryan Larkspin. &lt;br /&gt;
&lt;br /&gt;
Throughout the course of the war, Chancellor Darian and General Larkspin had been on the best of terms. Chancellor Darian came from an old Arangothian family, and the bluest of the blue blood of the aristocracy flowed in his veins. He had kept order at court, which was no easy task: during the war, the old palace at Tagrana had been considered too vulnerable to attack, located as it was right across Song Deep from the territories of the Khalar foe. Therefore, the court had become a mobile operation, and the Arangothian government with all its treasures and records had been hauled about under tents in the boondocks of Sresar Vale and East Arangoth for the duration of hostilities. Chancellor Darian had made sure that there would be no interruption of justice and peace on the home front and became renowned throughout the kingdom for his impartiality and good common sense. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, General Larkspin had been in charge of the Arangothian forces, including the knights of the Order of the Beady Eye which had rallied behind the royal standard under their leader Sir Aritz Dollitrog, a giant of a man who had slain the notorious Helehkri in single combat during the closing days of the war. General Larkspin himself was of common birth, for his father had been a mere scribe in the royal chancery, but he had ennobled himself by his valiant deeds on the battlefield and by his cunning strategies that many said had won the war. Particularly brilliant had been his success in cutting off the retreat of the Sherkhen notables after the death of Helehkri. &lt;br /&gt;
&lt;br /&gt;
During the war Chancellor Darian and General Larkspin had (as I mentioend above) remained close friends, signing their letters to one another &amp;quot;brother&amp;quot; and sending each other valuable gifts of wine, horses and opium on the appropriate Arangothian holidays. Now, however, their friendship appeared to be strained close to the snapping point. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I should be the one to accept the surrender of the Khalar chiefs, of course,&amp;quot; wrote Chancellor Darian, &amp;quot;since I&#039;m the official representative of King Aladar, to whom he entrusted the royal seals and so forth. But of course, Oryan my friend, I&#039;ll want you to be standing at my side when this happens.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;My dear friend,&amp;quot; responded General Larkspin in his next letter, &amp;quot;I do hate to bring a note of disharmony into our discussion, but it occurs to me that since I am the general who brought the Khalar to their ruin, and since it is after all the Khalar *generals* who will be surrendering, it would be only meet and proper for *me* to accept their official surrender. But you&#039;re certainly right, my dear friend, that you should be there.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
With the next post-rider out to the general&#039;s camp went the following missive: &amp;quot;Far be it from me to question your abilities as a general, Oryan my friend, but if one must get down to the nuts and bolts of the matter it would not be quite appropriate for the son of a scribe, a commoner, to represent the whole of the noble estates of Arangoth to whom the surrender is being made. The magnates, I happen to know, would balk at the idea. Far better to step aside and not rock the boat, eh?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
General Larkspin growled as he had his secretary write in response, &amp;quot;My dear, dear friend, I should mention that the thousands of loyal soldiers who served loyally in my command are all very eager to hear that I, Supreme Generalissimo Extraordinaire Oryan Larkspin, have received the solemn surrender of the Khalar chiefs, and if they hear otherwise, that someone else whom they do not know has accepted the surrender instead of me, then they&#039;re likely to become disillusioned. And I needn&#039;t remind you that my soldiers are all still in arms. If they were to become disillusioned this might lead to excesses of rather an unpleasant nature.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Chancellor Darian and General Larkspin argued back and forth for quite some time over this point of etiquette until the time agreed upon for the surrender was upon them and forced a compromise. They would both stand side by side at the ceremony, and they would see to which of them the Khalar chiefs would choose, unprompted, to tender their surrender. &lt;br /&gt;
&lt;br /&gt;
And so they gathered on their side of the border post erected upon the frontier between the Arangothian kingdom and the lands of Kahlahra with much beating of kettle-drums, blaring of martial shawms and trumpets, flying of royal pennants and whinnying of many a caparisoned and war-tested steed. Chancellor Darian wore about his neck the bejewelled golden regalia of his solemn office, while General Larkspin stood attired in his military garb, wrought with sharply-ground metal points and thick iron plates sheathed over in finest Ruthmarna goatskin. To the right of General Larkspin loomed the hulking figure of Sir Aritz Dollitrog in the habit of his knightly order, bearing in armored fist the still-bloody blade that had shorn off the head of the ignominious Helehkri a month before. The chancellor glanced over at this sword from time to time, his lip curled in disapproval at what he deemed poor taste; and besides, he thought the gory old thing might attract flies. &lt;br /&gt;
&lt;br /&gt;
The Khalar came too, from their side, dismounted and leading along their horses beside them as stipulated in the terms of peace, heads bowed in abject humility as they trudged forward. The chiefs of the nine principal tribes approached Chancellor Darian and General Larkspin, the foremost of them carrying in his outstretched hands a small humpbacked wooden chest, its varnish thick and dark. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many times have we warred amongst ourselves, and many times have we joined in the wars of others,&amp;quot; said the Khalar chief through an interpreter. &amp;quot;But never before has our entire race known such defeat as has been brought upon us by the kingdom of Arangoth.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Chancellor Darian nodded at these words; General Larkspin grinned and shot a sidelong glance at Sir Aritz Dollitrog, who swung his bloodied sword back and forth a couple times in boredom. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And thus it is,&amp;quot; said the interpreter, translating from the exotic and guttural Khalar tongue, &amp;quot;that we surrender unto our southern masters the greatest treasure of our people, which has always belonged to the strongest among us, but which now rightly falls into the hands of our conqueror. Take, therefore, the cherished... er....&amp;quot; The interpreter paused. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The cherished what?&amp;quot; demanded General Larkspin. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t believe there&#039;s a word for it in the common tongue, sir,&amp;quot; whined the interpreter. &amp;quot;Now he&#039;s asking to which of you he ought to give this thing. It&#039;s in that box there, your excellency, whatever it is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Chancellor Darian looked at General Larkspin, who in turn looked back at Chancellor Darian. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is it again?&amp;quot; inquired the chancellor. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t really know, sir,&amp;quot; replied the interpreter, on the verge of tears. &amp;quot;I&#039;ve never heard this word before. It sounds a little like their word for a &#039;pigeon,&#039; but it&#039;s not the same word. I&#039;m so terribly sorry, your excellencies -- I studied the Khalar language for twelve years to become an interpreter, but I really have never heard this expression before. You can dismiss me if you want to.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The chancellor hemmed and hawed for a moment or two and then, with a glance at his colleague, said, &amp;quot;Well, I suppose it&#039;s only right that *it* be handed over to my esteemed friend, General Oryan Larkspin, for his gallant role in defeating the Khalar hordes.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The general coughed. &amp;quot;Mm -- yes, well -- but what *is* this thing?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Khalar chief says,&amp;quot; interjected the interpreter, &amp;quot;that it is the most mysterious and magical thing, the most wonderful and weird, the most singular and sinister, that has ever existed in the world, your excellencies, if that helps. Oh, and they also say -- &amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes?&amp;quot; replied the chancellor and general at the same time. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They say that once it has been turned over to you they all want to be killed on the spot.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Sir Aritz grinned and clutched his sword a little more securely: &amp;quot;I think I can handle that.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
General Larkspin looked nervously at the little chest. &amp;quot;Mysterious and magical, eh? Singular and sinister? Well, er -- shouldn&#039;t my dear brother Chancellor Arlok Darian receive the honor of taking this -- er -- thing, considering that he, you know, represents the king and queen and all?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The interpreter listened to the Khalar chief for a moment and then translated: &amp;quot;He says he wishes you would end the terrible suspense and take it, if you&#039;re going to. And they do not want to live if they no longer possess it. He asks whether you&#039;re *afraid* of the... er... whatever that bloody word is.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get rid of this incompetent interpreter!&amp;quot; snapped Chancellor Darian. &amp;quot;Out with him, and cancel his pension, too. This is ridiculous. Are there no Khalar who speak the common language and can tell us what this blasted thing is they want to give us? And whether it&#039;s dangerous?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A couple Arangothian guards carried the interpreter off by the scruff of his neck, and inquiries were made among the various Khalar horsemen who were gathered around, dolefully watching the surrender that seemed to be delayed somehow, and for some reason that they were unable to comprehend. Finally one young Khalar horsegirl came forth, curtsied to the chancellor and general, and said: &amp;quot;I speak some Common. What&#039;s the problem? Why will you not accept our surrender? Must you humiliate us even more?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The chancellor pointed at the humpbacked wooden chest held out by the principal Khalar chief and barked, &amp;quot;We don&#039;t know what that thing is. They say it&#039;s magical and whatnot. What is it? Is it going to blow up or what? Are you trying to trick us?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The horsegirl glanced at the chest and breathed in sharply. &amp;quot;It&#039;s no trick. It really is our most deeply cherished treasure. And it&#039;s....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, yes, what is the wretched thing?&amp;quot; demanded the chancellor impatiently (his stomach was growling, because he hadn&#039;t had a chance to eat before the ceremony). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s wonderful,&amp;quot; murmured the horsegirl. &lt;br /&gt;
&lt;br /&gt;
Chancellor Darian and General Larkspin exchanged exasperated glances once again. &lt;br /&gt;
&lt;br /&gt;
Suddenly the horsegirl leaped towards the chief who was holding the little chest and seized it in the blinking of an eye, dashing frantically back in the direction of the Khalar frontier, yelling: &amp;quot;We cannot surrender it! It cannot, will not, shall not --&amp;quot; But then the rest of the Khalar fell upon her with a sudden fury, and a moment later one of the horsemen walked back towards the Arangothian notables with the little chest in hand -- spattered now with blood; and, with a bow, he returned it to the principal Khalar chief. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, this is getting ludicrous,&amp;quot; snarled Chancellor Darian to General Larkspin: &amp;quot;Why don&#039;t you just take the thing and get this over with?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why don&#039;t *you*?&amp;quot; responded the general coolly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine,&amp;quot; said the chancellor, and unceremoniously snatched the chest from the hands of the Khalar chief. &amp;quot;There. We accept your surrender. Know that all affronts upon the Kingdom of Arangoth are similarly doomed to suffer defeat, and scheme against us no longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As the Arangothian deputation filed away from the place of surrender, the Khalar horsemen began to weep and wail, and the nine chiefs threw themselves upon their swords and died almost instantly. With that, the five years of the Sherkhen War came to an official close. &lt;br /&gt;
&lt;br /&gt;
Now, while all the royal archives and treasures were still being returned to the palace of Tagrana beside the now-calm waters of Song Deep, there was the obligatory triumphal procession through the streets of the capital. (It was not until many years later that Drache became the capital.) There was so much cheering that the distant rumbles of thunder and flashes of lightning were entirely eclipsed by it. Trumpets blasted and blared until the trumpeters&#039; lips blistered, and the commoners tossed cats and kittens onto the various bonfires in the public squares to induce their festive caterwauling. (Yes, this was a terrible thing, and happily this custom has since died out.) At the head of the procession strutted the musicians of the royal military band with their shawms and kettle-drums and shrill pipes. Then a-marching came the infantry in their bright brass-buttoned uniforms: the regiments of Transdariania, of Arania, of East Arangoth; and in their wake came afoot the tassle-laden Rondissian hussars, Arangoth&#039;s most faithful allies, their long waxed moustaches curled out to either side of their faces, bearing aloft their serrated dress-scimitars and intricately-wrought iron battle axes, and chanting in unison: &amp;quot;Hu, hu, hu, hu!