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	<id>http://www.blkdragon.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nymphetamine</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=Nymphetamine"/>
	<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php/Special:Contributions/Nymphetamine"/>
	<updated>2026-05-02T18:11:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11119</id>
		<title>User:Nymphetamine</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11119"/>
		<updated>2024-04-17T16:49:57Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Nemmiecakes, Marog the Destroyer, Ruiner of Fun&lt;br /&gt;
| picfile        = NemandMurph.jpg&lt;br /&gt;
| alt            = Nem &amp;amp; Murph, chillin like villains&lt;br /&gt;
| caption        = Marog the Destroyer&lt;br /&gt;
&lt;br /&gt;
| real_name      = Margo&lt;br /&gt;
| birthdate      = April 16th&lt;br /&gt;
| age            = 40&lt;br /&gt;
| location       = Washington State&lt;br /&gt;
| occupation     = &lt;br /&gt;
| first_visit    = 2003&lt;br /&gt;
| status         = Mod/Admin&lt;br /&gt;
| character1     = [[Aezra]]&amp;lt;br&amp;gt; [[Alsayida]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character2     = [[Azalia Stygian]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character3     = [[Eliya Almakira]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character4     = [[Isabelle Auxerre]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character5     = [[Nesira Vertal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character6     = [[Rix]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character7     = [[Senkessa Silak-Dekhal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character8     = [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| character9     = [[Velcretia]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been involved with BDI for nearly two decades. Spending much of my early time in and out of the game, playing with a myriad of excellent RPers lost to the sands of times, I was recruited to the operator team in 2010. For the first year and a half, I wasn&#039;t allowed to do too much. Eventually, attrition began to claim both the player base and the op team, and with no one really interested in keeping the game running, the game went fallow for nearly two years. In 2012 when there was only approximately half a dozen players left sitting in the game channels, it was brought to my attention that the original BDI website domain was in danger of expiring. I ended up reaching out to the gentleman who owned the channel (as defined by IRC ChanServ at the time) and the website domain, eventually being given control over the IRC and website aspects of the game. You could call it a hostile takeover, but at that point, I was one of three operators still actively in the game channels, and interested in doing something. &lt;br /&gt;
&lt;br /&gt;
Over the next 18 months, I initiated a 6 point plan to revive the game, beginning with the conversion of the setting material into the wiki you are currently reading. In that time, we saw a massive revival. Over the next several years, with a myriad of staff members and players, we have not only updated and reworked some of the lore, but have continued expanding it. In summer of 2019, after a noticeable decline in new user foot traffic coming to the game, we decided to move the game from IRC, which had been its home for nearly 25 years, to the Discord server we are currently using. We maintained a bridge bot between IRC and wiki for the first six months or so, before eventually closing the IRC channels with redirects to the Discord server. Unfortunately, not long after the covid-19 pandemic started, my mother&#039;s health began to decline, and I was forced to close the game in August 2020 to focus on taking care of her during her time on hospice. The game would remained closed until the following year, when Shayde and I decided we wanted to RP, so we basically relaunched the game primarily for ourselves. Luckily, we managed to start recruiting people pretty quickly, and with a subsequent of old players also returning, the game is now in a pretty good shape with nearly 20 active players. &lt;br /&gt;
&lt;br /&gt;
As for my non-BDI related history, I&#039;m a disabled, bisexual, ancient lady who now lives in Central Washington state with my boyfriend of 14+ years, Chris, our three cats Piper, Morty and Sam, and my nearly as ancient as I am African grey parrot, Murphy, who has been immortalized as one of the BDI bots for several years now. I&#039;ve been RPing for over 20 years at the time of this writing, and writing for even longer. My time on hiatus following my mother&#039;s passing was rather fruitful, and in the time that the game was on hiatus, I wrote the first draft to a novel that&#039;s been stuck in my head for years now. In the editing process at the time of this writing, it&#039;s probably crap, so thanks a lot, Imposter Syndrome. I am living with bipolar, borderline personality disorder, and general anxiety, and was a right fucking unmedicated cunt during my twenties. So if you&#039;re reading this and you remember me from 10-15 years ago, and I was a total bitch to you, I&#039;m sorry. I&#039;ve mellowed out in my decrepitude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arlin_Faelan&amp;diff=11118</id>
		<title>Arlin Faelan</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arlin_Faelan&amp;diff=11118"/>
		<updated>2024-04-03T12:44:00Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Arlin Faelan | picfile           =  | alttext           = Arlin Faelan Bookbinder | full_name         = Arlin Faelan Bookbinder | race              = Human | gender              = Male | orientation              = Heterosexual | age              = 35 | date_of_birth              = March 14th | country_of_origin              = Valenbrook | hair_color              = Brown | eye_color              = Hazel | height              = 5’8...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Arlin Faelan&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = Arlin Faelan Bookbinder&lt;br /&gt;
| full_name         = Arlin Faelan Bookbinder&lt;br /&gt;
| race              = Human&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Heterosexual&lt;br /&gt;
| age              = 35&lt;br /&gt;
| date_of_birth              = March 14th&lt;br /&gt;
| country_of_origin              = Valenbrook&lt;br /&gt;
| hair_color              = Brown&lt;br /&gt;
| eye_color              = Hazel&lt;br /&gt;
| height              = 5’8”&lt;br /&gt;
| weight              = 165 lbs&lt;br /&gt;
| aliases              = “Bibliobinder”, “Arl the Scroll”&lt;br /&gt;
| religion              = Worshiper of Eldra, Goddess of Knowledge&lt;br /&gt;
| creed              = &amp;quot;Every book holds a world, every artifact tells a story.&amp;quot;&lt;br /&gt;
| alignment              = Neutral Good&lt;br /&gt;
| occupation              = Merchant specializing in rare books and cultural artifacts.&lt;br /&gt;
| income              = Moderate to high (depending on the rarity of the artifacts he comes across)&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = fidesratioque&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Arlin Bookbinder, born in the bustling trade city of Valenbrook. His family ran a modest bookbinding business, and from a young age, Arlin developed a deep appreciation for literature and history. His wanderlust and sharp business acumen led him to explore the various cities, towns, and villages of his country and beyond. He saw an opportunity to combine his love for books and artifacts with commerce and thus became a specialized merchant. Despite the dangerous journeys and the politics of acquiring rare artifacts, Arlin always made sure his methods remained ethical, choosing never to deal with stolen or forbidden goods. His thirst for knowledge later took him to the esteemed Valethorn University, where he studied law, history, and mythology. His reputation has made him sought after by scholars, mages, and collectors across the realm – and naturally also drew those to him who enjoyed corrupting the uncorrupted.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Arlin is genial and has an average demeanor. He&#039;s quick to smile and loves sharing stories about his finds. Although he generally tries to blend in, Arlin&#039;s passion for his work is palpable when he starts talking about a particular piece&#039;s history or origin. His negotiation style is fair, yet firm. He&#039;s known to occasionally quote laws or historical precedents, catching many off-guard, or irritating them, with his vast knowledge.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Medium stature with a stocky build, Arlin has a friendly face framed by a short, neat beard. His clothes are generally nondescript, favoring muted browns and grays to blend in during his travels, but he&#039;s often seen wearing unusual scarves, each telling a different story or representing a different culture or legend.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Expertise in bookbinding and artifact preservation&lt;br /&gt;
&lt;br /&gt;
Historical and literary knowledge&lt;br /&gt;
&lt;br /&gt;
Multilingual&lt;br /&gt;
&lt;br /&gt;
Skilled negotiator&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Basic enchantments to preserve book quality&lt;br /&gt;
&lt;br /&gt;
Minor wards to protect against theft or damage&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
To find and preserve the &#039;Chronicle of Lost Empires,&#039; a rumored book detailing forgotten civilizations.&lt;br /&gt;
&lt;br /&gt;
Establish and sponsor a grand library at Valethorn University in his name, for the public to access and learn from his collections.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:NitingaleoftheHighTrees1.png&amp;diff=11117</id>
		<title>File:NitingaleoftheHighTrees1.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:NitingaleoftheHighTrees1.png&amp;diff=11117"/>
		<updated>2024-04-03T12:42:05Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Nitingale&amp;diff=11116</id>
		<title>Nitingale</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Nitingale&amp;diff=11116"/>
		<updated>2024-04-03T12:41:36Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Nitingale | picfile           = NitingaleoftheHighTrees1.png | alttext           = Nitingale of the High Trees | full_name         = Nitingale of the High Trees | race              = Winged Elf | gender              = Female | orientation              = Unknown | age              = 450 | date_of_birth              = Unknown | country_of_origin              =  | hair_color              = White with a black streak | eye_color...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Nitingale&lt;br /&gt;
| picfile           = NitingaleoftheHighTrees1.png&lt;br /&gt;
| alttext           = Nitingale of the High Trees&lt;br /&gt;
| full_name         = Nitingale of the High Trees&lt;br /&gt;
| race              = Winged Elf&lt;br /&gt;
| gender              = Female&lt;br /&gt;
| orientation              = Unknown&lt;br /&gt;
| age              = 450&lt;br /&gt;
| date_of_birth              = Unknown&lt;br /&gt;
| country_of_origin              = &lt;br /&gt;
| hair_color              = White with a black streak&lt;br /&gt;
| eye_color              = Light Blue&lt;br /&gt;
| height              = 5’0”&lt;br /&gt;
| weight              = 72 lbs&lt;br /&gt;
| aliases              = &lt;br /&gt;
| religion              = Agnostic&lt;br /&gt;
| creed              = &lt;br /&gt;
| alignment              = Neutral Good&lt;br /&gt;
| occupation              = Escapee&lt;br /&gt;
| income              = Unknown - Known to entertain children for coin&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = Sabradell (Kiska)&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Nightingale was born into captivity.  Coming from the High Trees a caste system was in place that separated her from birth from her parents.  Being of the lower castes she was a slave until she escaped with only the toga on her back and a collar around her neck.  She eventually found her way to the #BlkDragon*Inn, a winged starving wraith that spoke to hardly anyone.  Eventually, she befriended a few noteworthy citizens who found a way to release her from the collar that binded her magical abilities with the price of a ring of scar tissue around her neck.  Like most of her kind, she was inclined to magic but excelled with protective charms, illusions, and distanced attacks.  Her natural fear of fire was a major stumbling block and when used comes at a price.  Each time she uses fire magic another strand of black grows within her white locks.  Over time she learned swordplay and archery to assist her vision of freeing her brothers and sisters.  With the blessings of her mentor, she eventually started her quest.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Nitingale is a quiet, subdued person often found skirting the shadows to not draw attention to herself.  She will deflect questions regarding herself unless a direct question is asked.  When she does come to know and possibly trust a person she is warm, affectionate, and deeply protective. She hides her wings at her back with a cloak when possible and when inside structures large enough will climb and watch from the rafters.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Short, slight elf with wings of white and tips of black.  Long white hair with a large chunk of black sliding over her left eye.  Wearing a navy toga-like garment it is cinched with a broad black belt holding a variety of items such as her short sword, a dagger, as well as small pouches.  If carrying her bow and quiver it is slung over a shoulder in a way to not interfere with her wings.  Usually wearing a long black cloak she hides her wings appearing to be an average elven maid.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Archery&lt;br /&gt;
&lt;br /&gt;
Melee with a short sword&lt;br /&gt;
&lt;br /&gt;
Espionage&lt;br /&gt;
&lt;br /&gt;
First Aid&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Survival&lt;br /&gt;
&lt;br /&gt;
Hunting&lt;br /&gt;
&lt;br /&gt;
Cooking&lt;br /&gt;
&lt;br /&gt;
Mime&lt;br /&gt;
&lt;br /&gt;
Storytelling&lt;br /&gt;
&lt;br /&gt;
Glassmaking (weaponry)&lt;br /&gt;
&lt;br /&gt;
Knapping (weaponry)&lt;br /&gt;
&lt;br /&gt;
Fletcher&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Protective shields&lt;br /&gt;
&lt;br /&gt;
Distance Attacks via arcane magic bolts&lt;br /&gt;
&lt;br /&gt;
Distance attacks via fire bolts&lt;br /&gt;
&lt;br /&gt;
Illusion magic (immediate area)&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Glass short sword embossed with silver runes&lt;br /&gt;
&lt;br /&gt;
Obsidian Dagger&lt;br /&gt;
&lt;br /&gt;
Obsidian tipped arrows&lt;br /&gt;
&lt;br /&gt;
Recurve ash bow&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Leather vambraces&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Knapping tools &lt;br /&gt;
&lt;br /&gt;
Magic components&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Rest, for now.  For some of her brethren are now free but the fight will always continue.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:MaximillionBartholameuVlculea1.jpeg&amp;diff=11115</id>
		<title>File:MaximillionBartholameuVlculea1.jpeg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:MaximillionBartholameuVlculea1.jpeg&amp;diff=11115"/>
		<updated>2024-04-03T12:39:01Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maximillion_Vl%C4%83culea&amp;diff=11114</id>
		<title>Maximillion Vlăculea</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maximillion_Vl%C4%83culea&amp;diff=11114"/>
		<updated>2024-04-03T12:38:14Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Maximillion | picfile           = MaximillionBartholameuVlculea1.jpeg | alttext           = Maximillion Bartholameu Vlăculea | full_name         = Maximillion Bartholameu Vlăculea | race              = Næridian Dhampir | gender              = Male | orientation              = Unknown | age              = Unknown (Appears 30) | date_of_birth              = Unknown | country_of_origin              = Realm of Næridia | hair_color...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Maximillion&lt;br /&gt;
| picfile           = MaximillionBartholameuVlculea1.jpeg&lt;br /&gt;
| alttext           = Maximillion Bartholameu Vlăculea&lt;br /&gt;
| full_name         = Maximillion Bartholameu Vlăculea&lt;br /&gt;
| race              = Næridian Dhampir&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Unknown&lt;br /&gt;
| age              = Unknown (Appears 30)&lt;br /&gt;
| date_of_birth              = Unknown&lt;br /&gt;
| country_of_origin              = Realm of Næridia&lt;br /&gt;
| hair_color              = Long, Dark Brown, Curly&lt;br /&gt;
| eye_color              = Ruby Red&lt;br /&gt;
| height              = 6&#039;7&amp;quot;&lt;br /&gt;
| weight              = 215 lbs&lt;br /&gt;
| aliases              = Bloody Black (Former); Crimson Lotus (Current)&lt;br /&gt;
| religion              = None&lt;br /&gt;
| creed              = &amp;quot;In pursuit of knowledge and balance, I stand as a guardian against the darkness. Embracing my heritage, I strive to use my abilities for the greater good, seeking understanding and harmony between the natural and supernatural realms.&amp;quot;&lt;br /&gt;
| alignment              = Chaotic Good&lt;br /&gt;
| occupation              = Adventurer, Jack of All Trades&lt;br /&gt;
| income              = Varies&lt;br /&gt;
| marital_status              = Single and uninterested.&lt;br /&gt;
| player              = Max Thompson&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Maximillion was born to a shadowy family of aristocratic assassins, but was faced with exile when he defied warnings to keep a low profile and avoid undue notice. Little else is known about him, but more may be learned if people ask, as he’s an avid storyteller, and those tales that could be fact-checked were able to be verified as true.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Maximillion exudes a compelling blend of mystery and charisma, with a passionate disposition. Fiercely independent, he values freedom and justice, guiding his actions with a deeply ingrained moral compass. Despite his adventurous spirit, a shadow of past traumas tempers his interactions, making him cautious yet profoundly empathetic towards others. His presence is both enigmatic and reassuring, drawing others to him..&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Maximillion, towering at 6’7” and 215 lbs, possesses a rich brown complexion. His appearance is distinguished by dark brown, curly, long hair and striking ruby red eyes, creating a striking contrast that captivates attention. His physical stature and unique features exude a formidable presence, blending strength with an intriguing allure.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Ixy possesses the physical strength and endurance typical of his race. He is also an extremely talented arcanist, having mastered several schools of magic. He specializes in magic that manipulates shadow, as he has been able to innately control these elements since birth. His breath weapon is a line of highly corrosive gas.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Maximillion&#039;s expertise extends beyond his scholarly pursuits in literature, philosophy, diplomacy, and statecraft. He is also highly skilled in various forms of combat, including proficient swordsmanship, effective hand-to-hand combat techniques, archery, and the practical arts of hunting and tracking. This diverse skill set not only complements his intellectual abilities but also equips him for the physical challenges of his adventurous life. &lt;br /&gt;
&lt;br /&gt;
Ixy has mastered most schools of magic at this point, but has no particular affinity for Necromancy or most forms of Divination. He specializes in Illusion and Enchantment.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Maximillion Vlaculea is a master in the arcane arts, specializing in manipulating dark energy and casting protective spells, while adhering to ethical standards in his practice of necromancy. He is adept at warding off supernatural threats.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
His arsenal includes an enchanted and silvered rapier tailored for combating supernatural and undead entities.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Lightweight leather armor inscribed with magical runes for enhanced protection.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
A crystal orb, tarot cards, and a collection of ancient tomes and scrolls, which are integral to his occult practices and studies&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
To utilize his knowledge and abilities in a way that serves towards the greater good, focusing on occult expertise.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Siraz%27jah_Av%27Zathrak&amp;diff=11113</id>
		<title>Siraz&#039;jah Av&#039;Zathrak</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Siraz%27jah_Av%27Zathrak&amp;diff=11113"/>