&amp;quot; Next followed all the volunteers from foreign parts, some mysteriously cloaked, some well-nigh glowing with magical intensity; and overhead flapped those winged creatures which had contributed to the victory, among them not a few dragons of various hues and sizes. Then followed the carriage bearing Darian and Larkspin, and whenever it rounded a new street corner it was met anew with a thunderous cheering and applause and an avalanche of fragrant flower-petals dumped out of bushel-baskets in the rickety upper stories of buildings to either side of the thoroughfare. Behind them, but a little higher up on an elevated benchlet, sat the ten-year-old Prince Dorn of Arangoth and his sister, the thirteen-year-old Princess Esrelinde, both waving and grinning at all the finery and excitement. Next followed another carriage bearing in it the families of the chancellor, the general, and other important persons. Behind them, upon their gallant war-mounts, rode the Knights of the Beady Eye with Sir Aritz Dollitrog at their center, still holding aloft the bloody sword which had beheaded Helehkri. The regular Arangothian and Rondissian cavalry followed next, with the rear brought up by seven dozen fine Khalar horses captured from the enemy during the war and the looted standards and insignias of the various tribal military contingents. &lt;br /&gt;
&lt;br /&gt;
Almost as an afterthought, the little chest had been included in the procession. It was, after all, the symbol of the surrender -- whatever it was -- and with everything else there was little time to worry about that question -- eventually it would be presented to the king and queen, perhaps. And so, for now, it had been placed inconspicuously at the back of the carriage carrying the families of the general, the chancellor, and other bigwigs. There it went almost entirely unnoticed, since eyes were instead riveted on the two caparisoned white stallions that drew the carriage along, or on the strapping sons and gorgeous daughters of the Larkspin, Darian, Dollitrog, Silkenvest, Swanneck and other ancient and noble Arangothian lineages. Rare indeed such a glimpse was, since these blue-bloods rarely emerged from their high-walled manors into the public eye. They were excited to be out, and showed it -- especially the youngest ones, punching and poking at each other relentlessly and recklessly. Little Lelmunette Darian gave little Bodo Silkenvest a shove at one point, and he nearly went tumbling off the carriage -- which would have been a serious thing, what with the hooves of the horses of the Order of the Beady Eye directly behind them. But in righting himself he managed to knock the little chest off the back of the carriage, and it hit the street with a splintering crack. The Order of the Beady Eye obliviously rode forward right over the chest, as did the Arangothian and Rondissian cavalry -- batting the fallen object back and forth like a shuttlecock in their forward trot. &lt;br /&gt;
&lt;br /&gt;
The main part of the procession went on ahead, and as it began to rain in earnest those who had been marching down the street swarmed into any available inn or hall or arcade to escape the rain, as did many of the drenched spectators. Free drink for all the heroic soldiers of great Arangoth! -- whether this began as a legitimate offer or was the idea of the soldiers themselves, nobody was sure, but once the rumor was out the barkeepers could not help but go with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bodo knock chest off cart, papa,&amp;quot; said little Lelmunette Darian to her father as he handed her a little mug of hot cider. The room smelt damp from all the claustrophobic people drying out from the sudden downpour. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh?&amp;quot; replied the chancellor, signing his autograph for a persistent swineherd. &amp;quot;Oh! *That* chest! Knocked it off the back of the carriage, eh? Did anyone pick it up?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lelmunette shook her head and took a drink of the hot cider. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re sure? Is it still there?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I guess so,&amp;quot; said Lelmunette. &amp;quot;The cider too hot.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Chancellor Darian made his way across the crowded room, carrying his daughter on his shoulders, until he found General Larkspin. &amp;quot;It seems that Khalar chest fell off the back of one of the carriages during the parade. You&#039;d better send someone to go back for it, eh?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The general shrugged. &amp;quot;If you want my opinion, leave it there. Nothing that comes from the Khalar can be any good. If they treasure it so, what better way to tweak their noses than to toss it aside into some squalid alleyway? Anyway, I find the whole thing a bit disturbing. If there&#039;s not a word for the thing in the Common language, then it&#039;s got to be un-Arangothian. If it&#039;s worth anything, it&#039;d be for sale on the black market by now -- and if it&#039;s not, why worry about it?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whatever&#039;s in that chest might be covered with gemstones and gold, of course.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;True -- or it might as easily be the shrunken, dried head of some ancient Khalar chieftain.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t think so?&amp;quot; Chancellor Darian grimaced at the thought. &lt;br /&gt;
&lt;br /&gt;
The general nodded. &amp;quot;Or a venomous snake which they&#039;re hoping will come out and bite the poor soul who first opens the box. Aye, the Khalar are a devious lot, and I wouldn&#039;t put such a ruse past them.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hadn&#039;t thought of that.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Laughing, the general clinked his glass of brandy against little Lelmunette&#039;s mug of hot cider. &amp;quot;You should think a little more, my friend. It&#039;s all for the best that neither you nor I will be the one to find out what&#039;s in that ridiculous chest. The gall of those Sherkhen for handing us such a thing....!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, the Order of the Beady Eye and the Arangothian and Rondissian cavalry had advanced forward over the place where the enemy&#039;s treasure-box had fallen onto the cobblestones; nobody had seen it fall. When the Khalar horses had been led by, however, the chest had finally been knocked out of the roadway by a fortuitously-placed hoof. Rolling over and over, it cracked open against one of the elms lining the street -- and something shot out of it, continuing to roll and roll and roll until it came to a stop against the side of a baker&#039;s shop. The people on either side of the street had been watching all the while -- not a few of them hoping there was something valuable in the box and that they could scramble away with it in the confusion. &lt;br /&gt;
&lt;br /&gt;