		<updated>2023-11-13T15:50:15Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arch Priestess of [[Gulanadur]] and Matron of House Av&#039;Zathrak, Siraz&#039;jah Av&#039;Zathrak regularly returns to [[Drache]] as one of her favourite cities in Veth.&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Siraz’jah Av’Zathrak&lt;br /&gt;
| picfile           = Siraz.jpg&lt;br /&gt;
| alttext           = Siraz’jah&lt;br /&gt;
&lt;br /&gt;
| full_name         = Siraz’jah Av’Zathrak, Archpriestess of the Dual Faced Lady, Matron of House Av’Zathrak, and Ambassador to Drache&lt;br /&gt;
| race              = [[Gulanadur|Gulandurian]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Pansexual&lt;br /&gt;
| age               = 460&lt;br /&gt;
| date_of_birth     = &lt;br /&gt;
| country_of_origin = [[Gulanadur]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = White&lt;br /&gt;
| eye_color         = Blue, with gold flecks&lt;br /&gt;
| height            = 5’5&lt;br /&gt;
| weight            = 135lbs&lt;br /&gt;
| aliases           = Siraz&lt;br /&gt;
| religion          = [[Gulanadur#Culture &amp;amp; Religion|Faith of the Dual Faced Lady]]&lt;br /&gt;
| alignment         = Chaotic Neutral&lt;br /&gt;
| creed             = Follow one’s passions to their fullest&lt;br /&gt;
| occupation        = Priestess, Ambassador&lt;br /&gt;
| income            = Wealthy&lt;br /&gt;
| marital_status    = Available, in committed relationships&lt;br /&gt;
| player            = [[User:Nymphetamine|Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Siraz’jah is the first of three children, born to the previous Matron of House Av’Zathrak, Jezzara. Raised with a number of cousins at the house on the Second Tier of Gulanadur, Siraz was never lacking company or associates. She became lifelong friends with a slightly older child of a nearby house named Szin&#039;ilzt Vyz&#039;crul. The two girls made a blood pact to always have the other’s back, and to share their dual ambitions of ascending to the Crown, in Szin’s part, and to the head of the Temple, in Siraz’s dreams. &lt;br /&gt;
&lt;br /&gt;
House Av’Zathrak was a mercantile business, dealing with the products used most in the city’s many vices. Alcohol and narcotics were their bread and butter, and they bought and sold opium and booze with impunity. This led to trouble with a competing house, Elam’shin. A clandestine attempt to rid Elam’shin of their matron, undertaken by Siraz’s younger brother, Jadmai, was botched. As a result, Jadmai was exiled from Gulanadur, and the Av’Zathrak house fell in regard. &lt;br /&gt;
&lt;br /&gt;
Siraz had visions of Asherta and Anasati as an adolescent. She knew that when she was fifty, she would commit to the Temple as an acolyte. This was something of a disappointment to Jezzara, but service to the Lady was an honour, so she began to groom Siraz’s younger sister, Mizzra’lier to take over the house. Dedicating herself to the Faith, Siraz became a novice acolyte as soon as she was able.&lt;br /&gt;
&lt;br /&gt;
Her duties as an acolyte kept Siraz away from home. While she was allowed to visit her mother and family, she eventually stopped so that she could focus her attention on the clergy. The calling by Asherta was strong. She became a full priestess at the age of one hundred, and with all of its attending duties.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her family struggled to maintain their business in the wake of losing its first heir, and its only son. Szin’ilzt began the long climb of the Spire, seeking ascension to the Crown. Fully supported by the young cleric Siraz had become, the two counseled one another in their moves. Their bond grew, considering themselves like sisters, but lovingly devoted. This mainstay of Siraz’s life steadied her when all else was strange and shaken. &lt;br /&gt;
&lt;br /&gt;
Years passed. Szin made her slow way up the Spire. Siraz served as a cleric, devoting herself to both aspects of the Dual Faced Lady. She underwent several trials, and had the Litany of Asherta tattooed on her body in a ritual that embedded the words of the Faith in her flesh forever. &lt;br /&gt;
&lt;br /&gt;
In her four hundredth year, now a high priestess of the Faith, Siraz considered the deadliest ritual the clerics held dear, a means to become the living Voice of the Lady in Gulanadur. Only a handful of priests before Siraz survived the ritual, the others had gone mad or died. It was not something that was undertaken lightly and the material components were scattered across the face of Siveth. Making her farewells to the temple, to Szin’ilzt and her family, Siraz made her way to the surface and began a long sojourn to collect the reagents of the ritual. &lt;br /&gt;
&lt;br /&gt;
During her travels on the surface world, Siraz bargained, bought and stole the ingredients she needed. Exotic items were the hardest to find, the most powerful and difficult to obtain. She made allies and acquaintances of those on the surface, enlisting their assistance in finding these objects. She paid them in whatever currency they accepted, sometimes bargaining for far more than she should have. &lt;br /&gt;
&lt;br /&gt;
Eventually, these travels brought her to an infant Drache, still an expanding fishing hamlet, and not yet fully a city. The oddities and strangeness she found in Drache were just the beginning for the town. Promising to return one day, she collected what reagents she had located in the area, and made her way back to Gulanadur after several years. &lt;br /&gt;
&lt;br /&gt;
Reunited with Szin, now very near the top of the Spire and still scheming for the Crown, the two celebrated Siraz’s success at obtaining the ingredients of the ritual for weeks. It wasn’t that Siraz was delaying performing the ritual, it was more that she wanted time with her companion after so many years away. She announced her intentions to become the Voice of the Lady to the Arch Priest. While he might not have been entirely encouraging, given the mortality of the ritual, and that perhaps he would be displaced as the head of the priesthood, he allowed her to undertake the ritual.&lt;br /&gt;
&lt;br /&gt;
What happened to Siraz when she sought out the Dual Faced Lady is something that she never speaks of. What is known is that she survived, and has channeled the Lady on multiple occasions, speaking with the Lady’s Voice at times of need. The only outward sign of these immense changes were the gold flecks in Siraz’s irises, and the divine aura that envelopes her. &lt;br /&gt;
&lt;br /&gt;
Now made the Arch Priestess of the Dual Faced Lady, Siraz took control of the priesthood. Guided by Asherta, she led the Faith to a resurgence in Gulanadur. With her help, Szin ascended the Crown, and became the First Matron, realizing all of their childhood dreams. The two led their people with a steadiness, each balanced by the other. &lt;br /&gt;
&lt;br /&gt;
Her mother, Jezzara, had grown ill during Siraz’s journeys on the surface. In one, final desperate act, finding that Mizzra’lier was a lazy, uninspired layabout who was unfit to lead House Av’Zathrak, Jezzara named Siraz her heir on her deathbed. Not long after, Jezzara died, leaving Siraz as the new Matron, and Mizzra’lier practically disinherited. &lt;br /&gt;
&lt;br /&gt;
Mizzra’lier’s jealousy undid her. Her failed attempt to assassinate her sister left the family with little recourse for the action. Before they could deal with Mizzra’lier, she escaped their custody and presumably fled for the surface. In recent years, rumors circulate that she has allied herself with the Vuulari in an attempt to bring down both House Av’Zathrak, and the Crown. &lt;br /&gt;
&lt;br /&gt;
Wanderlust struck Siraz at random intervals, despite her duties to the priesthood. She would abscond to the surface to renew her friendships there. On one such occasion, in Drache, she stumbled upon a human man who fascinated her to no end. Despite their differences, and all the numerous ways that they were unmatched, they struck up a romance that lasted several years, and resulted in Siraz’s pregnancy with her half breed daughter, Phae’ira in 482. Their idyll lasted as long as it could before duties to their people called them home. As it stands currently, Phae&#039;ira is Siraz&#039;s intended heir, despite her half breed status. Definite paternity of Phae&#039;ira has never been confirmed publicly in Drache or Gulanadur. It has been strongly speculated that Phae&#039;ira&#039;s heavily touched, in some manner, by the goddess, Anasati, to whom Siraz has dedicated her life serving as priestess.&lt;br /&gt;
&lt;br /&gt;
Now that Gulanadur is open for trade with the surface world, Siraz serves as the Ambassador to Drache, and oversees the Av’Zathrak interests in the city. The House has a thriving export business, bringing in premium opium and alcohol to the city. It has become something of a fashion in Drache to dare someone to drink a full tankard of Coalwater. Siraz divides her time between Gulanadur and Drache, utilizing a portal located in the Gulanadurian embassy in Drache. &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Siraz is a sensual woman who is guided by her passionate nature. She is tempestuous, and sometimes very reckless in her behaviour, though this has been tempered somewhat by the birth of her daughter. Naturally drawn to other people with strong passions, drive or ambition, Siraz gravitates towards these people easily. Not known for her adherence to rules or restrictions, she is something of a troublemaker, and enjoys annoying other people for her own amusement. Despite all this, she is a caring and attentive mother with a vision to guide both her people and her daughter in the Lady’s name. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Siraz is a buxom, curvaceous woman with dark bluish-charcoal coloured skin, and white hair. Her eyes are a clear blue with flecks of gold. She has been tattooed with the Litany of Asherta, beginning at the tops of her feet, climbing up the sides of her legs and torso, from her middle finger tips to along her arms, shoulders, the sides of her neck and up to the crest of her cheekbones. This tattoo of scripture has been adorned with tiny scarification in decoration, so the inscription is both slightly raised and white in colour. She has a full figure, slender waist and an assortment of scars from the trials of life, and her only pregnancy. During an assault, the tip of her left ear was removed, usually hidden by a golden cap due to vanity.&lt;br /&gt;
&lt;br /&gt;
Her choice of clothing is mixed. While in her priestly vestments of a red spider silk robe and golden girdle, she is usually barefoot with her hair dressed simply. Other rituals call for the use of only a white skirt. She prefers soft textures and bold colours, usually in red, white, black, and sometimes deep blue. In nearly all occasions, she wears a king’s ransom worth of gold jewelry and is rarely ever seen without her collection of rings, finger armour or various ear pieces. &lt;br /&gt;
&lt;br /&gt;
In Drache, she prefers flamboyant displays in her clothing, usually of silk or leather. She is known to style herself specifically to display herself well, and less for function. The winter and times of inclement weather are the only notable exceptions when she begrudgingly wears cloaks and closed toed shoes or boots. &lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
Siraz is a dark elf and has all of the race’s natural grace, agility and dexterity, strength, the ability to see in semi-darkness or total darkness, and heightened sense of hearing. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039; Siraz is an average knife fighter. She learned the basics of combat, keeps herself in trim, and utilizes her natural advantages with a pair of daggers, using her superior speed and agility against her opponents. While she is not a devotee of martial arts, she is often pitted against the Crownsblade, Lassk when in Gulanadur to help keep her edge. &lt;br /&gt;
* &#039;&#039;&#039;Dance:&#039;&#039;&#039; A graceful and practiced dancer, Siraz knows many of the Gulanadurian dances, and a scattering of others elsewhere. She is attempting to acquaint herself with Drachean customs. &lt;br /&gt;
* &#039;&#039;&#039;Herblore:&#039;&#039;&#039; Siraz is extremely knowledgeable of the native plants of Gulanadur, and how to concoct them into potions and poisons. She has adequate knowledge of the local Transdarianian fauna to achieve most of the desired results. Her knowledge of other varieties of plants outside of her two main locations is passable, but incomplete. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Siraz’s travels have granted her the time and need to acquire different languages on the surface of Drache. Depending on her length of stay in a given region, she is anywhere from barely conversant to adept speaker on many languages. She has not been given much opportunity to learn to write any other languages besides Gulanadurian and Common, though she is making an effort to earn literacy in Arangothek due to her responsibilities as Ambassador to Drache. &lt;br /&gt;
* &#039;&#039;&#039;Rites &amp;amp; Rituals:&#039;&#039;&#039; Siraz has the knowledge and skills to perform the various rites and rituals in the Faith of the Dual Faced Lady. Most of these rituals will only test patience, endurance and privation, but there are some more vigorous than others.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Grace of the Goddess:&#039;&#039;&#039; Due to the ritual that enabled her to become the Voice of the Asherta, Siraz gained a number of enhancements or abilities:&lt;br /&gt;
** &#039;&#039;&#039;Channeling the Divine:&#039;&#039;&#039; She is able to become the living vessel of her deity, allowing Asherta or her darker aspect, Anasati to walk on the mortal plane. While she can pray and appeal to her goddess to come to Siveth, it is always at the goddess’s discretion. In this aspect, she is able to magically heal grave wounds, and sometimes breathe life back into the recently deceased. There seems to be a limit to how long she can manifest her deity and never longer than ten minutes. &lt;br /&gt;
** &#039;&#039;&#039;Divine Aura:&#039;&#039;&#039; The touch of the divine clings to Siraz’s aura, and those that are able to sense it can identify her as god touched, and a believer with true faith in her goddess.&lt;br /&gt;
** &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Siraz is able to sense the intensity of emotions in others. While she cannot identify specific emotions, she is able to detect the passion and ambition another has in any given topic. She can sometimes sense hostile intent, if it is intense enough.&lt;br /&gt;
** &#039;&#039;&#039;Heightened Agility &amp;amp; Movement:&#039;&#039;&#039; She has the ability to move faster than the average person, able to cross a distance of fifteen feet in a second without expending effort. Her agility allows greater flexibility and reaction times. &lt;br /&gt;
** &#039;&#039;&#039;Magic Absorption:&#039;&#039;&#039; When direct magic is used against her, Siraz&#039;s body absorbs the energy, which is transmuted into powering her other gifts. There is certainly a limitation to this, and it is assumed that with enough magic, she would be unable to continue to absorb it. It has never come to that. Healing magic can be difficult to perform on her and achieve the desired effect, given the way her body will absorb it. &lt;br /&gt;
* &#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; As a cleric of the Dual Face Lady, Siraz is able to perform magical rituals of her faith. Outside rituals require grimoires to study from, and are usually successful, though not always. &lt;br /&gt;
* &#039;&#039;&#039;Scrying:&#039;&#039;&#039; Using a flat, reflective surface like a mirror or bowl of water, Siraz is able to scry for the locations of people or items that are not protected by magical wards. She is sometimes able to use this to see into the past, but requires something with a psychometric imprint in which to focus on.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Daggers:&#039;&#039;&#039; Siraz and sometimes equips a pair of six inch long black steel daggers of Gulanadurian make. There is a thin channel along the center of each blade that poison can be applied to. The hilts are wrapped with mithril threads with a piece of ruby in the pommels. &lt;br /&gt;
* &#039;&#039;&#039;Ritual Knife:&#039;&#039;&#039; A small, mithril sickle knife with a black leather wrapped handle is usually worn while in temple regalia on her hip. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Scalemail:&#039;&#039;&#039; The custom made cuirass of black steel scales with modest pauldrons and a matching skirt is usually stored in Gulanadur and very rarely seen or used. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Av’Zathrak Houses:&#039;&#039;&#039; As the Matron of House Av’Zathrak, Siraz has a handful of homes that are used in Gulanadur and Drache. In Gulanadur, there is the family house on the Second Tier, as well as the modestly located apartment on the Spire. In Drache, there is a house in the Merchant District that the Av’Zathrak cousins use as a place to operate their business. The upper floor is used primarily by Siraz.&lt;br /&gt;
* &#039;&#039;&#039;Drachean Embassy:&#039;&#039;&#039; As the Gulanadurian Ambassador to Drache, Siraz is allowed to use the embassy for governmental business. There is a small temple space where she conducts services for those Gulanadurians that work at the embassy. She has a well appointed office. &lt;br /&gt;
* &#039;&#039;&#039;Temple of the Dual Faced Lady:&#039;&#039;&#039; The main temple of the faith is located on the Floor in Gulanadur. As the Arch Priestess, Siraz has access to all areas of the temple, as well as a small suite of rooms used as her personal accommodations. Her daughter lives there. &lt;br /&gt;
* &#039;&#039;&#039;Tools of the Faith:&#039;&#039;&#039; Siraz has an assortment of ritual accoutrements that are used to conduct the various ceremonies and rites of temple services. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Siraz.jpg&amp;diff=11112</id>
		<title>File:Siraz.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Siraz.jpg&amp;diff=11112"/>
		<updated>2023-11-13T15:49:30Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created with Bing AI Image Creator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created with Bing AI Image Creator&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Karah_ayp_Kerridwyn&amp;diff=11111</id>
		<title>Karah ayp Kerridwyn</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Karah_ayp_Kerridwyn&amp;diff=11111"/>
		<updated>2023-08-04T16:03:40Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Karah ayp Kerridwyn&lt;br /&gt;
| picfile           = Karah.jpg&lt;br /&gt;
| alttext           = Karah ayp Kerridwyn ap Arwnn&lt;br /&gt;
| full_name         = Karah ayp Kerridwyn ap Arwnn&lt;br /&gt;
| race              = Sidhe (Fae)&lt;br /&gt;
| gender              = Female&lt;br /&gt;
| orientation              = Hetersexual&lt;br /&gt;
| age              = 38 (Appears 28)&lt;br /&gt;
| date_of_birth              = 28. 2. 445&lt;br /&gt;
| country_of_origin              = Aslar&lt;br /&gt;
| hair_color              = Dark Red&lt;br /&gt;
| eye_color              = Emerald Green&lt;br /&gt;
| height              = 6’4”/1.93 m&lt;br /&gt;
| weight              = 174 lbs&lt;br /&gt;
| aliases              = Karah ap Arwnn, Lady Karah Nils, Kar&lt;br /&gt;
| religion              = Cheilteach&lt;br /&gt;
| creed              = “When the darkness comes, beware the Cwn Anwnn.”&lt;br /&gt;
| alignment              = Chaotic Good&lt;br /&gt;
| occupation              = Bounty Hunter / Cwn Anwnn&lt;br /&gt;
| income              = Whatever is offered&lt;br /&gt;
| marital_status              = Single (Widowed)&lt;br /&gt;
| player              = Luna Sae&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Little is known about how a Fae is born. Some say the mother carries the child, some say the father does. Regardless, it is a subject that even the Fae themselves do not know until the moment arrives. Either way, on the 29th day of the second month of the Arangothian year 445, the birth of Karah was recorded in the countryside of Mazewood, where the Elgar Forest bordered the lands of Aslar and east of Arangoth. It was rumored to be dangerous and that there were monsters about, but just like the Fae, the Elves knew a thing or two about magic and so the little family was safe in the well-maintained walls. So, the sole daughter of Lady Kerridwyn and Lord Anwnn of Tìr’eile, Karah was raised by the ways of the Seelie Court under her mother&#039;s tutelage. &lt;br /&gt;
&lt;br /&gt;
She learned the ways of song, dance, music, and of course, there was magic. Long deep red hair that would set the world ablaze and the kind eyes of the forest’s green she was a tall girl even at the age of eleven. Those who knew her father understood that the height came from him as he towered over most at his six-foot-six-inch height. She would rarely see her father as she grew up, but that did not mean she didn’t know him or the things that he did in the mortal world. In all aspects, Karah grew up as any child would and did. Once she was old enough she was given the option of leaving Mazewood and exploring the world beyond. &lt;br /&gt;