It was roughly a foot in diameter. It glowed, and it sparkled, and it hummed -- a single, wonderful note, neither loud nor soft nor anywhere in between. It sang, and the song it sang was vast and oceanic and prodded each emotion at its core within the soul. It emitted a palpable aura of love -- agape, philos, eros. It was all-nourishing and all-fulfilling, sirenlike in its serene splendor. In short, it was a pretty nifty little thing, and it caught everyone&#039;s attention and glommed onto it like a barnacle to a hull. The people stood entranced for a moment -- puzzled, distracted, not noticing the raindrops beginning to fall from the angry sky above. Then someone started to laugh, and it infected the entire street. Laughing breathlessly, complete delight written on every face, everyone pushed forward to get closer to the thing that had come to a stop against the side of the baker&#039;s shop. If they had to trample anyone to get there, or if they themselves were trampled by others, that was a small price to pay for the priceless. They danced, and they circled, and even as it grew dark and raindrops pelted them like gravel from heaven they celebrated the object until they collapsed out of exhaustion. As others came to see what the fuss was all about, they too succumbed to its perfect seduction, laughing until they cried -- for there is a fine line between a laugh and a scream. &lt;br /&gt;
&lt;br /&gt;
The next day they were still there, packed so densely that no cart or carriage could pass. These crowds were duly reported to Chancellor Darian, who sent people to investigate several times during the morning and early afternoon. But none of them returned. Nobody who once approached close enough to learn the cause was able to escape the rapturous fishnet with its human haul, but the laughing and singing and dancing could be heard for miles. Like a lure, it enticed and snagged more people -- from the outlying parts of the city, and then from the hinterland. Nobody went to work. Nobody tended the fields. Nobody ate or drank anything, for what was food and drink next to basking in the complete perfection of the thing that had come to a stop against the side of the baker&#039;s shop? &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t understand it,&amp;quot; muttered the chancellor, pacing about his reception hall. &amp;quot;Have I a rebellion on my hands? And so soon after our victory in the war? Has everyone in the whole city gone mad? How long can they keep this up? Send out the city guard -- I must know what&#039;s causing this terrible disruption!&amp;quot; The city guard did not return. Nor did the Arangothian infantry. The chancellor would have gone himself, but by now he had begun to grow deathly afraid of what might be out there -- what might make so many thousands take sudden leave of their senses. The singing and shouting kept him awake at night and kept him from concentrating on any work during the day. He summoned various wise men, priests, soothsayers, and so forth from throughout Arangoth, but nobody was able to tell him anything. Finally Gadpisi, the wizard-hermit from the Black Lagoon, arrived in Tagrana. Unlike the others, he had not been summoned. Gadpisi simply knew when he was needed and showed up -- but not very often, for he was an extraordinary recluse. Nobody liked him very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Gadpisi,&amp;quot; he announced himself to Chancellor Darian, causing a flash of lightning to appear several feet behind him for dramatic effect. &amp;quot;You are bewildered by a problem and you have no idea how you will go about solving it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; replied the chancellor. &amp;quot;How did you kn--&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know many things,&amp;quot; interrupted Gadpisi, &amp;quot;but let us not waste time with idle chatter. For the last two weeks, the people of your city have been crowding together and partying riotously. They neither eat nor drink -- nor do they sleep. Some have died from lack of water. Others have been trampled underfoot. You rightly fear this Thing that has overtaken your people, so you have summoned many lesser persons to try to solve your problem. They have all, of course, been unsuccessful.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why? What is it?&amp;quot; cried Chancellor Darian, rising to his feet. &lt;br /&gt;
&lt;br /&gt;
Gadpisi closed his eyes and hummed to himself for a moment. &amp;quot;It is a cute little glowing ball.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The chancellor curled his lip. &amp;quot;A cute little glowing ball?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right,&amp;quot; snapped Gadpisi, his eyes flashing. &amp;quot;A cute -- little -- glowing -- BALL! But its cuteness veils its sinister potential. Do you understand how ley lines work, and what an interdimensional portal is?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The chancellor shook his head. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this has nothing to do with either of those things. Mmmm.... from my vast readings I know of but one object such as this, the great Khalar Siren-Stone, in the presence of which all a person&#039;s cares vanish instantly. The Khalar, they say, have learned, over generations, to live with it -- to revel in its presence, but yet retaining sufficient will-power to draw themselves away before starving to death. It is their greatest treasure, however, and they would never part with it. This must be another such piece....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Actually,&amp;quot; said the chancellor, &amp;quot;we recently defeated the Khalar horsemen in a five-year war and received some mysterious chest as a token of surrender from them which went missing just before this crisis began.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Gadpisi paused for a moment. &amp;quot;Did you think I did not know of your five-year war, or of your victory? Yes, of course. It is the great Khalar Siren-Stone, and you Arangothians are too weak-willed to fend for yourselves against its overwhelming gratification. The solution is really quite simple. You&#039;ll need to put the thing back into a box of some sort. As long as it&#039;s kept enclosed, it has no power whatsoever. Shall I go and do this for you?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;But wouldn&#039;t you be affected by this... thing?&amp;quot; queried Chancellor Darian. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I beg your pardon?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;How would you be able to get close enough to it to put it in a box?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t understand what you&#039;re getting at.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The chancellor cleared his throat. &amp;quot;Won&#039;t you be entrapped by this whatsis-stone too?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, I see. No. You don&#039;t understand,&amp;quot; said Gadpisi with a chuckle. &amp;quot;I am Gadpisi. I am invincible. I am immune to the effects of siren-stones. But I will need some sort of a container.