&lt;br /&gt;
She made her choice when she was of eighteen cycles and entered through a passage not far from Elfspire, into Elvendeep. For a few years, she wandered the Elven lands, concealing the fact that she was a fae from most by wearing most prominently a long black cloak that not only kept her large wings hidden, but also her blade that was resting against her back in the Cwn Anwnn fashion. Even though it was her father’s regiment that was the Cwn Anwnn, Karah learned a few things watching her father practice. She figured it would be handy should she ever follow in the footsteps he placed.&lt;br /&gt;
&lt;br /&gt;
After such a time, she finally came to find and stay in the land of Arangoth and eventually in the city of Drache. She spent several years there, getting to know several who frequented the famous Blkdragon Inn. She eventually fell in love and had a family with her husband at the time Lord Rain. She went to sail with her husband and twins where she lived for many years and they grew older together. Now widowed and her children grown, Karah returns to the lands of her early adult life to start again.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Sweet, Caring, Protective, Helpful, Quiet, Common Sense, Herself, Loyal, Respectful, Peaceful, Optimistic, Loving, Blissful, and Calm.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Karah stands at the height of six-foot-four inches with long dark red hair that flows down her back to her waist in soft waves. Her pointed, slightly curved ears poke free of her usually loose hair denoting that she is possibly of Elven descent. Her clothing usually consists of a well-fitted dark blue corset and skirt ensemble with dark brown boots that covered her legs to her knees. She rarely takes her cloak off for fear that those who seek out and hunt the Fae will find her. Across her back, strapped in what most may consider Barbarian fashion is a hand and half long sword of over four feet in length that she always carries, the hilt of it above her right shoulder and concealed by her hair and magic.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Reading/Writing: Highly Proficient&lt;br /&gt;
&lt;br /&gt;
Cooking: Proficient&lt;br /&gt;
&lt;br /&gt;
Horseback Riding: Very Proficient&lt;br /&gt;
&lt;br /&gt;
Seamanship: Very Proficient &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
The skills listed here are things that Karah learned from her mother and while traveling the world on her own. They are skills she developed over time and took from the various places she and her husband Raynor Nils went to throughout the known world. &lt;br /&gt;
&lt;br /&gt;
◘Alchemy&lt;br /&gt;
&lt;br /&gt;
The Innate ability allows the user to use and weave two different forms of elements to create or alter their state into something new. The energy ebbs through her form as she concentrates and or chants while envisioning what she wishes for the result to be. Tools can also be used to assist with the ability of Alchemy, but must not be a part of the result. Karah’s hands thus become the tools themselves as the Alchemy is enacted to its full potential.&lt;br /&gt;
&lt;br /&gt;
◘Channeling&lt;br /&gt;
&lt;br /&gt;
The calling on the inherent energies within herself, Karah can manifest a gateway or bridge between the spirit world and the physical. She meditates and becomes more in tune with the spirits that might be within a certain area around her or that can be called upon through the medium of an object or words they might have spoken.&lt;br /&gt;
&lt;br /&gt;
In regards to animals and other sentient beings aside from humans, Karah follows their minds and sees what they see or have seen. The animal need not be dead for Karah to channel herself within them, as animals have an open mind to most things around them and do not have the resistances that most humans do.&lt;br /&gt;
&lt;br /&gt;
◘Magick&lt;br /&gt;
&lt;br /&gt;
While a Sidhe does not work magic in the way a wizard or witch might, they do hold an ability to perform small acts of what one could call magick. Karah learned in her early years that some rites and acts seemed to hold a supernatural ken that would and could influence the world around her at the time. It takes a certain amount of time and skill to perfect a rite and there is a chance that the rite could fail if not done specifically in a certain order. This is why most Sidhe tend to focus on the here and now and what can be done, rather than that what could be.&lt;br /&gt;
&lt;br /&gt;
◘Shamanism&lt;br /&gt;
&lt;br /&gt;
Shamanism is the spiritual development through a psychic involvement with matter that flows and shifts around Karah. It is attuned to the resonances of energies that are fixated in attention on the living essences of plants, animals, and spirits. Shamanism has remained the secret science of illumination and inner liberation.&lt;br /&gt;
&lt;br /&gt;
Karah understands Shamanism as a psycho-spiritual instrument, it is ultimately concerned with transformation and change. Shamanism is concerned with freeing her spiritual self which is trapped within her being by the unrefined parts of her person (e.g. her fears, personal beliefs, self-loathing, etc.). Shamanism can be vastly more multi-faceted.&lt;br /&gt;
&lt;br /&gt;
Depending on what Karah finds herself focusing on either within her or in another, the energies seem to shift and conform to change into something more beneficial or even detrimental.&lt;br /&gt;
&lt;br /&gt;
◘Nature Manipulation &lt;br /&gt;
&lt;br /&gt;
(Only used with permission of GM and not to affect the environment as a whole, limited to at most a twenty-foot radius)&lt;br /&gt;
&lt;br /&gt;
Karah is connected directly to the natural world and thus can communicate, influence, manipulate, and control nature: all living beings and plants and natural phenomena, such as the weather and geology of the earth, and the matter and energy of which all these things are composed. She can survive in any natural environment if given enough time to connect with it.&lt;br /&gt;
&lt;br /&gt;
Karah can manipulate, tap into, blend, and/or become elements of nature, including air, weather, lightning, earth, stone, metal, water, ice, light, darkness, clouds/mist, magma, fire, etc. She can control animals and plants and mimic their abilities and forms.&lt;br /&gt;
&lt;br /&gt;
Because Karah can communicate with nature, she becomes instantly familiar with her surroundings, the connection is so deep that the earth can respond to her emotions and desires (blossoming with flowers and calming weather when happy, making skies stormy or causing earthquakes when angry, shifting the landscape to gain the advantage in a fight, etc.)&lt;br /&gt;
&lt;br /&gt;
Karah can purify, heal, and generally influence the health of nature, and because she&#039;s helping the environment, plants and animals act favorably toward her. She can have access to every living species of animal in the area and can also draw strength from them and acquire their abilities. Nature obeys her every command and operates on a &amp;quot;hive mind&amp;quot;, meaning Karah can control an entire army of animals.&lt;br /&gt;
&lt;br /&gt;
◘Invoke the Goddess&lt;br /&gt;
&lt;br /&gt;
The essence of Goddess magic is learning to remember what one’s ancient ancestors knew--that is, to reclaim the birthright of wisdom and sacred connections to the power of the Goddess. The ancient rituals and celebrations of the Goddesses often involved oracles, seers, and others with psychic gifts. These specially gifted women acted as guides and heralds of the magic that was occurring. Their task was to make the community ready for the magical experiences they would share.&lt;br /&gt;
&lt;br /&gt;
Through a certain rite that is performed, the one invoking the goddess relinquishes her body so that the Goddess can enter her and give the host the use of the physical form once again. Karah has a strong and deep connection with the Goddess known as Clíodhna who is a goddess of love and beauty. Clíodnha is said to have three brightly colored birds who eat apples from an otherworldly tree and whose sweet song heals the sick. By inviting the Goddess into yourself you are imbued with her energies.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Long sword, Rapier, Combat Knives, Staff&lt;br /&gt;
&lt;br /&gt;
Accepted Combat Forms: H2H, W2W&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
She wishes to bridge the gap between the world of Man and that of the Fae. To help others learn and grow to a better understanding of who and what the Fae are.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Karah.jpg&amp;diff=11110</id>
		<title>File:Karah.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Karah.jpg&amp;diff=11110"/>
		<updated>2023-08-04T16:02:41Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Karah_ayp_Kerridwyn&amp;diff=11109</id>
		<title>Karah ayp Kerridwyn</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Karah_ayp_Kerridwyn&amp;diff=11109"/>
		<updated>2023-08-04T16:01:45Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Karah ayp Kerridwyn | picfile           =  | alttext           = Karah ayp Kerridwyn ap Arwnn | full_name         = Karah ayp Kerridwyn ap Arwnn | race              = Sidhe (Fae) | gender              = Female | orientation              = Hetersexual | age              = 38 (Appears 28) | date_of_birth              = 28. 2. 445 | country_of_origin              = Aslar | hair_color              = Dark Red | eye_color              = Em...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Karah ayp Kerridwyn&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = Karah ayp Kerridwyn ap Arwnn&lt;br /&gt;
| full_name         = Karah ayp Kerridwyn ap Arwnn&lt;br /&gt;
| race              = Sidhe (Fae)&lt;br /&gt;
| gender              = Female&lt;br /&gt;
| orientation              = Hetersexual&lt;br /&gt;
| age              = 38 (Appears 28)&lt;br /&gt;
| date_of_birth              = 28. 2. 445&lt;br /&gt;
| country_of_origin              = Aslar&lt;br /&gt;
| hair_color              = Dark Red&lt;br /&gt;
| eye_color              = Emerald Green&lt;br /&gt;
| height              = 6’4”/1.93 m&lt;br /&gt;
| weight              = 174 lbs&lt;br /&gt;
| aliases              = Karah ap Arwnn, Lady Karah Nils, Kar&lt;br /&gt;
| religion              = Cheilteach&lt;br /&gt;
| creed              = “When the darkness comes, beware the Cwn Anwnn.”&lt;br /&gt;
| alignment              = Chaotic Good&lt;br /&gt;
| occupation              = Bounty Hunter / Cwn Anwnn&lt;br /&gt;
| income              = Whatever is offered&lt;br /&gt;
| marital_status              = Single (Widowed)&lt;br /&gt;
| player              = Luna Sae&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Little is known about how a Fae is born. Some say the mother carries the child, some say the father does. Regardless, it is a subject that even the Fae themselves do not know until the moment arrives. Either way, on the 29th day of the second month of the Arangothian year 445, the birth of Karah was recorded in the countryside of Mazewood, where the Elgar Forest bordered the lands of Aslar and east of Arangoth. It was rumored to be dangerous and that there were monsters about, but just like the Fae, the Elves knew a thing or two about magic and so the little family was safe in the well-maintained walls. So, the sole daughter of Lady Kerridwyn and Lord Anwnn of Tìr’eile, Karah was raised by the ways of the Seelie Court under her mother&#039;s tutelage. &lt;br /&gt;
&lt;br /&gt;
She learned the ways of song, dance, music, and of course, there was magic. Long deep red hair that would set the world ablaze and the kind eyes of the forest’s green she was a tall girl even at the age of eleven. Those who knew her father understood that the height came from him as he towered over most at his six-foot-six-inch height. She would rarely see her father as she grew up, but that did not mean she didn’t know him or the things that he did in the mortal world. In all aspects, Karah grew up as any child would and did. Once she was old enough she was given the option of leaving Mazewood and exploring the world beyond. &lt;br /&gt;
&lt;br /&gt;
She made her choice when she was of eighteen cycles and entered through a passage not far from Elfspire, into Elvendeep. For a few years, she wandered the Elven lands, concealing the fact that she was a fae from most by wearing most prominently a long black cloak that not only kept her large wings hidden, but also her blade that was resting against her back in the Cwn Anwnn fashion. Even though it was her father’s regiment that was the Cwn Anwnn, Karah learned a few things watching her father practice. She figured it would be handy should she ever follow in the footsteps he placed.&lt;br /&gt;
&lt;br /&gt;
After such a time, she finally came to find and stay in the land of Arangoth and eventually in the city of Drache. She spent several years there, getting to know several who frequented the famous Blkdragon Inn. She eventually fell in love and had a family with her husband at the time Lord Rain. She went to sail with her husband and twins where she lived for many years and they grew older together. Now widowed and her children grown, Karah returns to the lands of her early adult life to start again.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Sweet, Caring, Protective, Helpful, Quiet, Common Sense, Herself, Loyal, Respectful, Peaceful, Optimistic, Loving, Blissful, and Calm.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Karah stands at the height of six-foot-four inches with long dark red hair that flows down her back to her waist in soft waves. Her pointed, slightly curved ears poke free of her usually loose hair denoting that she is possibly of Elven descent. Her clothing usually consists of a well-fitted dark blue corset and skirt ensemble with dark brown boots that covered her legs to her knees. She rarely takes her cloak off for fear that those who seek out and hunt the Fae will find her. Across her back, strapped in what most may consider Barbarian fashion is a hand and half long sword of over four feet in length that she always carries, the hilt of it above her right shoulder and concealed by her hair and magic.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Reading/Writing: Highly Proficient&lt;br /&gt;
&lt;br /&gt;
Cooking: Proficient&lt;br /&gt;
&lt;br /&gt;
Horseback Riding: Very Proficient&lt;br /&gt;
&lt;br /&gt;
Seamanship: Very Proficient &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
The skills listed here are things that Karah learned from her mother and while traveling the world on her own. They are skills she developed over time and took from the various places she and her husband Raynor Nils went to throughout the known world. &lt;br /&gt;
&lt;br /&gt;
◘Alchemy&lt;br /&gt;
&lt;br /&gt;
The Innate ability allows the user to use and weave two different forms of elements to create or alter their state into something new. The energy ebbs through her form as she concentrates and or chants while envisioning what she wishes for the result to be. Tools can also be used to assist with the ability of Alchemy, but must not be a part of the result. Karah’s hands thus become the tools themselves as the Alchemy is enacted to its full potential.&lt;br /&gt;
&lt;br /&gt;
◘Channeling&lt;br /&gt;
&lt;br /&gt;
The calling on the inherent energies within herself, Karah can manifest a gateway or bridge between the spirit world and the physical. She meditates and becomes more in tune with the spirits that might be within a certain area around her or that can be called upon through the medium of an object or words they might have spoken.&lt;br /&gt;
&lt;br /&gt;
In regards to animals and other sentient beings aside from humans, Karah follows their minds and sees what they see or have seen. The animal need not be dead for Karah to channel herself within them, as animals have an open mind to most things around them and do not have the resistances that most humans do.&lt;br /&gt;
&lt;br /&gt;
◘Magick&lt;br /&gt;
&lt;br /&gt;
While a Sidhe does not work magic in the way a wizard or witch might, they do hold an ability to perform small acts of what one could call magick. Karah learned in her early years that some rites and acts seemed to hold a supernatural ken that would and could influence the world around her at the time. It takes a certain amount of time and skill to perfect a rite and there is a chance that the rite could fail if not done specifically in a certain order. This is why most Sidhe tend to focus on the here and now and what can be done, rather than that what could be.&lt;br /&gt;
&lt;br /&gt;
◘Shamanism&lt;br /&gt;
&lt;br /&gt;
Shamanism is the spiritual development through a psychic involvement with matter that flows and shifts around Karah. It is attuned to the resonances of energies that are fixated in attention on the living essences of plants, animals, and spirits. Shamanism has remained the secret science of illumination and inner liberation.&lt;br /&gt;
&lt;br /&gt;
Karah understands Shamanism as a psycho-spiritual instrument, it is ultimately concerned with transformation and change. Shamanism is concerned with freeing her spiritual self which is trapped within her being by the unrefined parts of her person (e.g. her fears, personal beliefs, self-loathing, etc.). Shamanism can be vastly more multi-faceted.&lt;br /&gt;
&lt;br /&gt;
Depending on what Karah finds herself focusing on either within her or in another, the energies seem to shift and conform to change into something more beneficial or even detrimental.&lt;br /&gt;
&lt;br /&gt;
◘Nature Manipulation &lt;br /&gt;
&lt;br /&gt;
(Only used with permission of GM and not to affect the environment as a whole, limited to at most a twenty-foot radius)&lt;br /&gt;
&lt;br /&gt;
Karah is connected directly to the natural world and thus can communicate, influence, manipulate, and control nature: all living beings and plants and natural phenomena, such as the weather and geology of the earth, and the matter and energy of which all these things are composed. She can survive in any natural environment if given enough time to connect with it.&lt;br /&gt;
&lt;br /&gt;
Karah can manipulate, tap into, blend, and/or become elements of nature, including air, weather, lightning, earth, stone, metal, water, ice, light, darkness, clouds/mist, magma, fire, etc. She can control animals and plants and mimic their abilities and forms.&lt;br /&gt;
&lt;br /&gt;
Because Karah can communicate with nature, she becomes instantly familiar with her surroundings, the connection is so deep that the earth can respond to her emotions and desires (blossoming with flowers and calming weather when happy, making skies stormy or causing earthquakes when angry, shifting the landscape to gain the advantage in a fight, etc.)&lt;br /&gt;
&lt;br /&gt;
Karah can purify, heal, and generally influence the health of nature, and because she&#039;s helping the environment, plants and animals act favorably toward her. She can have access to every living species of animal in the area and can also draw strength from them and acquire their abilities. Nature obeys her every command and operates on a &amp;quot;hive mind&amp;quot;, meaning Karah can control an entire army of animals.&lt;br /&gt;
&lt;br /&gt;
◘Invoke the Goddess&lt;br /&gt;
&lt;br /&gt;
The essence of Goddess magic is learning to remember what one’s ancient ancestors knew--that is, to reclaim the birthright of wisdom and sacred connections to the power of the Goddess. The ancient rituals and celebrations of the Goddesses often involved oracles, seers, and others with psychic gifts. These specially gifted women acted as guides and heralds of the magic that was occurring. Their task was to make the community ready for the magical experiences they would share.&lt;br /&gt;
&lt;br /&gt;
Through a certain rite that is performed, the one invoking the goddess relinquishes her body so that the Goddess can enter her and give the host the use of the physical form once again. Karah has a strong and deep connection with the Goddess known as Clíodhna who is a goddess of love and beauty. Clíodnha is said to have three brightly colored birds who eat apples from an otherworldly tree and whose sweet song heals the sick. By inviting the Goddess into yourself you are imbued with her energies.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Long sword, Rapier, Combat Knives, Staff&lt;br /&gt;
&lt;br /&gt;
Accepted Combat Forms: H2H, W2W&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
She wishes to bridge the gap between the world of Man and that of the Fae. To help others learn and grow to a better understanding of who and what the Fae are.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Isabelle_Auxerre&amp;diff=11108</id>
		<title>Isabelle Auxerre</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Isabelle_Auxerre&amp;diff=11108"/>
		<updated>2023-06-23T16:29:59Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Isabelle Auxerre&lt;br /&gt;
| picfile           = Isabelle-Auxerre.png&lt;br /&gt;
| alttext           = A blonde noblewoman seated on a throne&lt;br /&gt;
&lt;br /&gt;
| full_name         = Arangire Isabelle Auxerre&lt;br /&gt;
| race              = [[Vampires|Vampire]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Asexual&lt;br /&gt;
| age               = 857&lt;br /&gt;
| date_of_birth     = &lt;br /&gt;
| country_of_origin = [[Arangoth]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Blonde&lt;br /&gt;
| eye_color         = Green &lt;br /&gt;
| height            = 5&#039;1&lt;br /&gt;
| weight            = 110lbs&lt;br /&gt;
| aliases           = &lt;br /&gt;
| religion          = None&lt;br /&gt;
| alignment         = Lawful Evil&lt;br /&gt;
| creed             = Rely on your own strength, and never forgo an opportunity to acquire more knowledge &lt;br /&gt;
| occupation        = Arangire of Nixke Nelki, Mistress of the [[Sanctum Arcana]]&lt;br /&gt;
| income            = Extremely wealthy &lt;br /&gt;
| marital_status    = Married to [[Asnerith Dreth]]&lt;br /&gt;
| player            = [[User: Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Isabelle was born to a wealthy Goxal family over eight hundred years ago. Showing some magical talent, she was encouraged by her family to study the magical arts. By the time she was a teenager, she had become an astute sorceress, practicing a range of different magical fields. She was married in her early twenties to an older man who was intrigued by her; it was a significant match for her family. &lt;br /&gt;
&lt;br /&gt;
Her natural talent eventually drew the attention of her sire, Dominicus Foratti. He watched her for a few years before he ever approached her but when he did, he knew that what he could offer her as her mentor was far greater than she could ever achieve in life. Isabelle&#039;s ambition and lust for power blinded her to whatever realities of the vampiric condition that might have dissuaded her. Abandoning her husband and family, she disappeared with Dominicus. Made his ghoul, she became his apprentice. &lt;br /&gt;
&lt;br /&gt;
She spent the next several centuries caught between life and death, existing solely at the pleasure of her sire. After roughly three hundred years, her sire finally decided that she was worthy of the gift of vampirism, and turned her. This physical transformation heightened her mage abilities, granting her greater resources and now the life time to pursue her arcane studies. Eventually, her fascination turned to the Void and the magic of controlling and manipulating shadows and darkness. &lt;br /&gt;
&lt;br /&gt;
When she reemerged into the human world, Isabelle seduced an Arangothian nobleman, Korlak Auxerre of Nixke Nelki in [[Transdariania]] and enthralled him. He quickly asked for her hand in marriage, which she was pleased to grant to him, if only because it would once again entitle her to certain luxuries. Her husband passed only a few years later in a tragic hunting accident, mauled by a she-bear. Though some suspicion was on his beautiful bride, there was no evidence of her involvement. The accusations fell away as she took over management of the Auxerre lands, as there was no heir from their marriage bed. &lt;br /&gt;
&lt;br /&gt;
A chance encounter some years later introduced her to a strange elven lord named Ixylo. She later learned that he was a shadow dragon called Ixylo&#039;xnx and her fascination with him grew. Ixy has tolerated her companionship as he would a favoured pet. Despite whatever pride she has as a very old vampire, she has a sort of reverence for the older creature. &lt;br /&gt;
&lt;br /&gt;
In 485, Isabelle announced her marriage to Ixylo, who took her last name. She funded the expedition to rid [[Drache]] of the magma wyrm, Drogyoldiiv, who had been plaguing the city for the previous two years. Her motivations for this were twofold. The second dragon was a competition of resources for her companion and had to be dealt with. Additionally, she hoped to eventually secure her legal citizenship within Drache, despite her status as vampire. Due to her willingness to participate in the wyrm&#039;s destruction, she was given a seat on Drache&#039;s Interim Council following the city&#039;s declaration of freedom from [[Arangoth]]. She continues to serve, her identity both as a vampire and her connections to the Great Shadow undiscovered. &lt;br /&gt;
&lt;br /&gt;
When the Great Shadow of [[Ruthmarna]] emerged and conquered Lurintheti-Netri, the capital of Ruthmarna, this effectively made Isabelle the queen of Ruthmarna, though her role as such is virtually unknown by anyone outside of the Great Shadow&#039;s immediate retinue. &lt;br /&gt;
&lt;br /&gt;
Following the Great Shadow&#039;s departure from Ruthmarna, Isabelle shortly retreated from the region as well. Inheriting a dragon&#039;s library was better than monetary wealth, and she soon returned to Drache, continuing on as a member of the Interim Council. With the close of the Arangothian Civil War, Isabelle, alongside the other councilors, broke the kingdom up into seven sithrangel, or duchies, each to be administered by an appointed local noble. As it fell out, with some engineering on her part, she was appointed Sithire of [[Transdariania]]. Invested over the summer of 487, she took up the mantel and workload of seeing over the bustling Drachean port and the Transdarianian farmlands. &lt;br /&gt;
&lt;br /&gt;
Her first acts were to endow both the [[Royal University]] and the Mage&#039;s Guild with stipends of cash to foster Drache&#039;s growth as a seat of magical learning. Together with the Mage Guild&#039;s Mistress, Annanistael, Isabelle founded the Darian River cleansing project. She also endowed [[Lane Silverbow]] with the authority to form the Bathiretil, a dedicated squad of the [[Civic Guard]] tasked with ending vampiric threats in the years to come. &lt;br /&gt;
&lt;br /&gt;
Following the [[Arangothian Civil War]], Isabelle wed the Sithire of [[Minkbrantha]], [[Asnerith Dreth]] as a means to forestall his reaching grasp seeking out [[Drache]]. Their unholy alliance resulted so far in the arcane birth of their first daughter, Prima ul-Asnerith Dreth, heir to the Minkbrantha sithrangel; she was born on 2.XI.488. The actual details of her conception were unknown to the general public, but it was through the loan of a magical apparatus that allowed the vampire to gestate a child of their flesh. Prima was born blind as most daughters of the Dreth line, inheriting a curse passed down through the generations.  &lt;br /&gt;
&lt;br /&gt;
In the autumn of 489, an anonymous source outed the Sithire as a vampire through the [[Rumor Mill]]. Arangire [[Uzzo|Uzzo Salksilek]] came to offer agreeable terms that would retain her control of her county, as well as maintain her status as a citizen of [[Transdariania]]. Seeking to avoid plunging Arangoth into disarray and war so soon after the Civil War some three years earlier, Isabelle prevented her husband, the [[Minkbrantha|Minkbranthan]] Sithire, [[Asnerith Dreth]] from marching on [[Drache]].  &lt;br /&gt;
&lt;br /&gt;
After returning the clone of Ixylo’xnx to the dragon, she conducted a hunt of another mid-size shadow drake from the same realm that Ixy hailed from. Isabelle currently exclusively feeds from this shadow drake, kept restrained in her magical laboratory in the shadow realm.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Isabelle is cold and remote, feeling very little in terms of normal mortal or human emotions. She is a consummate actress and mimics proper emotional displays, dredged up somewhere from her long ago mortal life. Her expression is usually controlled and displays a proper noblewoman&#039;s distantly smiling mien. Anger is usually the only true emotion that stirs her much anymore, though she has occasionally felt hints of fondness for her third husband, [[Asnerith Dreth]]. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
A petite and exceedingly fair noblewoman, Isabelle is barely an inch over five feet tall. Generally considered beautiful, the diminutive woman has a commanding personality that makes up for her relative small size. She is very pale, with almost translucent skin. High cheek bones and a high brow, her well bred features show little signs of the ravages of age. Her golden hair is nearly to her waist and well tended to. With delicate bones and lithe limbs, Isabelle possesses an almost supernatural grace in all her movements. She appears to be in her late twenties. &lt;br /&gt;
&lt;br /&gt;
In actuality, Isabelle is a vampire. Over the last few years, she has fed exclusively from the Great Shadow of Ruthmarna, Ixylo&#039;xnx, a shadow dragon. Her exclusive diet of potent magical blood has given her greater resistance to sunlight (though not invulnerability) and a false aura of life. Determining her undead status is more challenging, but not impossible. These boons allow her to pass as human in most situations.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
* &#039;&#039;&#039;Vampiric Attributes:&#039;&#039;&#039; As a vampire, Isabelle has many of the standard benefits and drawbacks of the vampiric condition. She is much stronger than an average human and can lift several hundred pounds easily with both hands. She is much faster than an average human, and can move faster than the human eye can track. Her constitution is superior to the average human&#039;s, and she can withstand extreme amounts of damage with minimal effect. As one of the undead, she does not bleed without willing herself to do so. Despite her best efforts, the vampire exudes an aura that tips off those sensitive to the undead of her condition. She cannot fully mask this with either magic or pretending at life. Animal shifters, rangers, druids, clerics and paladins are usually among those that can detect this aura without much effort on their part. &lt;br /&gt;
&lt;br /&gt;
Isabelle is utterly reliant upon the blood of other creatures to sustain her unnatural condition. Her blood is addictive to many types of living races and enhances those that consume her blood&#039;s speed, strength and constitution. &lt;br /&gt;
&lt;br /&gt;
Isabelle cannot withstand direct sunlight, and will combust when exposed to it. She can travel heavily under cover by day, but usually limits her movement.  &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Alchemy:&#039;&#039;&#039; Isabelle is skilled in the creation of potions and elixirs from herbs, minerals and water, both mundane and magical. She often times imbues certain potions with drops of her blood to not only bond servants to her, but to enhance their abilities. Endowing potions with magic is an easy feat for her, though usually reserved for special uses. &lt;br /&gt;
* &#039;&#039;&#039;Combat Awareness:&#039;&#039;&#039; Though not often found in battles or confrontations, any vampire intent on surviving beyond their first century must have some notion of how to fight. While Isabelle usually employs her considerable command of shadowmancy in fights, she also knows how to use blade weapons and how to fight hand to hand. She does not usually allow herself to fall into such a desperate scenario, and obliterates her enemies through magic.&lt;br /&gt;
* &#039;&#039;&#039;Natural Sciences:&#039;&#039;&#039; Isabelle has made extensive research into the natural world. She has studied many lifeforms through from birth to death, and has conducted extreme experimentation on various creatures to study them. It is not uncommon for her to mix her studies of the natural world with the use of magic.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Enchanting:&#039;&#039;&#039; Isabelle knows how to imbue objects with magic to create temporary and permanent enchantments in them. These objects are usually only for personal use as aids in her casting, or in her continued studies of the arcane and its applications. Very rarely has she made gifts of enchanted objects to others. &lt;br /&gt;
* &#039;&#039;&#039;Necromancy:&#039;&#039;&#039; While the creation of actual undead is illegal in [[Arangoth]], Isabelle&#039;s studies of this school of magic are quite extensive. Not only does she have the ability to manipulate other undead, but she has made extensive use of blood magic, manipulating not only her own blood, but others&#039; as well. Skilled in the use of flesh crafting, she has not only altered the appearances of those in her service, but also cloned organisms through the manipulation of the flesh. She is capable of true resurrection, but only if it serves her purposes.&lt;br /&gt;
* &#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Isabelle is quite proficient in various ritual magics. She can easily follow instructions left behind in others&#039; grimoires to perform various acts of thaumaturgy. The vampire can also focus her will inwards to enhance her physical attributes. &lt;br /&gt;
* &#039;&#039;&#039;Shadowmancy:&#039;&#039;&#039; The creation and manipulation of shadows is Isabelle Auxerre&#039;s calling card. She is quite adept in the use of shadow magic, from manifesting shadows in places of light to using shadows to travel across distances near and far through the use of permanent gateways. She has been known to create tentacles, to infect others with poisonous shadows, and use shadows to strangle living creatures within her immediate area of twenty feet. Imagination is the only limitation of the vampire&#039;s command of shadows and darkness. The range of her effects on the spot are within fifty feet, but ritual use and augmentation can result in incapsulating large areas, such as that of her manor or a city block in shadow at will.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Ritual Knives:&#039;&#039;&#039; A number of rituals or acts of magic that Isabelle practices requires sacrifices of blood. While she does not regularly carry knives on her person, she has a number of knives made of different materials like gold, silver, mithril, iron and platinum to be used as necessary. &lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Clothing:&#039;&#039;&#039; While not strictly armor, Isabelle does have a small collection of non restrictive clothing usually in black, that are enchanted against fire and acid. Most often, she wears this clothing in her laboratory, or when moving clandestinely around Drache. &lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Arcane Library:&#039;&#039;&#039; When Ixylo&#039;xnx left the Sivethian plane, he left behind his collected hoard of magical tomes and volumes. A literal dragon&#039;s library collected over centuries of existence, the depths and breadth of Ixy&#039;s old library are unknown. It has been an undertaking to catalogue the entire collection, and one that could not be left to others. Many of these volumes have been transferred into the care of the [[Sanctum Arcana]], but she has held onto the vast majority of these books. Isabelle&#039;s library&#039;s total sum of knowledge is unknown, even to her. &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dragon Keg:&amp;quot;&#039;&#039;&#039; Within Isabelle&#039;s laboratory is a twenty to thirty foot long shadow dragon held in stasis. From this dragon, Isabelle has all of her &#039;nutritional&#039; needs met. She primarily feeds from this dragon, and rarely has the need or the desire to feed from other sentient beings. While this dragon was not as ancient as Ixylo&#039;xnx and does not enhance her magic quite as well, it serves her purposes adequately.&lt;br /&gt;
* &#039;&#039;&#039;Laboratory:&#039;&#039;&#039; Isabelle’s laboratory is located on the same shadow plane that Ixylo’xnx hailed from. It is constructed in an inactive volcano in the dragon’s domain and hidden through magic. There are a number of different rooms, and access is only available through one of the shadowgates constructed on Siveth. Isabelle conducts the majority of her research and study here where it cannot be tracked or located. Once one passes through the shadowgate, they appear in the atrium of the laboratory, an area that is locked off from all other doorways in the lab. &lt;br /&gt;
* &#039;&#039;&#039;Magical Apparatus:&#039;&#039;&#039; Isabelle has a number of apparatus in which to perform magic in her laboratory. These devices are to assist or to amplify her projects and studies. Some of them were acquired from other sorcerers, or constructed by herself. A number of them are unused. Included among them is an arcane womb used to gestate her daughter, Prima. &lt;br /&gt;
* &#039;&#039;&#039;Shadowgates:&#039;&#039;&#039; These gates are located in a number of places on Siveth, primarily in Arangoth. Among their locations are the Sithire’s chambers in Castle Black, Isabelle’s manor and townhouse in Drache, her manorial estate in Nixke Nelki, and the castle at Caern in Minkbrantha. These gates are keyed specifically to Isabelle’s magical signature, and are left in their inert states, hidden along the wall. To use these gates, a person must be keyed to the gates itself, and the destination must be in the forefront of the user’s thoughts. Travel between gates is possible, but they are also used to access Isabelle’s laboratory. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Isabelle-Auxerre.png&amp;diff=11107</id>
		<title>File:Isabelle-Auxerre.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Isabelle-Auxerre.png&amp;diff=11107"/>
		<updated>2023-06-23T16:29:09Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created with MidJourney ver 5.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created with MidJourney ver 5.2&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Siraz%27jah_Av%27Zathrak&amp;diff=11106</id>
		<title>Siraz&#039;jah Av&#039;Zathrak</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Siraz%27jah_Av%27Zathrak&amp;diff=11106"/>
		<updated>2022-11-07T23:49:26Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arch Priestess of [[Gulanadur]] and Matron of House Av&#039;Zathrak, Siraz&#039;jah Av&#039;Zathrak regularly returns to [[Drache]] as one of her favourite cities in Veth.&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Siraz’jah Av’Zathrak&lt;br /&gt;
| picfile           = Siraz.png&lt;br /&gt;
| alttext           = Siraz’jah&lt;br /&gt;
&lt;br /&gt;
| full_name         = Siraz’jah Av’Zathrak, Archpriestess of the Dual Faced Lady, Matron of House Av’Zathrak, and Ambassador to Drache&lt;br /&gt;
| race              = [[Gulanadur|Gulandurian]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Pansexual&lt;br /&gt;
| age               = 460&lt;br /&gt;
| date_of_birth     = &lt;br /&gt;
| country_of_origin = [[Gulanadur]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = White&lt;br /&gt;
| eye_color         = Blue, with gold flecks&lt;br /&gt;
| height            = 5’5&lt;br /&gt;
| weight            = 135lbs&lt;br /&gt;
| aliases           = Siraz&lt;br /&gt;
| religion          = [[Gulanadur#Culture &amp;amp; Religion|Faith of the Dual Faced Lady]]&lt;br /&gt;
| alignment         = Chaotic Neutral&lt;br /&gt;
| creed             = Follow one’s passions to their fullest&lt;br /&gt;
| occupation        = Priestess, Ambassador&lt;br /&gt;
| income            = Wealthy&lt;br /&gt;
| marital_status    = Available, in committed relationships&lt;br /&gt;
| player            = [[User:Nymphetamine|Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Siraz’jah is the first of three children, born to the previous Matron of House Av’Zathrak, Jezzara. Raised with a number of cousins at the house on the Second Tier of Gulanadur, Siraz was never lacking company or associates. She became lifelong friends with a slightly older child of a nearby house named Szin&#039;ilzt Vyz&#039;crul. The two girls made a blood pact to always have the other’s back, and to share their dual ambitions of ascending to the Crown, in Szin’s part, and to the head of the Temple, in Siraz’s dreams. &lt;br /&gt;
&lt;br /&gt;
House Av’Zathrak was a mercantile business, dealing with the products used most in the city’s many vices. Alcohol and narcotics were their bread and butter, and they bought and sold opium and booze with impunity. This led to trouble with a competing house, Elam’shin. A clandestine attempt to rid Elam’shin of their matron, undertaken by Siraz’s younger brother, Jadmai, was botched. As a result, Jadmai was exiled from Gulanadur, and the Av’Zathrak house fell in regard. &lt;br /&gt;
&lt;br /&gt;
Siraz had visions of Asherta and Anasati as an adolescent. She knew that when she was fifty, she would commit to the Temple as an acolyte. This was something of a disappointment to Jezzara, but service to the Lady was an honour, so she began to groom Siraz’s younger sister, Mizzra’lier to take over the house. Dedicating herself to the Faith, Siraz became a novice acolyte as soon as she was able.&lt;br /&gt;
&lt;br /&gt;