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Thus it was that Gadpisi strode forth through the streets of Tagrana to the baker&#039;s shop, levitating effortlessly above the crowds where necessary. Snatching up the odd, glowing object as though it were a canteloupe, he placed it into a breadbox and closed the lid. Instantly the swarming crowds fell still, many collapsing onto the ground, all dizzy, disoriented and bewildered. Suddenly there was a mad rush towards the city&#039;s public fountains, where the poor commoners climbed all over each other to slake their thirst after long hours without drink of any kind. They left behind many thousands of dead -- starved, parched and/or trampled, festering miserably upon the cobblestones. Gadpisi, after uttering a brief magical incantation to effect a mass resurrection, turned and walked back to the court, whistling, carrying in the breadbox the most wonderful, most lethal thing the city had yet seen. He hauled it in to the audience chamber, where Chancellor Darian and General Larkspin were seated. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here it is, boys,&amp;quot; said Gadpisi. &amp;quot;You may not like my methods, but then it&#039;s you that got yourselves into a mess from which the only way out was through employing a Gadpisi.... Now -- we&#039;d best seal this thing up in such a way that it won&#039;t be opened again easily.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, are you going to place some sort of spell of sealing over it?&amp;quot; asked the chancellor. &lt;br /&gt;
&lt;br /&gt;
Gadpisi smirked. &amp;quot;A hammer and nails should do. Does either of you gentlemen have a problem with termites?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, my manor is infested with the damned things,&amp;quot; said General Larkspin. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I suggest,&amp;quot; said Gadpisi as he nailed the box shut, &amp;quot;that you put this in your cellar. Termites will eventually eat their way into the box, see, and then they&#039;ll be so entranced by the siren-stone that they&#039;ll stay there -- neither eating nor drinking, just like your poor fellow citizens here. And they&#039;ll draw all the other termites after them. That should exterminate them -- much as *ahem* everyone in this city might well have been exterminated. Good day, gentlemen.&amp;quot; -- Here ends the story of the Siren-Stone. &lt;br /&gt;
&lt;br /&gt;
At that time, there was a young noblewoman at court by the name of Sarphe. She was the wife of the ostentatious Sir Aritz Dollitrog, Grand Master of the Order of the Beady Eye, whom she had married at the age of thirteen. She had borne him two sons, whose names were Tintran and Klephtan. Now, she was also incredibly charming, witty and beautiful. Sir Aritz, for his part, was popular, handsome, strong, tall (like all members of his family) and politically powerful. He could run faster than anyone else in Arangoth, and could best anyone at wrestling or drinking. He was also an accomplished lutenist and delighted in devising limericks, though never ones of an obscene nature. In any case, the court was astonished and dismayed when he turned up dead. He and Prince Dorn had been out hunting alone in East Arangoth when, as Dorn told it, a wild boar had charged the unfortunate Sir Aritz. There was nothing more to say. Sir Aritz was laid to rest with due honor, and the seventeen-year-old Prince Dorn comforted the young widow Sarphe by marrying her himself. Since his father King Aladar died the next year, they became king and queen of Arangoth -- although because King Dorn was not yet of age to rule (twenty years), his father&#039;s Chancellor Arlok Darian continued to serve as regent for another three years. &lt;br /&gt;
&lt;br /&gt;
Now, it does not behoove the writer of a chronicle to include mere gossip; however, in this case the gossip may have played a part in shaping the grand scheme of Arangothian history. Some said that Prince Dorn, lusting after the gorgeous Sarphe, had himself killed Sir Aritz Dollitrog so that he could have the girl for himself. Of course, Prince Dorn was nowhere near as strong or brilliant as Sir Aritz, but the complete lack of witnesses made the thing fair game for speculation. In any event, Sir Aritz&#039;s sons Tintran and Klephtan eventually grew into men, and Klephtan was later named Grand Master of his father&#039;s guild. Klephtan -- then Sir Klephtan -- caught wind of rumors that his father had been killed by Prince Dorn -- then King Dorn. He could not believe them, but he could not shut them out of his mind entirely either. And so he developed a grudge deep within his soul against his sovereign, the King of Arangoth. He hid it well beneath his scheming smile, but it was there nevertheless. Since Sir Klephtan was later to prove himself to be an arch-traitor against the crown of Arangoth, we might seek the original motive for his treason in this deep-rooted grudge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=The_Origins_of_the_Kingdom_of_Arangoth&amp;diff=99</id>
		<title>The Origins of the Kingdom of Arangoth</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=The_Origins_of_the_Kingdom_of_Arangoth&amp;diff=99"/>
		<updated>2012-08-15T14:54:58Z</updated>

		<summary type="html">&lt;p&gt;Karras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article describes the origins of the kingdom of Arangoth.  See the [[History of Arangoth]] for a full list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many years ago, the land known today as Arangoth was inhabited by a savage race known as the Goxal, who did not know how to work metal and ate their meat raw. They inhabited the lands around Song Deep, ever at peace and knowing no leaders nor any hierarchy, and for their few metal tools and trinkets they traded the crops they grew to the dwarvish miners of Ruthmarna to the south. For many generations it was thus. &lt;br /&gt;
&lt;br /&gt;
But then there were stirrings in the far west which led to great changes upon the landscape of the world. The noble Gemarinds had once possessed a kingdom of their own, but had for the space of several generations fallen under the rule of their close southern kin, the Mingits. But the Mingits&#039; empire was destroyed very suddenly when a vast horde of nomadic raiders appeared from the western desert. The Gemarinds and the Mingits fled eastward. Today the Mingits are scattered, dwelling in separate quarters in many cities (including Drache). The Gemarinds briefly established a second kingdom, but it was destroyed centuries ago by the tailed Leturians who had migrated into what had been the Mingits&#039; empire. When this happened, many Gemarinds became slaves of the Leturians, but many others continued yet further eastward and finally came upon the lands of the savage Goxal, who welcomed them into their midst. The whole land was then filled with song, and there was no illness, and every animal could talk--so they say. Eventually, however, the Gemarinds chose to assert themselves as the rulers of the land, and drew their swords against the peaceful Goxal, and spilt their blood. Since then, the primeval music has vanished from the land, although it is remembered in the name of Song Deep, in the lapping of whose waters some hint of it may yet remain. Generations passed, and the Goxal and the Gemarinds gradually intermixed. It is from them that the native Arangothian humans of today are descended. &lt;br /&gt;
&lt;br /&gt;
The first state which arose upon the territory of Arangoth was the Grand Duchy [sitharang] of Leptatarna, bordering upon Song Deep. The first ruler of whom history has good knowledge was Folvaholk the Great, Grand Duke [sithire] of Leptatarna. His tomb of tall megaliths stands atop a great hill, and the inscription there names him as Folvaholk, Grand Duke of Leptatarna, son of the mighty Fenduth, Grand Duke of Leptatarna. Of Fenduth, however, we know nothing except his name. &lt;br /&gt;
&lt;br /&gt;
Folvaholk the Great built roads connecting other Arangothian-inhabited areas to Leptatarna, among them the great north-south highway that passes through the mountains of Ruthmarna and connects Inner Arangoth to the Darian valley in the south (where the city of Drache later arose). He subjected the dwarves of Ruthmarna to his authority, and made them swear fealty to him by threatening to keep from them the foodstuffs from Leptatarna on which they subsisted. He established his son Kukarek as Grand Duke of Ruthmarna, and from that point onwards the heir to the Grand Duchy of Leptatarna (and later to the throne of the Kingdom of Arangoth) always held the title Grand Duke of Ruthmarna. &lt;br /&gt;
&lt;br /&gt;
Folvaholk&#039;s son and successor Kukarek established good relations with the Khalar tribes to the north of Song Deep and put an end to their raids on Arangothian villages and towns. There were other Grand Duchies as well, namely Sresaria (in the Sresar Vale), East Arangoth, and Transdariania (in the Darian valley). &lt;br /&gt;
&lt;br /&gt;
In olden times, however, there was no king of Arangoth, but instead each of the Grand Dukes was considered the equal of the others. When conflicts arose among them, they generally waged wars among themselves, which cost many lives and much money and generally kept the land in perpetual misery, since none of the Grand Dukes could agree upon where the different Grand Duchies began and ended. It so happened once that the Grand Dukes of East Arangoth and Sresaria were feuding with each other. Leptatarna, lying directly between these two places, got the worst of it. &lt;br /&gt;
&lt;br /&gt;
Kukarek&#039;s grandson was Tagran. While he was Grand Duke of Leptatarna, the other Grand Duchies began to respect him as an impartial intermediary and sought out his help in resolving disputes between themselves. This came about in the following way: an advisor of Tagran&#039;s convinced him to mediate between his two warring peers in Sresaria and East Arangoth. Tagran hesitated, till his advisor gave him a stone which he called the Stone of Concord, whose possessor he said was sure to have the power and authority to mediate disputes wisely. Actually the stone had no powers whatsoever, but Tagran was now confident and managed to bring about a peace between the two feuding parties. His mediation was then sought routinely about disputes between the different parts of Arangoth, until finally he was proclaimed the first King of Arangoth (which means simply &#039;the land&#039; in the old tongue). &lt;br /&gt;
&lt;br /&gt;
Grand Duke Tagran of Leptatarna, upon becoming the first King of Arangoth, decided to build a new city to serve as the kingdom&#039;s capital. Until then the largest city in the region had been the market center of Hornath-ul-Marfed, which was not majestic enough to suit the new king&#039;s tastes. Moreover, Tagran had a dream in which he stood before a tree from which both an apple and a pear were growing, and he resolved to find the tree and build his new capital on the spot. So King Tagran and his entourage traveled all over Leptatarna looking for the tree -- week after week passed, and still they had no luck; no such tree seemed to exist anywhere in the world. Finally, when they were encamped by the side of Song Deep, the king went fishing and caught a large pike, in the belly of which he found a pomegranate. That struck King Tagran as close enough, so he decided forthwith to found his new capital in that place. Since they were only a few miles from the place where the Peraltok River flows into Song Deep, in fact, he decided to fudge things and build the city there. &lt;br /&gt;
&lt;br /&gt;
Stones were hewn from the mountains of Keletoth-ul-Sangli (the Horse&#039;s Head) to the northwest and carried upon camelback to the construction site. The camels were worked so hard in building the city that the native breed died out; this is why there are no longer any Arangothian camels. The roof of the royal palace was made of pure gold, mined by dwarves in Ruthmarna; its walls were decorated with lapis lazuli and other precious stones. It consisted of two hundred and thirty-seven rooms and was in shape a vast spiral, viewed from above, with an onion-domed tower at its center, taller than any tree, in which a magical fire was kept burning at all hours: it was said that this same fire would burn for as long as the Kingdom of Arangoth remained upon the earth. Among the two hundred and thirty-seven rooms were spacious guest quarters for visiting dignitaries, kitchens in which the finest delicacies to be found in Arangoth were prepared for the royal feasts, kennels, stables, pools, archives, armories, treasuries -- and the Throne Room, in which King Tagran dispensed justice. The city itself became known as Tagrana, named after its builder, and it was the capital of Arangoth until a little over fifty years ago when it was almost destroyed during the cataclysm that brought the end of the Old Kingdom. Arangothian years are still counted from the foundation of the city of Tagrana (470 years ago in the mun-year 2000). &lt;br /&gt;
&lt;br /&gt;
Tagran reigned for thirty-one years. His son Arduin reigned for twenty-seven years, and Arduin&#039;s son Amurath reigned for six years; but he fell suddenly ill and died young. Amurath&#039;s younger brother Forban then ascended the throne of Arangoth and reigned for thirty-seven years. During the reign of Forban, the king&#039;s son, Prince Herbord, was the commander of the Arangothian armies. For four years the bold griffon king Karos waged war upon the land of Elvendeep, to the west of Arangoth, and Prince Herbord led those Arangothian forces which entered the war on the side of the elves. The griffon king finally suffered a terrible neck injury and was forced to withdraw. That same year, Prince Herbord&#039;s son Anskar was born. Herbord later ascended the throne and reigned for sixteen years, and after that Anskar reigned for forty-one years. In the reign of King Anskar occurred the Fall of the House of Silad. From this point onwards, the King appointed governors to the outlying provinces, which were no longer hereditary in particular families. &lt;br /&gt;
&lt;br /&gt;
Anskar&#039;s son Gerd reigned sixteen years, and Gerd&#039;s son Rafold reigned twenty-three years. Rafold&#039;s son Arduin reigned forty-one years; Arduin&#039;s son Aladar reigned twenty-three years. Aladar had no children, so Ware, son of his brother Forban, succeeded to the throne upon his death. &lt;br /&gt;
&lt;br /&gt;