Her duties as an acolyte kept Siraz away from home. While she was allowed to visit her mother and family, she eventually stopped so that she could focus her attention on the clergy. The calling by Asherta was strong. She became a full priestess at the age of one hundred, and with all of its attending duties.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her family struggled to maintain their business in the wake of losing its first heir, and its only son. Szin’ilzt began the long climb of the Spire, seeking ascension to the Crown. Fully supported by the young cleric Siraz had become, the two counseled one another in their moves. Their bond grew, considering themselves like sisters, but lovingly devoted. This mainstay of Siraz’s life steadied her when all else was strange and shaken. &lt;br /&gt;
&lt;br /&gt;
Years passed. Szin made her slow way up the Spire. Siraz served as a cleric, devoting herself to both aspects of the Dual Faced Lady. She underwent several trials, and had the Litany of Asherta tattooed on her body in a ritual that embedded the words of the Faith in her flesh forever. &lt;br /&gt;
&lt;br /&gt;
In her four hundredth year, now a high priestess of the Faith, Siraz considered the deadliest ritual the clerics held dear, a means to become the living Voice of the Lady in Gulanadur. Only a handful of priests before Siraz survived the ritual, the others had gone mad or died. It was not something that was undertaken lightly and the material components were scattered across the face of Siveth. Making her farewells to the temple, to Szin’ilzt and her family, Siraz made her way to the surface and began a long sojourn to collect the reagents of the ritual. &lt;br /&gt;
&lt;br /&gt;
During her travels on the surface world, Siraz bargained, bought and stole the ingredients she needed. Exotic items were the hardest to find, the most powerful and difficult to obtain. She made allies and acquaintances of those on the surface, enlisting their assistance in finding these objects. She paid them in whatever currency they accepted, sometimes bargaining for far more than she should have. &lt;br /&gt;
&lt;br /&gt;
Eventually, these travels brought her to an infant Drache, still an expanding fishing hamlet, and not yet fully a city. The oddities and strangeness she found in Drache were just the beginning for the town. Promising to return one day, she collected what reagents she had located in the area, and made her way back to Gulanadur after several years. &lt;br /&gt;
&lt;br /&gt;
Reunited with Szin, now very near the top of the Spire and still scheming for the Crown, the two celebrated Siraz’s success at obtaining the ingredients of the ritual for weeks. It wasn’t that Siraz was delaying performing the ritual, it was more that she wanted time with her companion after so many years away. She announced her intentions to become the Voice of the Lady to the Arch Priest. While he might not have been entirely encouraging, given the mortality of the ritual, and that perhaps he would be displaced as the head of the priesthood, he allowed her to undertake the ritual.&lt;br /&gt;
&lt;br /&gt;
What happened to Siraz when she sought out the Dual Faced Lady is something that she never speaks of. What is known is that she survived, and has channeled the Lady on multiple occasions, speaking with the Lady’s Voice at times of need. The only outward sign of these immense changes were the gold flecks in Siraz’s irises, and the divine aura that envelopes her. &lt;br /&gt;
&lt;br /&gt;
Now made the Arch Priestess of the Dual Faced Lady, Siraz took control of the priesthood. Guided by Asherta, she led the Faith to a resurgence in Gulanadur. With her help, Szin ascended the Crown, and became the First Matron, realizing all of their childhood dreams. The two led their people with a steadiness, each balanced by the other. &lt;br /&gt;
&lt;br /&gt;
Her mother, Jezzara, had grown ill during Siraz’s journeys on the surface. In one, final desperate act, finding that Mizzra’lier was a lazy, uninspired layabout who was unfit to lead House Av’Zathrak, Jezzara named Siraz her heir on her deathbed. Not long after, Jezzara died, leaving Siraz as the new Matron, and Mizzra’lier practically disinherited. &lt;br /&gt;
&lt;br /&gt;
Mizzra’lier’s jealousy undid her. Her failed attempt to assassinate her sister left the family with little recourse for the action. Before they could deal with Mizzra’lier, she escaped their custody and presumably fled for the surface. In recent years, rumors circulate that she has allied herself with the Vuulari in an attempt to bring down both House Av’Zathrak, and the Crown. &lt;br /&gt;
&lt;br /&gt;
Wanderlust struck Siraz at random intervals, despite her duties to the priesthood. She would abscond to the surface to renew her friendships there. On one such occasion, in Drache, she stumbled upon a human man who fascinated her to no end. Despite their differences, and all the numerous ways that they were unmatched, they struck up a romance that lasted several years, and resulted in Siraz’s pregnancy with her half breed daughter, Phae’ira in 482. Their idyll lasted as long as it could before duties to their people called them home. As it stands currently, Phae&#039;ira is Siraz&#039;s intended heir, despite her half breed status. Definite paternity of Phae&#039;ira has never been confirmed publicly in Drache or Gulanadur. It has been strongly speculated that Phae&#039;ira&#039;s heavily touched, in some manner, by the goddess, Anasati, to whom Siraz has dedicated her life serving as priestess.&lt;br /&gt;
&lt;br /&gt;
Now that Gulanadur is open for trade with the surface world, Siraz serves as the Ambassador to Drache, and oversees the Av’Zathrak interests in the city. The House has a thriving export business, bringing in premium opium and alcohol to the city. It has become something of a fashion in Drache to dare someone to drink a full tankard of Coalwater. Siraz divides her time between Gulanadur and Drache, utilizing a portal located in the Gulanadurian embassy in Drache. &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Siraz is a sensual woman who is guided by her passionate nature. She is tempestuous, and sometimes very reckless in her behaviour, though this has been tempered somewhat by the birth of her daughter. Naturally drawn to other people with strong passions, drive or ambition, Siraz gravitates towards these people easily. Not known for her adherence to rules or restrictions, she is something of a troublemaker, and enjoys annoying other people for her own amusement. Despite all this, she is a caring and attentive mother with a vision to guide both her people and her daughter in the Lady’s name. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Siraz is a buxom, curvaceous woman with dark bluish-charcoal coloured skin, and white hair. Her eyes are a clear blue with flecks of gold. She has been tattooed with the Litany of Asherta, beginning at the tops of her feet, climbing up the sides of her legs and torso, from her middle finger tips to along her arms, shoulders, the sides of her neck and up to the crest of her cheekbones. This tattoo of scripture has been adorned with tiny scarification in decoration, so the inscription is both slightly raised and white in colour. She has a full figure, slender waist and an assortment of scars from the trials of life, and her only pregnancy. During an assault, the tip of her left ear was removed, usually hidden by a golden cap due to vanity.&lt;br /&gt;
&lt;br /&gt;
Her choice of clothing is mixed. While in her priestly vestments of a red spider silk robe and golden girdle, she is usually barefoot with her hair dressed simply. Other rituals call for the use of only a white skirt. She prefers soft textures and bold colours, usually in red, white, black, and sometimes deep blue. In nearly all occasions, she wears a king’s ransom worth of gold jewelry and is rarely ever seen without her collection of rings, finger armour or various ear pieces. &lt;br /&gt;
&lt;br /&gt;
In Drache, she prefers flamboyant displays in her clothing, usually of silk or leather. She is known to style herself specifically to display herself well, and less for function. The winter and times of inclement weather are the only notable exceptions when she begrudgingly wears cloaks and closed toed shoes or boots. &lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
Siraz is a dark elf and has all of the race’s natural grace, agility and dexterity, strength, the ability to see in semi-darkness or total darkness, and heightened sense of hearing. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039; Siraz is an average knife fighter. She learned the basics of combat, keeps herself in trim, and utilizes her natural advantages with a pair of daggers, using her superior speed and agility against her opponents. While she is not a devotee of martial arts, she is often pitted against the Crownsblade, Lassk when in Gulanadur to help keep her edge. &lt;br /&gt;
* &#039;&#039;&#039;Dance:&#039;&#039;&#039; A graceful and practiced dancer, Siraz knows many of the Gulanadurian dances, and a scattering of others elsewhere. She is attempting to acquaint herself with Drachean customs. &lt;br /&gt;
* &#039;&#039;&#039;Herblore:&#039;&#039;&#039; Siraz is extremely knowledgeable of the native plants of Gulanadur, and how to concoct them into potions and poisons. She has adequate knowledge of the local Transdarianian fauna to achieve most of the desired results. Her knowledge of other varieties of plants outside of her two main locations is passable, but incomplete. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Siraz’s travels have granted her the time and need to acquire different languages on the surface of Drache. Depending on her length of stay in a given region, she is anywhere from barely conversant to adept speaker on many languages. She has not been given much opportunity to learn to write any other languages besides Gulanadurian and Common, though she is making an effort to earn literacy in Arangothek due to her responsibilities as Ambassador to Drache. &lt;br /&gt;
* &#039;&#039;&#039;Rites &amp;amp; Rituals:&#039;&#039;&#039; Siraz has the knowledge and skills to perform the various rites and rituals in the Faith of the Dual Faced Lady. Most of these rituals will only test patience, endurance and privation, but there are some more vigorous than others.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Grace of the Goddess:&#039;&#039;&#039; Due to the ritual that enabled her to become the Voice of the Asherta, Siraz gained a number of enhancements or abilities:&lt;br /&gt;
** &#039;&#039;&#039;Channeling the Divine:&#039;&#039;&#039; She is able to become the living vessel of her deity, allowing Asherta or her darker aspect, Anasati to walk on the mortal plane. While she can pray and appeal to her goddess to come to Siveth, it is always at the goddess’s discretion. In this aspect, she is able to magically heal grave wounds, and sometimes breathe life back into the recently deceased. There seems to be a limit to how long she can manifest her deity and never longer than ten minutes. &lt;br /&gt;
** &#039;&#039;&#039;Divine Aura:&#039;&#039;&#039; The touch of the divine clings to Siraz’s aura, and those that are able to sense it can identify her as god touched, and a believer with true faith in her goddess.&lt;br /&gt;
** &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Siraz is able to sense the intensity of emotions in others. While she cannot identify specific emotions, she is able to detect the passion and ambition another has in any given topic. She can sometimes sense hostile intent, if it is intense enough.&lt;br /&gt;
** &#039;&#039;&#039;Heightened Agility &amp;amp; Movement:&#039;&#039;&#039; She has the ability to move faster than the average person, able to cross a distance of fifteen feet in a second without expending effort. Her agility allows greater flexibility and reaction times. &lt;br /&gt;
** &#039;&#039;&#039;Magic Absorption:&#039;&#039;&#039; When direct magic is used against her, Siraz&#039;s body absorbs the energy, which is transmuted into powering her other gifts. There is certainly a limitation to this, and it is assumed that with enough magic, she would be unable to continue to absorb it. It has never come to that. Healing magic can be difficult to perform on her and achieve the desired effect, given the way her body will absorb it. &lt;br /&gt;
* &#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; As a cleric of the Dual Face Lady, Siraz is able to perform magical rituals of her faith. Outside rituals require grimoires to study from, and are usually successful, though not always. &lt;br /&gt;
* &#039;&#039;&#039;Scrying:&#039;&#039;&#039; Using a flat, reflective surface like a mirror or bowl of water, Siraz is able to scry for the locations of people or items that are not protected by magical wards. She is sometimes able to use this to see into the past, but requires something with a psychometric imprint in which to focus on.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Daggers:&#039;&#039;&#039; Siraz and sometimes equips a pair of six inch long black steel daggers of Gulanadurian make. There is a thin channel along the center of each blade that poison can be applied to. The hilts are wrapped with mithril threads with a piece of ruby in the pommels. &lt;br /&gt;
* &#039;&#039;&#039;Ritual Knife:&#039;&#039;&#039; A small, mithril sickle knife with a black leather wrapped handle is usually worn while in temple regalia on her hip. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Scalemail:&#039;&#039;&#039; The custom made cuirass of black steel scales with modest pauldrons and a matching skirt is usually stored in Gulanadur and very rarely seen or used. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Av’Zathrak Houses:&#039;&#039;&#039; As the Matron of House Av’Zathrak, Siraz has a handful of homes that are used in Gulanadur and Drache. In Gulanadur, there is the family house on the Second Tier, as well as the modestly located apartment on the Spire. In Drache, there is a house in the Merchant District that the Av’Zathrak cousins use as a place to operate their business. The upper floor is used primarily by Siraz.&lt;br /&gt;
* &#039;&#039;&#039;Drachean Embassy:&#039;&#039;&#039; As the Gulanadurian Ambassador to Drache, Siraz is allowed to use the embassy for governmental business. There is a small temple space where she conducts services for those Gulanadurians that work at the embassy. She has a well appointed office. &lt;br /&gt;
* &#039;&#039;&#039;Temple of the Dual Faced Lady:&#039;&#039;&#039; The main temple of the faith is located on the Floor in Gulanadur. As the Arch Priestess, Siraz has access to all areas of the temple, as well as a small suite of rooms used as her personal accommodations. Her daughter lives there. &lt;br /&gt;
* &#039;&#039;&#039;Tools of the Faith:&#039;&#039;&#039; Siraz has an assortment of ritual accoutrements that are used to conduct the various ceremonies and rites of temple services. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11103</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11103"/>
		<updated>2022-08-08T02:18:41Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ruthmarna is a mountainous area that lies just north of [[Drache]], serving as a border between the port city and [[Leptatarna]] in Northern [[Arangoth]]. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the [[Darian River]], and winds through the mountains to cities such as Hornath ul-Marfed and [[Tagrana]] in the north. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title        = Ruthmarna&lt;br /&gt;
|above        = &lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Lurintheti-Netri.png|200px]]&lt;br /&gt;
|caption      = Lurintheti-Netri, capital of Ruthmarna&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Area Information&lt;br /&gt;
|label2   = Location&lt;br /&gt;
|data2    = Center of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = [[Ruthmarnan|Ruthmarnans]], Humans&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = Arangothek, Common&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = &lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = Menxism&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = &lt;br /&gt;
&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = &lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Arangothian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Location=&lt;br /&gt;
&lt;br /&gt;
This mountainous region separates [[Transdariania]] from the fields of northern [[Arangoth]] and is inhabited primarily by dwarves who mine gold, silver and other precious materials from deep caverns within the earth.&lt;br /&gt;
&lt;br /&gt;
=Behind the Name=&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Ruthmarna&amp;quot; is Arangothian for the &amp;quot;Mineland&amp;quot;. The name is derived from the terms &amp;quot;ruthmi&amp;quot;, which translates to &amp;quot;cavern&amp;quot; or &amp;quot;mine&amp;quot; in the common tongue, and &amp;quot;arna&amp;quot;, &amp;quot;land&amp;quot; or &amp;quot;homeland&amp;quot;. [[Ruthmarnans]] specifically refers to the ancestral race of dwarves that call Ruthmarna their home.&lt;br /&gt;
&lt;br /&gt;
=Most Noted Geographical Features=&lt;br /&gt;
&lt;br /&gt;
A narrow road crosses Ruthmarna from north to south, with many sharp windings, steep precipices and precarious bridges. This road often becomes unpassable due to avalanches or other disasters, and the only inhabitants outside the dwarvish miners are the Arangothians of various races settled in mountain villages with the job of making repairs on this vital thoroughfare. The main villages along the road, from south to north, are Thraxeti Kerrat, Diggodrele, Lurintheti Netri, Quarpodar, Tisponthoss,  and Bralkadossath. In the common tongue, the villages are called Diamond Creek, Hundred-bricks, Golden Axe, Black-house, The Oven, and The Height, respectively. &lt;br /&gt;
&lt;br /&gt;
Ruthmarna is also home to Prakanthoss, an ancient monastery located high in the mountains. Prakanthoss has trained both human and dwarven [[Templars of Menxvan]] for centuries. The monastery&#039;s name means &amp;quot;the anvil&amp;quot; in Arangothian, and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. After the Great Shadow&#039;s takeover in 486, the Templars of Menxvan were allowed to continue using Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
=History of the Area=&lt;br /&gt;
&lt;br /&gt;
The dwarves were the primeval inhabitants of Ruthmarna and governed themselves in ancient times. Once humans had settled in [[Arangoth]], the dwarves and humans began trading foodstuffs for metal. Grand Duke Folvaholk of [[Leptatarna]] (Northern or Inner Arangoth) was responsible for building the north-south highway, and he also forced the Ruthmarna dwarves to swear fealty to him by threatening to obstruct their food supply. He established his son Kukarek as Grand Duke of Ruthmarna, and from that point onwards the heir to the Grand Duchy of [[Leptatarna]] always held the title Grand Duke of Ruthmarna. Later, when the Grand Duke of [[Leptatarna]] became recognized as King of [[Arangoth]], the title Grand Duke of Ruthmarna was routinely held by the crown prince and heir to the throne. Ruthmarna supplied the gold, silver and copper for the Arangothian mint, and therefore it was very well-policed while the Old Kingdom still existed. &lt;br /&gt;
&lt;br /&gt;
With the collapse of the Old Kingdom, the dwarves of Ruthmarna regained their ancient independence for a brief period, but they proved unable to defend themselves reliably against bandits who flourished after the old Arangothian police disappeared. For about half a century Ruthmarna fell into a state of anarchy, the old villages along the road resembling nothing so much as towns in the Wild West. Each village established a degree of vigilante justice, and bandits who were caught were generally thrown to their deaths from various precipices. The most fearsome bandit of all was Tatarn-ul-Tarrath (Tatarn-of-the-horn) who for a while had control of several of the villages, kept most of the dwarvish miners enslaved, and burned Thraxeti Kerrat to the ground after his romantic overtures were spurned by a girl native to that village (whom he abducted anyway; she was the mother of his daughter Tarla). Tatarn-ul-Tarrath was captured and thrown to his death by a vigilante group from Quarpodar, and since then his band&#039;s power has diminished somewhat, though it has continued to be a problem under Tatarn&#039;s ruthless successors, his daughter Tarla Nixkenixe and his brother Norpovath Quar. They still controlled some of the less-accessible mines and called themselves the [[Riders of the Horn]] (Sangliodaloth-ul-Tarrath) after Tatarn&#039;s horn, their most prized relic. They terrorized the countryside at will, and periodically staged merciless raids on the gutsy village of Quarpodar to avenge the death of old Tatarn-ul-Tarrath.&lt;br /&gt;
&lt;br /&gt;
When the inhabitants of Ruthmarna learned of King [[BLKDRAGON]] and Queen [[AngelSin]]&#039;s arrival in [[Drache]], they sent a delegation to recognize them as rightful sovereigns of Ruthmarna and bestowed the honorary title Grand Duke of Ruthmarna on their son, Prince Orion. &lt;br /&gt;
&lt;br /&gt;
The [[Riders of the Horn]] took control of Lurintheti Netri, the Ruthmarnian capital in Hearthfire of 469. They claimed to be acting on behalf of the South, since the town supported [[Arlok ul-Dorn|Arlok]] rather than [[The Raven]]. The Northern Arangothian Army, led personally by [[Perlim Larkspin]] moved against them and eventually drove the Riders out of Ruthmarna, but not before they had killed many innocent people and started a fire that burned much of the city. [[Palatine]] Larkspin declared Ruthmarna under the authority of King Arlok. &lt;br /&gt;
&lt;br /&gt;
The decline of the [[Riders of the Horn]] began with the death of Norpovath Quar in Hearthfire of 471 from a case of the Bloody Cough, an extremely contagious disease. His niece, Tarla Nixkenixe, took over control of the Riders, and decided to move their base of operations out of the increasingly well-patrolled mountains of Ruthmarna, into the war-torn and wild territory of Eastern [[Arangoth]]. There they preyed upon the countryside for almost a year, until a lull in the border conflict with the [[Assi]] gave the new Arangothian Army the resources to hunt bandits more aggressively. As a result, Tarla and the remnants of the [[Riders of the Horn]] moved north into the city of [[Taranor]] in Frost Fall of 472. After a few months of extorting [[Taranor]], the Riders disbanded after Tarla was eaten by her own pet Golden Sand Panther.&lt;br /&gt;
&lt;br /&gt;
In May of 486, Ruthmarna was taken over by a shadow dragon who simply called himself the Great Shadow. He began with a gradual takeover of the dwarven mining enclaves and finished with his hostile takeover of the capital, with the help of many of his cultists. The Sithire of Drache was taken prisoner, along with Prince Emereth and various members of the royal retinue.&lt;br /&gt;
&lt;br /&gt;
When Drache declared its independence later that year, the Great Shadow consolidated his power, ruling Ruthmarna as a tyrant king with the help of a large group of cultists known as the Pact of the Umbra. Along with [[Isabelle Auxerre]], his consort, the pair ruled the country for a short length of time before the Great Shadow inexplicably took a substantial portion of the country&#039;s wealth for himself, moved it to his home plane, and abandoned Ruthmarna altogether.&lt;br /&gt;
&lt;br /&gt;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
The country has only recently established a sustainable form of government in the wake of the Great Shadow&#039;s sudden theft and departure. It is now an independent duchy and served as one of the main battlegrounds in the war for Drachean independence during the [[Arangothian Civil War]]. Korian Kadoyan ascended to the title of holdings of Sithire, administered from Lurintheti-Netri, backed by the [[Ruthmarnan#Guild-Clans|Guild-Clans]] of the [[Ruthmarnan|Ruthmarnans]]. &lt;br /&gt;
&lt;br /&gt;
=Related Topics=&lt;br /&gt;
&lt;br /&gt;
[[The Origins of the Kingdom of Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The Fall of Old Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Alysian&#039; Era (465-468)]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Arlokek&#039; Era (469-472)]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Countries]] [[Category:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11102</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11102"/>
		<updated>2022-08-08T02:18:07Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ruthmarna is a mountainous area that lies just north of [[Drache]], serving as a border between the port city and [[Leptatarna]] in Northern [[Arangoth]]. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the [[Darian River]], and winds through the mountains to cities such as Hornath ul-Marfed and [[Tagrana]] in the north. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title        = Ruthmarna&lt;br /&gt;
|above        = &lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Lurintheti-Netri.png|200px]]&lt;br /&gt;
|caption      = &lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Area Information&lt;br /&gt;
|label2   = Location&lt;br /&gt;
|data2    = Center of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = [[Ruthmarnan|Ruthmarnans]], Humans&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = Arangothek, Common&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = &lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = Menxism&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = &lt;br /&gt;
&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = &lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Arangothian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Location=&lt;br /&gt;
&lt;br /&gt;
This mountainous region separates [[Transdariania]] from the fields of northern [[Arangoth]] and is inhabited primarily by dwarves who mine gold, silver and other precious materials from deep caverns within the earth.&lt;br /&gt;
&lt;br /&gt;
=Behind the Name=&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Ruthmarna&amp;quot; is Arangothian for the &amp;quot;Mineland&amp;quot;. The name is derived from the terms &amp;quot;ruthmi&amp;quot;, which translates to &amp;quot;cavern&amp;quot; or &amp;quot;mine&amp;quot; in the common tongue, and &amp;quot;arna&amp;quot;, &amp;quot;land&amp;quot; or &amp;quot;homeland&amp;quot;. [[Ruthmarnans]] specifically refers to the ancestral race of dwarves that call Ruthmarna their home.&lt;br /&gt;
&lt;br /&gt;
=Most Noted Geographical Features=&lt;br /&gt;
&lt;br /&gt;
A narrow road crosses Ruthmarna from north to south, with many sharp windings, steep precipices and precarious bridges. This road often becomes unpassable due to avalanches or other disasters, and the only inhabitants outside the dwarvish miners are the Arangothians of various races settled in mountain villages with the job of making repairs on this vital thoroughfare. The main villages along the road, from south to north, are Thraxeti Kerrat, Diggodrele, Lurintheti Netri, Quarpodar, Tisponthoss,  and Bralkadossath. In the common tongue, the villages are called Diamond Creek, Hundred-bricks, Golden Axe, Black-house, The Oven, and The Height, respectively. &lt;br /&gt;
&lt;br /&gt;
Ruthmarna is also home to Prakanthoss, an ancient monastery located high in the mountains. Prakanthoss has trained both human and dwarven [[Templars of Menxvan]] for centuries. The monastery&#039;s name means &amp;quot;the anvil&amp;quot; in Arangothian, and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. After the Great Shadow&#039;s takeover in 486, the Templars of Menxvan were allowed to continue using Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
=History of the Area=&lt;br /&gt;
&lt;br /&gt;
The dwarves were the primeval inhabitants of Ruthmarna and governed themselves in ancient times. Once humans had settled in [[Arangoth]], the dwarves and humans began trading foodstuffs for metal. Grand Duke Folvaholk of [[Leptatarna]] (Northern or Inner Arangoth) was responsible for building the north-south highway, and he also forced the Ruthmarna dwarves to swear fealty to him by threatening to obstruct their food supply. He established his son Kukarek as Grand Duke of Ruthmarna, and from that point onwards the heir to the Grand Duchy of [[Leptatarna]] always held the title Grand Duke of Ruthmarna. Later, when the Grand Duke of [[Leptatarna]] became recognized as King of [[Arangoth]], the title Grand Duke of Ruthmarna was routinely held by the crown prince and heir to the throne. Ruthmarna supplied the gold, silver and copper for the Arangothian mint, and therefore it was very well-policed while the Old Kingdom still existed. &lt;br /&gt;
&lt;br /&gt;
With the collapse of the Old Kingdom, the dwarves of Ruthmarna regained their ancient independence for a brief period, but they proved unable to defend themselves reliably against bandits who flourished after the old Arangothian police disappeared. For about half a century Ruthmarna fell into a state of anarchy, the old villages along the road resembling nothing so much as towns in the Wild West. Each village established a degree of vigilante justice, and bandits who were caught were generally thrown to their deaths from various precipices. The most fearsome bandit of all was Tatarn-ul-Tarrath (Tatarn-of-the-horn) who for a while had control of several of the villages, kept most of the dwarvish miners enslaved, and burned Thraxeti Kerrat to the ground after his romantic overtures were spurned by a girl native to that village (whom he abducted anyway; she was the mother of his daughter Tarla). Tatarn-ul-Tarrath was captured and thrown to his death by a vigilante group from Quarpodar, and since then his band&#039;s power has diminished somewhat, though it has continued to be a problem under Tatarn&#039;s ruthless successors, his daughter Tarla Nixkenixe and his brother Norpovath Quar. They still controlled some of the less-accessible mines and called themselves the [[Riders of the Horn]] (Sangliodaloth-ul-Tarrath) after Tatarn&#039;s horn, their most prized relic. They terrorized the countryside at will, and periodically staged merciless raids on the gutsy village of Quarpodar to avenge the death of old Tatarn-ul-Tarrath.&lt;br /&gt;
&lt;br /&gt;
When the inhabitants of Ruthmarna learned of King [[BLKDRAGON]] and Queen [[AngelSin]]&#039;s arrival in [[Drache]], they sent a delegation to recognize them as rightful sovereigns of Ruthmarna and bestowed the honorary title Grand Duke of Ruthmarna on their son, Prince Orion. &lt;br /&gt;
&lt;br /&gt;
The [[Riders of the Horn]] took control of Lurintheti Netri, the Ruthmarnian capital in Hearthfire of 469. They claimed to be acting on behalf of the South, since the town supported [[Arlok ul-Dorn|Arlok]] rather than [[The Raven]]. The Northern Arangothian Army, led personally by [[Perlim Larkspin]] moved against them and eventually drove the Riders out of Ruthmarna, but not before they had killed many innocent people and started a fire that burned much of the city. [[Palatine]] Larkspin declared Ruthmarna under the authority of King Arlok. &lt;br /&gt;
&lt;br /&gt;
The decline of the [[Riders of the Horn]] began with the death of Norpovath Quar in Hearthfire of 471 from a case of the Bloody Cough, an extremely contagious disease. His niece, Tarla Nixkenixe, took over control of the Riders, and decided to move their base of operations out of the increasingly well-patrolled mountains of Ruthmarna, into the war-torn and wild territory of Eastern [[Arangoth]]. There they preyed upon the countryside for almost a year, until a lull in the border conflict with the [[Assi]] gave the new Arangothian Army the resources to hunt bandits more aggressively. As a result, Tarla and the remnants of the [[Riders of the Horn]] moved north into the city of [[Taranor]] in Frost Fall of 472. After a few months of extorting [[Taranor]], the Riders disbanded after Tarla was eaten by her own pet Golden Sand Panther.&lt;br /&gt;
&lt;br /&gt;
In May of 486, Ruthmarna was taken over by a shadow dragon who simply called himself the Great Shadow. He began with a gradual takeover of the dwarven mining enclaves and finished with his hostile takeover of the capital, with the help of many of his cultists. The Sithire of Drache was taken prisoner, along with Prince Emereth and various members of the royal retinue.&lt;br /&gt;
&lt;br /&gt;
When Drache declared its independence later that year, the Great Shadow consolidated his power, ruling Ruthmarna as a tyrant king with the help of a large group of cultists known as the Pact of the Umbra. Along with [[Isabelle Auxerre]], his consort, the pair ruled the country for a short length of time before the Great Shadow inexplicably took a substantial portion of the country&#039;s wealth for himself, moved it to his home plane, and abandoned Ruthmarna altogether.&lt;br /&gt;
&lt;br /&gt;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
The country has only recently established a sustainable form of government in the wake of the Great Shadow&#039;s sudden theft and departure. It is now an independent duchy and served as one of the main battlegrounds in the war for Drachean independence during the [[Arangothian Civil War]]. Korian Kadoyan ascended to the title of holdings of Sithire, administered from Lurintheti-Netri, backed by the [[Ruthmarnan#Guild-Clans|Guild-Clans]] of the [[Ruthmarnan|Ruthmarnans]]. &lt;br /&gt;
&lt;br /&gt;
=Related Topics=&lt;br /&gt;
&lt;br /&gt;
[[The Origins of the Kingdom of Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The Fall of Old Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Alysian&#039; Era (465-468)]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Arlokek&#039; Era (469-472)]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Countries]] [[Category:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11101</id>
		<title>Ruthmarna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Ruthmarna&amp;diff=11101"/>
		<updated>2022-08-08T02:17:31Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ruthmarna is a mountainous area that lies just north of [[Drache]], serving as a border between the port city and [[Leptatarna]] in Northern [[Arangoth]]. It is home to the somewhat treacherous and well-traveled North-South Highway that extends from from Drache in the south, over the [[Darian River]], and winds through the mountains to cities such as Hornath ul-Marfed and [[Tagrana]] in the north. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title        = Ruthmarna&lt;br /&gt;
|above        = &lt;br /&gt;
&lt;br /&gt;
|image        = [[Lurintheti-Netri.png|200px]]&lt;br /&gt;
|caption      = &lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header1  = Area Information&lt;br /&gt;
|label2   = Location&lt;br /&gt;
|data2    = Center of Arangoth&lt;br /&gt;
|label3   = Inhabitants&lt;br /&gt;
|data3    = [[Ruthmarnan|Ruthmarnans]], Humans&lt;br /&gt;
|label4   = Language(s)&lt;br /&gt;
|data4    = Arangothek, Common&lt;br /&gt;
|label5   = Ethnic Groups&lt;br /&gt;
|data5    = &lt;br /&gt;
|label6   = Religion&lt;br /&gt;
|data6    = Menxism&lt;br /&gt;
|label7   = Government&lt;br /&gt;
|data7    = &lt;br /&gt;
&lt;br /&gt;
|label9   = Population&lt;br /&gt;
|data9    = &lt;br /&gt;
|label10  = Currency&lt;br /&gt;
|data10   = Arangothian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Location=&lt;br /&gt;
&lt;br /&gt;
This mountainous region separates [[Transdariania]] from the fields of northern [[Arangoth]] and is inhabited primarily by dwarves who mine gold, silver and other precious materials from deep caverns within the earth.&lt;br /&gt;
&lt;br /&gt;
=Behind the Name=&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Ruthmarna&amp;quot; is Arangothian for the &amp;quot;Mineland&amp;quot;. The name is derived from the terms &amp;quot;ruthmi&amp;quot;, which translates to &amp;quot;cavern&amp;quot; or &amp;quot;mine&amp;quot; in the common tongue, and &amp;quot;arna&amp;quot;, &amp;quot;land&amp;quot; or &amp;quot;homeland&amp;quot;. [[Ruthmarnans]] specifically refers to the ancestral race of dwarves that call Ruthmarna their home.&lt;br /&gt;
&lt;br /&gt;
=Most Noted Geographical Features=&lt;br /&gt;
&lt;br /&gt;
A narrow road crosses Ruthmarna from north to south, with many sharp windings, steep precipices and precarious bridges. This road often becomes unpassable due to avalanches or other disasters, and the only inhabitants outside the dwarvish miners are the Arangothians of various races settled in mountain villages with the job of making repairs on this vital thoroughfare. The main villages along the road, from south to north, are Thraxeti Kerrat, Diggodrele, Lurintheti Netri, Quarpodar, Tisponthoss,  and Bralkadossath. In the common tongue, the villages are called Diamond Creek, Hundred-bricks, Golden Axe, Black-house, The Oven, and The Height, respectively. &lt;br /&gt;
&lt;br /&gt;
Ruthmarna is also home to Prakanthoss, an ancient monastery located high in the mountains. Prakanthoss has trained both human and dwarven [[Templars of Menxvan]] for centuries. The monastery&#039;s name means &amp;quot;the anvil&amp;quot; in Arangothian, and it is said to be the place where Templars are molded from ordinary people. This is usually the first place young Initiates are sent for training, where they undergo a strenuous regime of prayer and physical exertion in the cold, thin mountain air. After the Great Shadow&#039;s takeover in 486, the Templars of Menxvan were allowed to continue using Prakanthoss.&lt;br /&gt;
&lt;br /&gt;
=History of the Area=&lt;br /&gt;
&lt;br /&gt;
The dwarves were the primeval inhabitants of Ruthmarna and governed themselves in ancient times. Once humans had settled in [[Arangoth]], the dwarves and humans began trading foodstuffs for metal. Grand Duke Folvaholk of [[Leptatarna]] (Northern or Inner Arangoth) was responsible for building the north-south highway, and he also forced the Ruthmarna dwarves to swear fealty to him by threatening to obstruct their food supply. He established his son Kukarek as Grand Duke of Ruthmarna, and from that point onwards the heir to the Grand Duchy of [[Leptatarna]] always held the title Grand Duke of Ruthmarna. Later, when the Grand Duke of [[Leptatarna]] became recognized as King of [[Arangoth]], the title Grand Duke of Ruthmarna was routinely held by the crown prince and heir to the throne. Ruthmarna supplied the gold, silver and copper for the Arangothian mint, and therefore it was very well-policed while the Old Kingdom still existed. &lt;br /&gt;
&lt;br /&gt;
With the collapse of the Old Kingdom, the dwarves of Ruthmarna regained their ancient independence for a brief period, but they proved unable to defend themselves reliably against bandits who flourished after the old Arangothian police disappeared. For about half a century Ruthmarna fell into a state of anarchy, the old villages along the road resembling nothing so much as towns in the Wild West. Each village established a degree of vigilante justice, and bandits who were caught were generally thrown to their deaths from various precipices. The most fearsome bandit of all was Tatarn-ul-Tarrath (Tatarn-of-the-horn) who for a while had control of several of the villages, kept most of the dwarvish miners enslaved, and burned Thraxeti Kerrat to the ground after his romantic overtures were spurned by a girl native to that village (whom he abducted anyway; she was the mother of his daughter Tarla). Tatarn-ul-Tarrath was captured and thrown to his death by a vigilante group from Quarpodar, and since then his band&#039;s power has diminished somewhat, though it has continued to be a problem under Tatarn&#039;s ruthless successors, his daughter Tarla Nixkenixe and his brother Norpovath Quar. They still controlled some of the less-accessible mines and called themselves the [[Riders of the Horn]] (Sangliodaloth-ul-Tarrath) after Tatarn&#039;s horn, their most prized relic. They terrorized the countryside at will, and periodically staged merciless raids on the gutsy village of Quarpodar to avenge the death of old Tatarn-ul-Tarrath.&lt;br /&gt;
&lt;br /&gt;
When the inhabitants of Ruthmarna learned of King [[BLKDRAGON]] and Queen [[AngelSin]]&#039;s arrival in [[Drache]], they sent a delegation to recognize them as rightful sovereigns of Ruthmarna and bestowed the honorary title Grand Duke of Ruthmarna on their son, Prince Orion. &lt;br /&gt;
&lt;br /&gt;
The [[Riders of the Horn]] took control of Lurintheti Netri, the Ruthmarnian capital in Hearthfire of 469. They claimed to be acting on behalf of the South, since the town supported [[Arlok ul-Dorn|Arlok]] rather than [[The Raven]]. The Northern Arangothian Army, led personally by [[Perlim Larkspin]] moved against them and eventually drove the Riders out of Ruthmarna, but not before they had killed many innocent people and started a fire that burned much of the city. [[Palatine]] Larkspin declared Ruthmarna under the authority of King Arlok. &lt;br /&gt;
&lt;br /&gt;
The decline of the [[Riders of the Horn]] began with the death of Norpovath Quar in Hearthfire of 471 from a case of the Bloody Cough, an extremely contagious disease. His niece, Tarla Nixkenixe, took over control of the Riders, and decided to move their base of operations out of the increasingly well-patrolled mountains of Ruthmarna, into the war-torn and wild territory of Eastern [[Arangoth]]. There they preyed upon the countryside for almost a year, until a lull in the border conflict with the [[Assi]] gave the new Arangothian Army the resources to hunt bandits more aggressively. As a result, Tarla and the remnants of the [[Riders of the Horn]] moved north into the city of [[Taranor]] in Frost Fall of 472. After a few months of extorting [[Taranor]], the Riders disbanded after Tarla was eaten by her own pet Golden Sand Panther.&lt;br /&gt;
&lt;br /&gt;
In May of 486, Ruthmarna was taken over by a shadow dragon who simply called himself the Great Shadow. He began with a gradual takeover of the dwarven mining enclaves and finished with his hostile takeover of the capital, with the help of many of his cultists. The Sithire of Drache was taken prisoner, along with Prince Emereth and various members of the royal retinue.&lt;br /&gt;
&lt;br /&gt;