A people known as the Assi dwelt along the valley of the upper Nie River. They were a lawless band of ruffians who pillaged towns and villages to the west in East Arangoth and caused no end of trouble, although they never dared to attack any major fortresses or cities. They also sent raiding expeditions eastward to the Kingdom of Rondis, which is mostly surrounded by the Kanemara Mountains but still lies open and vulnerable to attack on its southern border. The East Arangothian peasantry was made utterly miserable by the relentless Assi raids, but the noblemen who lived in their secure chateaux and fortresses were at first little inclined to risk their necks against such brigands. They longed for glorious battle against people of honor, not frustrating border-patrol duties. Therefore the royal court did nothing for a good many years. Finally, however, the court was jolted into action. &lt;br /&gt;
&lt;br /&gt;
King Ware of Arangoth decided to marry his daughter to the Prince of Rondis, a prosperous mountain kingdom to the east. He sent his daughter thither across the wild borderlands along the River Nie, with a magnificent entourage and an enormous dowry in gold; but on the way she and her whole entourage, the dozens of noble personages accompanying her, were overtaken by tribesmen of the Assi and carried off into the wilds of Elgar Forest. Nobody from the entourage was ever seen alive again, but the Assi left the heads of several of the guards stuck on poles outside an East Arangothian citadel. &lt;br /&gt;
&lt;br /&gt;
King Ware, blinded by fury, swore to wipe the Assi from the very face of the map and redoubled his resolve to ally his kingdom with the Rondissians. In fact, both royal courts were outraged. They vowed together to punish the Assi a thousandfold for what they had done. Now that his daughter was dead, King Ware decided that his son, Prince Aladar, would wed a Rondissian princess. Palandra was her name, and her father the King of Rondis quickly assented to the union. However, now that the borderlands were rent by fierce warfare, it was deemed unsafe for the princess to travel to Arangoth for the wedding. Instead, the marriage was concluded by proxy, as the Chancellor of Arangoth was sent to kneel in Palandra&#039;s bed and recite the wedding vows in Prince Aladar&#039;s name. He returned with only a small portrait of the princess for Aladar; as soon as the war was over, the sixteen-year-old boy was told, he could be united with his bride. &lt;br /&gt;
&lt;br /&gt;
The Arangothians and the Rondissians thus concluded an alliance against the Assi and fought them for many years, but they were never able to corner them. Whenever the two allied kingdoms seemed to be getting the upper hand, off the ruffians would flee to their homeland in Elgar Forest, perhaps the nastiest place in the world. Neither the Arangothians nor the Rondissians had the courage to follow them into such a hell-hole. And so, year after year, the Assi grew bolder with their raids and carried off the livestock and adolescent daughters and moveable wealth of the poor peasantry. For their part, the peasants of Arangoth reacted by refusing to pay taxes to a king who could not protect them. They chased the royal tax-collectors away with scythes and pitchforks. Some even joined the Assi themselves. East Arangoth was on the brink of a bloody peasants&#039; war. In the meantime, Prince Aladar was eager to see his wife (of several years now) in person, having until then only a portrait of the pretty Rondissian princess which the Chancellor had brought back with him from the proxy wedding. Her father was too protective to allow her to leave Rondis while there was still the slightest danger associated with the roads. To add to the unpleasantness of the situation, the Arangothian and Rondissian troops began to quarrel with each other, making joint operations against the Assi very difficult to arrange. &lt;br /&gt;
&lt;br /&gt;
The war continued afterwards for many months. One year passed, and a second, and then a third, and still the battles raged upon the River Nie and in the Kanemara Mountains. In the meantime, Prince Aladar grew weak and sickly, and finally a long illness left him confined to his bed in a terrible delirium. At this, King Ware tore his beard and cried, &amp;quot;O dastardly death, you have taken my only daughter from me--do not also take my only son!&amp;quot; The most learned doctors of Arangoth hied to the prince&#039;s bedside, but they were all unable to cure him. &lt;br /&gt;
&lt;br /&gt;
Finally, however, it was a peasant girl named Delvige who brought back Aladar&#039;s health with fragrant herbs and melodies and laughter. Aladar, who was now eighteen and had not yet been permitted to meet his Rondissian bride because of the war, fell deeply in love with Delvige, and in the course of time she bore him a son. When King Ware found out what had happened, he grew furious. He first had Delvige&#039;s nose, ears and lips cut off, and then ordered her and her child to be dragged to her death behind a horse on the cobblestone streets of Tagrana; but he repented of this, and simply had them sent away to a distant province of his kingdom. With that, Prince Aladar lost his will to live, and he once more fell terribly ill, with the doctors of the city shaking their heads and saying he might live another two years, or another four, but not much beyond that. &lt;br /&gt;
&lt;br /&gt;
Now King Ware again feared that he would be left without an heir, and so he sent for Delvige&#039;s son, his own grandson, and had him raised in the palace. And the illegitimate boy was given the name Donnovath, or &amp;quot;hope.&amp;quot; The king grew very fond of the little child, and had ingenious toys crafted for him of precious metals and gems. &lt;br /&gt;
&lt;br /&gt;
About this time a guild of knights entered the region from somewhere in the west, from whence they had been expelled (for some reason or other known best to themselves). They were known as the Order of the Beady Eye. They promised King Ware that they would subdue the Assi once and for all on the condition that they be allowed to settle in the lands they helped to conquer. The king accepted these terms. With the Order&#039;s help the Assi were finally pacified, and their forests were declared the new Arangothian province of &amp;quot;Elgaria.&amp;quot; Easier said than done, however. For Elgar Forest is a place both deep and dark and full of insidious beings who bend the knee to no sovereign. King Ware sent out several of his most capable underlings to organize the new province, naming one of them Grand Duke, but they all ended up dead or scared out of their wits. The Order of the Beady Eye alone was able to keep the indigenous population of monsters and cutthroats in check because of the extraordinary discipline of its members. And since King Ware saw it was hopeless to expect his own noblemen to govern the new province, he turned it over to the Order of the Beady Eye, whom he instructed to govern there in his name. The Order built mighty roads connecting parts of the forest with the seashore near the mouth of the River Darian and with the foothills of Ruthmarna. Now that the passage was safe, Prince Aladar and Princess Palandra were united at long last, just in time for their fifth anniversary. Donnovath, Aladar&#039;s illegitimate son, was soon removed from the succession by the birth of Palandra&#039;s first male child, named Forban. However, Donnovath&#039;s descendants comprised the noble family of Gosprey [from gosporre, or &#039;prince&#039;] and held many important offices of state. &lt;br /&gt;