When Drache declared its independence later that year, the Great Shadow consolidated his power, ruling Ruthmarna as a tyrant king with the help of a large group of cultists known as the Pact of the Umbra. Along with [[Isabelle Auxerre]], his consort, the pair ruled the country for a short length of time before the Great Shadow inexplicably took a substantial portion of the country&#039;s wealth for himself, moved it to his home plane, and abandoned Ruthmarna altogether.&lt;br /&gt;
&lt;br /&gt;
=Present Day=&lt;br /&gt;
&lt;br /&gt;
The country has only recently established a sustainable form of government in the wake of the Great Shadow&#039;s sudden theft and departure. It is now an independent duchy and served as one of the main battlegrounds in the war for Drachean independence during the [[Arangothian Civil War]]. Korian Kadoyan ascended to the title of holdings of Sithire, administered from Lurintheti-Netri, backed by the [[Ruthmarnan#Guild-Clans|Guild-Clans]] of the [[Ruthmarnan|Ruthmarnans]]. &lt;br /&gt;
&lt;br /&gt;
=Related Topics=&lt;br /&gt;
&lt;br /&gt;
[[The Origins of the Kingdom of Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The Fall of Old Arangoth]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Alysian&#039; Era (465-468)]]&lt;br /&gt;
&lt;br /&gt;
[[The &#039;Arlokek&#039; Era (469-472)]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Arangoth]] [[Category: Countries]] [[Category:Other Notable Places of Interest]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Lurintheti-Netri.png&amp;diff=11100</id>
		<title>File:Lurintheti-Netri.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Lurintheti-Netri.png&amp;diff=11100"/>
		<updated>2022-08-08T02:16:18Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created with the MidJourney AI bot: http://www.midjourney.com&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Created with the MidJourney AI bot: http://www.midjourney.com&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=11099</id>
		<title>Elvendeep</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Elvendeep&amp;diff=11099"/>
		<updated>2022-08-08T01:08:22Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Elvendeep&lt;br /&gt;
| image          = Elvendeep.png&lt;br /&gt;
| alt            = Elfspire&lt;br /&gt;
| caption        = Elfspire, Elvendeep&lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = [[Elfspire]]&lt;br /&gt;
| language1      = [[Elvish]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = [[Elves#High Elves|High Elves]], [[Elves#Common Elves|Common Elves]],&lt;br /&gt;
| race2          = [[Elves#Wild Elves|Wild Elves]], and&lt;br /&gt;
| race3          = [[Half-Elves|Half-Elves]]&lt;br /&gt;
| religion       = [[Religion of Elvendeep|Celestial Court]]&lt;br /&gt;
| government     = Oligarchy (Nominally republican)&lt;br /&gt;
| ruler          = &lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
West of [[Arangoth]] lies the dense [[Soranion]], a forest containing the nation of Elvendeep. This nation is a confederacy, which includes both city elves and wild elves as citizens; both are ruled over by the [[Peoples of Elvendeep#High Elves|High Elves]]. Elvendeep is home to [[Elves|elven]] and half-elven peoples of many backgrounds that trickled together for unity and protection since times immemorial. &lt;br /&gt;
&lt;br /&gt;
Elvendeep is one of, if not &#039;&#039;the&#039;&#039; most ancient nation in the known world. Its symbol is the swan in profile on a field of green. It became a Protectorate of Arangoth for military aid against the orc invaders from [[Zul Kiras]], however, after the [[Arangothian Civil War]] it once again became a free nation. In [[Arangothek]], the country is called Nimmarna, a name that literally means &amp;quot;land of the elves.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
City and high elves are refined and subtle, known for their world-famous art and literature; diverse export economy; swordplay and spellcraft. Wild elves make top notch rangers and shamans. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The long-lived elves have a memory far longer than most of the other peoples of the world, but even their earliest origins are lost in mists of time. The earliest origins of the elves is the realm of myth and conjecture, debated endlessly by scholars both elven and non-elven. The religion of the elves is equally ancient, practiced long before any of Elvendeep&#039;s present neighbors ever existed. &lt;br /&gt;
&lt;br /&gt;
Recently, the notoriously liberal government of Topaz Silverbow faced two insurrections leading to fierce, if brief civil wars. The first was averted by diplomacy, but the second ended only in bloody victory for the Silverbow faction.&lt;br /&gt;
&lt;br /&gt;
It is believed that some of the reasons for this internecine conflict is Silverbow&#039;s settling of Dark Elves refugees in Nimmarna, as well as his decision to swear allegiance to King [[Arlok ul-Dorn]] of Arangoth and make Elvendeep a Crown Protectorate of Arangoth. This latter is thought to have resulted through fear of yet another [[Zul Kiras|Zul Kiran]] war and though practical in a strict sense, continues to be unpopular today. Silverbow resigned after the second war, the Dark Elves were exiled once more, and no single Governor has risen to such prominence in the following few years.&lt;br /&gt;
&lt;br /&gt;
After the [[Arangothian Civil War]] in 487, Elvendeep regained its sovereignty and is no longer a protectorate.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[file:Western.jpg|thumb|Elvendeep, with its neighbors to the west.]]&lt;br /&gt;
The [[Soranion]] is widely held to be the oldest and grandest wood on the continent, and certainly holds one of the only expanses of redwoods near its center. It is in the central territory, those highlands strewn with the giant redwood trees, that the only true urban center resides: the capital [[Elfspire]]. It is a city integrated with the tall stands of timber, be it by series of treetop buildings, platforms, walkways, magic-shaped &#039;hollows&#039; in the trees, or those buildings on the ground. It knows no straight roads or boulevards, for all its massive urbanity is built with the forest&#039;s natural rhythms in mind and magic is often used in place of mortar. Because of this, buildings can actually look treeish themselves, though they are built of brick.&lt;br /&gt;
&lt;br /&gt;
Other significant centers in Elvendeep include the major fortresses of [[Thassalon]] and [[Dindrathil]], as well as the fortified [[Pinewolf’s Ford]], each protecting vital passes into the nation. Though supporting small populations of city and [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]], these are military outposts more than towns of their own right. The river market of [[Highport]] near the confluence of Malchur’s parent rivers is also more of a fortified village than a true city. There are also small villages of [[Peoples of Elvendeep#Common Elves|Common Elves]] dotted along the Malchur in the Spiri province.&lt;br /&gt;
&lt;br /&gt;
Located in the stream-crossed headlands of the River Malchur, Elfspire and the surrounding areas utilize multitudes of canals for transportation. Very few roads cut through the Soranion, as its people prefer not to spoil its beauty. One of the largest leads across the Grey Fang mountains to [[Hornath ul-Marfed]] in Arangoth, another leads north to [[Outer Arangoth]], and a third west to [[Griffon&#039;s Aerie]]. The Malchur and its tributaries (natural and otherwise) provide the majority of inter-Soranion transportation and connect the central province with the ocean. &lt;br /&gt;
&lt;br /&gt;
Air is another way of travel in Elvendeep, and the Lords and Ladies ride [[Giant Eagles|giant eagles]], [[Giant Owls|owls]], and [[Giant Swans|swans]] to and fro. Northern elves have domesticated [[Giant Dragonflies|giant dragonflies]], and these are also used.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
Elvendeep is in theory a republic, but in practice it is in fact an oligarchy. Real power resides with the [[Elvendeep High Council|High Council]], a group of a score or so representatives of the most prominent noble families. The High Council elects Governors to fifteen year terms and votes on all important policy matters. In addition to the High Council, there is the [[Elvendeep Low Council|Low Council]], a larger body composed of representatives of lesser High Elven families, Elven Prelates, and retired High Council members. It has no real power but debates furiously nonetheless, since it is considered an excellent forum to display one&#039;s skill at oratory. It is also frequently used by the High Council to test new ideas and policies through allied family members to gauge what sort of reception they receive. &lt;br /&gt;
&lt;br /&gt;
Elvendeep was formerly a monarchy, but Queen [[Allamystrea]] and several other members of the royal family were slain in an [[Orcs|orcish]] ambush during the first war with [[Zul Kiras]] in the year 142. Lacking a clear successor to the throne that would not spark further unrest in the midst of the war, the leading families with claims to the throne agreed to appoint a temporary Governor to see the elven nation until the end of the war. This arrangement has persisted for the past three and a half centuries because while the powerful noble families that make up the High Council may dislike sharing power with one another, they dislike the idea of ceding power to a new monarch even more. Many of the original aspirants to the throne still sit on the High Council and have served terms as Governor.&lt;br /&gt;
&lt;br /&gt;
=Economy= &lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the [[Malchur River]] to the sea and thence beyond. &lt;br /&gt;
&lt;br /&gt;
Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. &lt;br /&gt;
&lt;br /&gt;
The [[Elfspire]] is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnan]] [[Dwarves]]. Dyes, pottery, fruits, and river fish (the latter two being the chief sustenance of the elves) are also exported. &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Military of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The centralization inherent in a sole urban center is useful in war, and though its people abhor violence and much prefer the arts and philosophy, they have been drawn into many long conflicts with other nations: [[Leturia]], [[Griffon&#039;s Aerie]], Dark Elves, and most notably with the orcs of Zul Kiras. In war, the elves cast a mind to defense above all else. They have developed an innovative strategy of abandoning all the outer reaches of the forest, 80% or so of their nation, to the enemy and defending only the small areas around Elfspire itself with quick-moving halberdier infantry. The ceded ground, however, is littered with traps of both magical and mechanical nature, and peopled with thousands of [[Peoples of Elvendeep#Wild Elves (Sorani)|Sorani]] guerillas. This is augmented by stag, giant eagle, and giant dragonfly cavalry. The elves use of magic and intelligent strategy have saved them numerous times from the superior power of the United Clans.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Religion of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are three hierarchies of Gods in Elven mythology. First, are the [[Religion of Elvendeep#The Celestial Court|Celestial Divinities]], whom the elves believe are all-powerful gods that rule the heavens and are nearly inexplicable in mortal terms, though they resemble gods like [[Menxned]] or [[Alou]]. Second are the [[Religion of Elvendeep#Chief Spirits|Chief Spirits]] (e.g. Swan/[[Nimrilyn]], Bear/[[Naenaloss]]), who are charged by the Celestial Divinities with tending to the world, and had a hand in shaping the world and creating the mortal races. The elves believe that aside from themselves and the dragons, few remember or honor these gods as is their due. Third are the [[Worldly Spirits]] who serve the Chief Spirits. The elves believe that other races have forgotten the [[Celestial Court]] and the Chief Spirits, and worship instead their servants. They count the deities of most other cultures among this rank of the divine hierarchy.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Peoples of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Nimmarna, the country&#039;s Arangothian name, may generally be divided into three parts: the [[Peoples of Elvendeep#Wild Elves (Sorani)|Wild Elves]] of the woods, the [[Peoples of Elvendeep#Common Elves|Common Elves]] of the city and surrounding central areas, and the ruling [[Peoples of Elvendeep#High Elves|High Elves]]. Because Elvendeep is a confederacy of many different elven peoples, founded millenia ago, there are many different ethnic elves and these three groups are more markers of class or geography than anything. Indeed, the Deepish believe that the Soranion is where elfkind originated and all the various other elves of the world, their fierce cousins in Mazewood near [[Elgar Forest|Elgar]], those of the Red Forest in [[Isles of Myst|Myst]], even those of far-off lands are colonies of ancient Deepish migrants.&lt;br /&gt;
&lt;br /&gt;
The dark-haired and ruddy complexioned Wild Elves, or &#039;Sorani&#039; are made up of nomadic, tribal societies who inhabit the majority of Elvendeep&#039;s territory. They are bound, however, to follow the central government just like the variously featured urban &#039;Spiri,&#039; a term referring to both Common and High Elves. The Elfspire-centred government consists of a Low Council, High Council and Governor chosen by the wealthy and powerful High Elves for limited terms of office. No elf but these Lords and Ladies, and none that do not reside in Elfspire may hold office or cast their vote. Common Elves devote themselves to occupations other than government, and work chiefly in textiles and orchardry.&lt;br /&gt;
&lt;br /&gt;
The elven economy relies chiefly on textiles, and from the deep woods flow felts, leathers, and even silks of the highest quality both by road and by the River Malchur to the sea and thence beyond. Spices are also highly profitable, as the elvish gardeners are capable of making any manner of plant grow. For most nations, importing herbs and spice from Elvendeep is much more cost effective than from [[Bahija]] or the East. Elfspire is a producer of metal goods as well, and the delicate work of the elves in weapons, armor, jewelry, fine household goods and other luxuries in iron, steel, brass, silver, gold, and mithril make them a rival to the [[Ruthmarna|Ruthmarnian]] Dwarves. Dyes, pottery, fruits, and riverfish (the latter two being the chief sustenance of the elves) are also exported.&lt;br /&gt;
&lt;br /&gt;
=Knightly Orders=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Knightly Orders of Elvendeep]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is often said that the Deepish collect titles as others do old coins. Through various origins, a great number of Knightly Orders have risen up among these fair folk, each promising a Knighthood, a pension, great honor, and occasionally a utilitarian function in protecting the nation. Though both Elflords and Commoners will hold a Knighthood or two, a growing middle class has begun to use the prestige gained by multiple decorations to climb the social ladder.&lt;br /&gt;
&lt;br /&gt;
It should be here noted that unless an elf has completed his tour of duty in an Order (usually twenty years), he is technically a ‘Bachelor’ of that Order and not a Knight, but that distinction is not often attended to and bachelors are known as Knights regardless.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main Article: [[Deepish Language]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noted Deepish author [[Antequeroth Elmstepper]] describes the language of Elvendeep thusly: “Unlike for instance, [[Arangothek]], which originates from a mixture of [[Goxal]] and [[Igmerinds|Igmerind]] and the modern form of which is only a few centuries old, the Elvendeepish dialect alone has been perfected and elaborated over millennia. Our alphabet has over six hundred characters, with four score modifiers, each applicable to nearly every character.&amp;quot; It is not surprising then, that many elf-children take a human lifetime to learn the script properly.&lt;br /&gt;
&lt;br /&gt;
Though skilled linguists, the Deepish often find other languages tight and constricting, as well as rather simple. In Elvish, it is considered much easier to convey a thought by writing (including emphasis, pacing, tone, etc), as the language is so incredibly intricate and detailed that a hue or emotion may be described in one Elvish character – though the translation would be forced to put it into a paragraph, or even a page in a human language. A thick Elven tome, then, is often a translator’s nightmare of fourteen volumes.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some writers prefer to write in a &amp;quot;stripped down&amp;quot; style, bare and simple, and providing for more ambiguous meanings – the idea being to let the reader puzzle out his or her own interpretation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Countries}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category: Countries]] [[Category: Elvendeep]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Elvendeep.png&amp;diff=11098</id>
		<title>File:Elvendeep.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Elvendeep.png&amp;diff=11098"/>
		<updated>2022-08-08T01:06:59Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: This image was created by the MidJourney AI art bot: https://www.midjourney.com/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This image was created by the MidJourney AI art bot: https://www.midjourney.com/&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alfarin_Boone&amp;diff=11093</id>
		<title>Alfarin Boone</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alfarin_Boone&amp;diff=11093"/>
		<updated>2022-05-28T17:36:24Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Alfarin&lt;br /&gt;
| picfile           = AlfarinBoone.png&lt;br /&gt;
| alttext           = &lt;br /&gt;
| full_name         = Alfarin (“the one full of enjoyment”) Boone&lt;br /&gt;
| race              = Korthai&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = He favors women, but doesn’t identify as straight.&lt;br /&gt;
| age              = 23&lt;br /&gt;
| date_of_birth              = October 4th (Libra)&lt;br /&gt;
| country_of_origin              = Unknown, he considers Assi familiar though&lt;br /&gt;
| hair_color              = DARK brown, almost black&lt;br /&gt;
| eye_color              = silver/metallic&lt;br /&gt;
| height              = 6’0&lt;br /&gt;
| weight              = 192 lbs (muscular, well distributed through his body)&lt;br /&gt;
| aliases              = Alpha (by his crewmates, normally to tease him), Alfie (by his mother &amp;amp; close family).&lt;br /&gt;
| religion              = Pantheism (the universe is “God”)&lt;br /&gt;
| creed              = He is guided by the stars and his gut.&lt;br /&gt;
| alignment              = Chaotic neutral&lt;br /&gt;
| occupation              = Raider&lt;br /&gt;
| income              = Currently, barely enough to get by, but he has great potential.&lt;br /&gt;
| marital_status              = Single (&amp;amp; a little slutty)&lt;br /&gt;
| player              = LeighNotLeah&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Alfarin grew up with his mother on a market ship. She raised him alone, though her crewmates didn’t NOT help. She was a beautiful, nurturing mother, but much of her time was devoted to trading. He would travel with her during trading season and spend time with his grandparents during raiding season. He always envied the men that got to go out and raid, even more because his father was not Korthai and they had no clue where he was. His mother encouraged his rebellious, nature-loving self and was immensely fond of her son. They were two peas in a pod, them against the world. Until she got sick. He was about fifteen at the time and she passed shortly after his sixteenth birthday. He matured quickly after this, but with time has found that she is with him at sea and that has helped him relax and become more in tune with himself.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Alfarin values balance between work &amp;amp; play, and places his faith in the stars, his gut, and the sea. He is accountable; there is nothing worse than a liar trying to avoid trouble because, why avoid trouble? He is rebellious in this way and finds it amusing to taunt those who enforce the rules. He loves swimming and will hop in any chance he gets. He is adaptable &amp;amp; enjoys change. He can be harsh if someone wrongs him or someone he cares about and it isn’t uncommon for him to take it too far. He is familiar with the stars &amp;amp; uses them to navigate and finds solace in them in his darkest moments. He is honest no matter the situation; he sees lying as a waste of time. He is a hard-worker &amp;amp; is always looking for ways to improve his life balance daily (optimistic). Alfarin is intelligent, and a bit eccentric. He can get caught up in something and become a little obsessive as well, though he would call it passionate. He loves all living things and gets along well with any and all animals (unless they’re, say, trying to kill him of course). He matured quickly due to the loss of his mother as a teen, but his inner child has resurfaced as he has gotten older and more comfortable in his skin. He is extremely observant and can often be found sitting off by himself and taking a scene in. These observation skills have made him resourceful and he will often get himself out of any situation he’d rather not be in. He is a bit messy, but in his own organized way so he rarely loses things. He can be vulgar, but he is a raider, isn’t he? Being raised by his mother &amp;amp; her crewmates gave him a bit of a filthy mouth.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Alfarin stands about 6’0 tall &amp;amp; has broad shoulders and quite the muscular back. His muscle is spread evenly around his body due to swimming &amp;amp; tasks around his ship, which keeps him looking lean. He has a mild cockney-like accent &amp;amp; a deep, smooth voice.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Alfarin is most talented with blades; swords, axes, machetes, knives, he loves them all. He prefers a hands-on fight over one where you may cower in the distance. &lt;br /&gt;