&lt;br /&gt;
The knights of the Order of the Beady Eye diligently patrolled the River Nie and other rivers with well-armed pinnaces or shallops, and to pay for all their undertakings they invited families from Inner Arangoth and Sresaria to resettle there and clear farmland from the forest, taking a fraction of their crops in local taxes for defense. Gradually the knights carved out a thriving farming community in the heart of dark Elgar Forest, and they even stocked the fearsome Black Lagoon with pike and catfish. &lt;br /&gt;
&lt;br /&gt;
King Ware was pleased to have found a new fighting force willing and eager to serve the Arangothian crown, and he set about taking advantage of it. The Order of the Beady Eye was next sent against the Korthai pirates of the southwestern coast, which is how Arania entered the kingdom: their cunning architects then improved the old pirates&#039; lair, transforming it into their Order&#039;s headquarters, known as Sivriana. Beginning the year after that, the Order knights along with the regular Arangothian army were sent to bring peace to the mountains of the northwest, carving out the Province of Outer Arangoth (including Caern) over the course of the next decade. The inhabitants of that region had until then been a lawless mixture of elves (outlaws from Elvendeep to the south) and mithril-mining dwarves and human bandits. The pattern of government established in the case of Elgaria continued to be followed in these new unstable regions: Arania and Outer Arangoth were henceforth governed with the king&#039;s consent by the knights of the Order of the Beady Eye. The leader of this group, called their grand master, was therefore very powerful. The grand master who had brought the guild to Arangoth was named Sivrian Dollitrog, and his descendants (of the Dollitrog family) inherited his post from him for several generations. The Dollitrogs were known for their valor and for the sanctity of their given word, and they were by far the tallest people in Arangoth, being descended from a race of giants. &lt;br /&gt;
&lt;br /&gt;
Encouraged by his great military successes, King Ware began to contemplate trying to conquer the whole of the known world. In twelve years he had doubled the size of his kingdom and added three new provinces onto its outskirts. Now, it so happens that when the Korthai pirates had been driven out of Arania they had fled first to the harbor at the free city of Ethcabar-Antara and had then moved on southwards to Aslar, Tollor, Myst and Equine Island. Considering only that Ethcabar had (unwillingly or not) granted refuge to the enemies of Arangoth, King Ware demanded that this free city place itself under his suzerainty and also pay an enormous indemnity. The proud city naturally refused. Arangothian warships newly built along the coast blockaded Ethcabar harbor, while an army with a large contingent from the Order set off overland across Elgaria and down the Nie river to lay siege to the city. However, the attempt turned into a disastrous fiasco. The army was decimated passing through unsafe parts of Elgar Forest, and the Nie had overflowed its banks due to an unusually rainy spring, making marching alongside the river a near impossibility. The task of building enough rafts to float the remaining army downstream to Ethcabar delayed them for over a week. In the meantime, the burghers of Ethcabar conducted a daring nighttime assault upon the Arangothian navy lurking in their harbor, burning and sinking most of King Ware&#039;s fleet. Those lucky enough to have survived the Ethcabar Campaign so far were faced with the prospect of an army from Aslar fast approaching to help defend the city (the king of Aslar at the time was a native of Ethcabar, and convinced the Aslarians that if Ethcabar fell, Aslar would surely be attacked next). And so there was a general retreat, still commemorated in Ethcabar each year to this day. Still, Ethcabar recognized that chance had played a large role in their deliverance from the Arangothian onslaught, and therefore the city graciously arranged a perpetual peace with King Ware, pledging for their part not to harbor any pirates who plagued the Transdarianian coast. &lt;br /&gt;
&lt;br /&gt;
The strategy vis-a-vis the Khalar tribes to the north had always been to arrange a peace agreement with whatever tribe controlled the mountains on the southern border of Kahlahra. This was generally the Sherkhen tribe, which regularly agreed to seventy-year peace treaties with Arangoth. Each time the peace was renewed there were great festivities upon the waters of Song Deep (the common border) and costly presents were exchanged. The Sherkhen emissaries brought thoroughbred Khalar horses for the Arangothian king, and the Arangothian emissaries in turn presented gem-encrusted gilt sabres and goblets and trinket-boxes to the Sherkhen chiefs and their wives and favorites. King Ware had thought of refusing to renew this peace when it expired, and extending his dominions northwards across Song Deep. However, his armies were still tied up in the conquest of Outer Arangoth at that time, and so he did renew the peace with the Sherkhen, ambassadors being exchanged some three years prior to the disastrous Ethcabar Campaign. &lt;br /&gt;
&lt;br /&gt;
King Ware had reigned for fifty-six years at the time of the Ethcabar campaign, and afterwards he reigned for another twenty-two years; in all, he reigned seventy-eight years and died a very old man. Since Prince Aladar had died before him, Aladar&#039;s son Prince Forban succeeded to the throne and reigned for twenty years. After that, Forban was succeeded by his own son, King Aladar. &lt;br /&gt;
&lt;br /&gt;
Aladar was a wise king in part because of an ability he had been given around the time of his birth by a magician from some faraway and unknown place. This magician had shown up at the court in Tagrana and offered to impart this ability to their son in return for a purse of silver, and Aladar&#039;s parents had agreed (most magicians asked for purses of gold, so this seemed quite a bargain). The whole thing had soon slipped their minds, and they never even mentioned it to him; the details only came out years later after an examination of the old court account books. Anyway, the ability was this: when Aladar looked at someone, he saw directly into that person&#039;s innermost soul. He could tell whether a person was honest and well-meaning or dishonest and evil. And so when he became king he was able to pick faithful advisors, knowing from looking at them with his inner eye that they would never turn against him. His first chancellor was a man by the name of Perlim Silkenvest, whom the king chose because he was unquestionably loyal -- even ruthlessly so. Chancellor Silkenvest, the king supposed, would counterbalance his own personal tendency to be overly forgiving and lenient. Criminals too learned that the king could correctly judge their guilt or innocence by a simple glance. King Aladar&#039;s first wife, Queen Thrinda, died in childbirth, although her son survived to become the later King Dorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Karras</name></author>
	</entry>
</feed>