&lt;br /&gt;
He can climb easily &amp;amp; quickly, his long, muscular arms giving him the strength and agility to sail over or onto his opponents if he so chooses. &lt;br /&gt;
&lt;br /&gt;
He can hold his breath for an absurd amount of time &amp;amp; can hold up his end in a fight even if it is taken beneath the water.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Alfarin is an excellent cook, his mother taught him well. He loves spices and seasoning and makes the best shrimp known to Korthai. He prefers eating bottom-dwellers, like crabs and lobsters, or small sea-creatures, like shrimp, so he doesn’t make too much of a dent in the food chain. He avoids eating land-animals, he finds it more difficult to kill something that he could build a connection with. He sets traps and goes scouting the sea-floor if he isn’t in need of a ton of food. &lt;br /&gt;
&lt;br /&gt;
Alfarin is also naturally nurturing. Though he can be harsh and vulgar, he will go out of his way to help a wounded animal or take in someone who is in need. He makes lots of friends this way, with animals and many races, and therefore feels at home just about wherever he ends up, though nothing comforts him quite like the ocean.&lt;br /&gt;
&lt;br /&gt;
He is knowledgeable in navigation using maps, and he can take a ship out by himself if he must. He learns quickly and is capable beyond even what he believes.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Though he is not very skilled in magic currently, he has begun to understand that he can use the ocean to help him. No developed skills yet, but will be added as he begins to understand the magic of the sea. &lt;br /&gt;
&lt;br /&gt;
He has a bit of an understanding of the witches he and his mother used to visit who sold ailments and potions, and it always interested him. He may begin developing his knowledge in this area as well.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
He wears a belt that holds his curved sword &amp;amp; his battle axe. A sheath is hidden in his boot, where he keeps a small knife. He wears brass knuckles as well.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Alfarin wears calf-length black pants that are loose and breathable until they cuff at his calf. He wears black boots to meet the pants, though he tends to lose his shoes whenever he gets the chance. Typically, he wears no top and adorns only his leather armor that covers his shoulders, chest, and upper arms. Some days he’ll wear a loose white blouse that cuffs at his wrists.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Alfarin keeps these items in a locally bought back-pack; a conch shell he gave his mother (he listens to it on hard days), a knife with a large blade (used for defense &amp;amp; shucking), various nuts (for protein), a clean change of clothes (god knows he’ll need them), rope, &amp;amp; whatever book or map he is reading/studying at the time.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Alfarin wants to become an extremely successful raider. He wants to use his money to spread love and companionship through giving to the needy in any way he sees fit. He would love to have a bit of a zoo by the time he gets old, he enjoys the company of plenty of animals. Most of all, Alfarin wants to be a father. He never got to experience the relationship between father and son, and he hopes he will have the opportunity to love his own spawn one day. His harsh side wishes to bring hell to those who have harmed him or those he loves, so we’ll have to see which side of him makes it.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:AlfarinBoone.png&amp;diff=11092</id>
		<title>File:AlfarinBoone.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:AlfarinBoone.png&amp;diff=11092"/>
		<updated>2022-05-28T17:36:00Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alfarin_Boone&amp;diff=11091</id>
		<title>Alfarin Boone</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alfarin_Boone&amp;diff=11091"/>
		<updated>2022-05-28T17:34:29Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Alfarin | picfile           = AlfarintheonefullofenjoymentBoone1.png | alttext           =  | full_name         = Alfarin (“the one full of enjoyment”) Boone | race              = Korthai | gender              = Male | orientation              = He favors women, but doesn’t identify as straight. | age              = 23 | date_of_birth              = October 4th (Libra) | country_of_origin              = Unknown, he considers As...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Alfarin&lt;br /&gt;
| picfile           = AlfarintheonefullofenjoymentBoone1.png&lt;br /&gt;
| alttext           = &lt;br /&gt;
| full_name         = Alfarin (“the one full of enjoyment”) Boone&lt;br /&gt;
| race              = Korthai&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = He favors women, but doesn’t identify as straight.&lt;br /&gt;
| age              = 23&lt;br /&gt;
| date_of_birth              = October 4th (Libra)&lt;br /&gt;
| country_of_origin              = Unknown, he considers Assi familiar though&lt;br /&gt;
| hair_color              = DARK brown, almost black&lt;br /&gt;
| eye_color              = silver/metallic&lt;br /&gt;
| height              = 6’0&lt;br /&gt;
| weight              = 192 lbs (muscular, well distributed through his body)&lt;br /&gt;
| aliases              = Alpha (by his crewmates, normally to tease him), Alfie (by his mother &amp;amp; close family).&lt;br /&gt;
| religion              = Pantheism (the universe is “God”)&lt;br /&gt;
| creed              = He is guided by the stars and his gut.&lt;br /&gt;
| alignment              = Chaotic neutral&lt;br /&gt;
| occupation              = Raider&lt;br /&gt;
| income              = Currently, barely enough to get by, but he has great potential.&lt;br /&gt;
| marital_status              = Single (&amp;amp; a little slutty)&lt;br /&gt;
| player              = LeighNotLeah&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Alfarin grew up with his mother on a market ship. She raised him alone, though her crewmates didn’t NOT help. She was a beautiful, nurturing mother, but much of her time was devoted to trading. He would travel with her during trading season and spend time with his grandparents during raiding season. He always envied the men that got to go out and raid, even more because his father was not Korthai and they had no clue where he was. His mother encouraged his rebellious, nature-loving self and was immensely fond of her son. They were two peas in a pod, them against the world. Until she got sick. He was about fifteen at the time and she passed shortly after his sixteenth birthday. He matured quickly after this, but with time has found that she is with him at sea and that has helped him relax and become more in tune with himself.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Alfarin values balance between work &amp;amp; play, and places his faith in the stars, his gut, and the sea. He is accountable; there is nothing worse than a liar trying to avoid trouble because, why avoid trouble? He is rebellious in this way and finds it amusing to taunt those who enforce the rules. He loves swimming and will hop in any chance he gets. He is adaptable &amp;amp; enjoys change. He can be harsh if someone wrongs him or someone he cares about and it isn’t uncommon for him to take it too far. He is familiar with the stars &amp;amp; uses them to navigate and finds solace in them in his darkest moments. He is honest no matter the situation; he sees lying as a waste of time. He is a hard-worker &amp;amp; is always looking for ways to improve his life balance daily (optimistic). Alfarin is intelligent, and a bit eccentric. He can get caught up in something and become a little obsessive as well, though he would call it passionate. He loves all living things and gets along well with any and all animals (unless they’re, say, trying to kill him of course). He matured quickly due to the loss of his mother as a teen, but his inner child has resurfaced as he has gotten older and more comfortable in his skin. He is extremely observant and can often be found sitting off by himself and taking a scene in. These observation skills have made him resourceful and he will often get himself out of any situation he’d rather not be in. He is a bit messy, but in his own organized way so he rarely loses things. He can be vulgar, but he is a raider, isn’t he? Being raised by his mother &amp;amp; her crewmates gave him a bit of a filthy mouth.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Alfarin stands about 6’0 tall &amp;amp; has broad shoulders and quite the muscular back. His muscle is spread evenly around his body due to swimming &amp;amp; tasks around his ship, which keeps him looking lean. He has a mild cockney-like accent &amp;amp; a deep, smooth voice.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Alfarin is most talented with blades; swords, axes, machetes, knives, he loves them all. He prefers a hands-on fight over one where you may cower in the distance. &lt;br /&gt;
&lt;br /&gt;
He can climb easily &amp;amp; quickly, his long, muscular arms giving him the strength and agility to sail over or onto his opponents if he so chooses. &lt;br /&gt;
&lt;br /&gt;
He can hold his breath for an absurd amount of time &amp;amp; can hold up his end in a fight even if it is taken beneath the water.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Alfarin is an excellent cook, his mother taught him well. He loves spices and seasoning and makes the best shrimp known to Korthai. He prefers eating bottom-dwellers, like crabs and lobsters, or small sea-creatures, like shrimp, so he doesn’t make too much of a dent in the food chain. He avoids eating land-animals, he finds it more difficult to kill something that he could build a connection with. He sets traps and goes scouting the sea-floor if he isn’t in need of a ton of food. &lt;br /&gt;
&lt;br /&gt;
Alfarin is also naturally nurturing. Though he can be harsh and vulgar, he will go out of his way to help a wounded animal or take in someone who is in need. He makes lots of friends this way, with animals and many races, and therefore feels at home just about wherever he ends up, though nothing comforts him quite like the ocean.&lt;br /&gt;
&lt;br /&gt;
He is knowledgeable in navigation using maps, and he can take a ship out by himself if he must. He learns quickly and is capable beyond even what he believes.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Though he is not very skilled in magic currently, he has begun to understand that he can use the ocean to help him. No developed skills yet, but will be added as he begins to understand the magic of the sea. &lt;br /&gt;
&lt;br /&gt;
He has a bit of an understanding of the witches he and his mother used to visit who sold ailments and potions, and it always interested him. He may begin developing his knowledge in this area as well.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
He wears a belt that holds his curved sword &amp;amp; his battle axe. A sheath is hidden in his boot, where he keeps a small knife. He wears brass knuckles as well.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Alfarin wears calf-length black pants that are loose and breathable until they cuff at his calf. He wears black boots to meet the pants, though he tends to lose his shoes whenever he gets the chance. Typically, he wears no top and adorns only his leather armor that covers his shoulders, chest, and upper arms. Some days he’ll wear a loose white blouse that cuffs at his wrists.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Alfarin keeps these items in a locally bought back-pack; a conch shell he gave his mother (he listens to it on hard days), a knife with a large blade (used for defense &amp;amp; shucking), various nuts (for protein), a clean change of clothes (god knows he’ll need them), rope, &amp;amp; whatever book or map he is reading/studying at the time.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Alfarin wants to become an extremely successful raider. He wants to use his money to spread love and companionship through giving to the needy in any way he sees fit. He would love to have a bit of a zoo by the time he gets old, he enjoys the company of plenty of animals. Most of all, Alfarin wants to be a father. He never got to experience the relationship between father and son, and he hopes he will have the opportunity to love his own spawn one day. His harsh side wishes to bring hell to those who have harmed him or those he loves, so we’ll have to see which side of him makes it.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Ivan1.png&amp;diff=11090</id>
		<title>File:Ivan1.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Ivan1.png&amp;diff=11090"/>
		<updated>2022-05-18T18:19:22Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11088</id>
		<title>Eliya Almakira</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11088"/>
		<updated>2022-05-16T23:53:05Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: /* Magic Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eliya Almakira is an [[Najjir#Emshi_Nomads|Emshi]] [[Najjira#The_Psionic_Gift|psychic]] warrior from [[Najjir]]. &lt;br /&gt;
&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Eliya Almakira&lt;br /&gt;
| picfile           = eliya.jpg&lt;br /&gt;
| alttext           = Eliya Almakira&lt;br /&gt;
&lt;br /&gt;
| full_name         = Eliya Almakira al-Fasaad&lt;br /&gt;
| race              = [[Najjir#Emshi_Nomads|Emshi]], [[Human]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Heterosexual&lt;br /&gt;
| age               = 30&lt;br /&gt;
| date_of_birth     = 17.VI.459&lt;br /&gt;
| country_of_origin = [[Najjir]]&lt;br /&gt;
| arrival           =&lt;br /&gt;
| hair_color        = Dark brown&lt;br /&gt;
| eye_color         = Luminous blue&lt;br /&gt;
| height            = 5&#039;7&lt;br /&gt;
| weight            = 120 lbs&lt;br /&gt;
| aliases           =&lt;br /&gt;
| religion          = [[Najjir#The_Old_Gods|The Old Gods of Najjir]]&lt;br /&gt;
| alignment         = Lawful Neutral &lt;br /&gt;
| creed             = Fulfill a sacred duty before all else&lt;br /&gt;
| occupation        = Guardian of the Fareedah, adventurer, bodyguard&lt;br /&gt;
| income            = Modest&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s psionic gifts were obvious at birth, and her fate was sealed. The first few years of her life were spent with her parents and brother within their tribe, wandering the outer rim of the Fareedah. At the age of five, her &amp;quot;uncle&amp;quot; Hakim Fayar took her under his wing, and began to train her in the use of her abilities. During this time, he imbued within her a strong sense of responsibility, extolling endlessly that their line was charged with the sacred duty of protecting the legacy of Amas&#039;kyaa. &lt;br /&gt;
&lt;br /&gt;
When she was ten, Hakim took her into the interior of the Fareedah for the first time. Over the course of the next several years, Hakim exposed Eliya to the eldritch taint of the fallen empire with multiple excursions into the exclusion zone. Due to his protections, and then later her own, Eliya&#039;s sanity remained intact. She was thirteen when she encountered one of the abominations. With her uncle, they engaged it in combat together, killing it. These encounters were not uncommon, providing excellent fodder for the developing warrior. &lt;br /&gt;
&lt;br /&gt;
Occasionally, they would encounter outsiders, seeking either the crystal that the Fareedah was known for, or their own journeys into the ruins of Amas&#039;kyaa. It was their duty to dissuade these travelers, if they could or use force when necessary. As it was impossible to cover the entire perimeter of the Fareedah, adventurers made it into the interior of the tainted zone. Unprotected from the malicious influence still lingering in the crystal frontier, these travelers would lose their minds. When Hakim and Eliya encountered these poor, lost souls, their options were limited. &lt;br /&gt;
&lt;br /&gt;
She was twenty when Hakim finally decided that he had taught her all he knew, and judged her competent enough to be released from his care. Eliya remained with her tribe, while Hakim returned to his own. Despite the company of her tribe, her gifts and duty isolated her from the others. She would disappear on horseback with days&#039; worth of supplies on her own, always surviving and returning to the tribe, only to repeat this a week later. &lt;br /&gt;
&lt;br /&gt;
In the Arangothian spring of 486, Eliya began to experience formless but horrific nightmares. She would wake up in a cold sweat, and sometimes in tears, shaking with a deep seated but fathomless terror. These nightmares were weeks apart but identical. Though she was not gifted with precognition, she understood with absolute certainty that these nightmares were portents. Unable to find her mentor, she eventually traveled to Qarsythe to seek answers or guidance. &lt;br /&gt;
&lt;br /&gt;
At some point, she was directed to a woman named Fatizza Waqar, a member of one of the many sorcerer guilds in Qarsythe. This woman claimed to have some understanding of the nightmares themselves, and sent Eliya south to [[Drache]] to find the Najjira warlock, [[Alim Kassad]], who supposedly had some experience with the eldritch horror of her dreams. Without further delay, she signed on to guard a caravan south, and made her way to the other side of the continent, arriving in the fall just after her fourth nightmare.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
After a lifetime spent battling the warped and corrupted abominations that wander the ruins of Amas&#039;kyaa, Eliya is a naturally paranoid person. Any person touched by the corruption that taints the Fareedah, especially of those in Drache is immediately suspect. She is a decisive person, able to make quick decisions and acts upon them immediately. Battle hardened and anti-social by merit of her raising, Eliya is somewhat socially awkward, even after more than three years in the southern city of Drache. A naturally quiet person, she is not the most talkative person. Her friends are few and far between.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s colouring is typical of her people. She has dark hair and olive skin, with the distinctive, luminescent blue eyes that are herald of a psychic in Najjir. Her hair is kept long and tied in a braid most of the time. Like most Emshi, she has spent her life in the desert and it shows in the weather of her features. Premature signs of aging are apparent in her face, small crows feet at the corners of her eyes and laugh lines around her mouth. She is medium in height, and slim in build due to the necessary privation of life in the desert.&lt;br /&gt;
&lt;br /&gt;
She normally dresses in the custom of her people. A tunic, loose fitting pants and an over robe with a cowl in the darker bluish indigo with careful, intricate embroidery at the hem are her go to choices for clothing. The patterns used in such decoration are distinctive to her tribe. She carries a short, curved sword and a dagger both. During her stay in Drache, she was forced to opt for local styles of clothing to stay warm through the winter.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Armed Combat:&#039;&#039;&#039; Trained to fight with weapons with dagger, samshir and a polearm or staff, Eliya was educated from a young age in the use of these weapons. She is considered proficient in the use of these weapons. Even without any physical weapons, she has been known to utilize psychic constructions as weapons. &lt;br /&gt;
* &#039;&#039;&#039;Hand to Hand Combat:&#039;&#039;&#039; Eliya was trained to fight without weapons as well. She has average strength for her size and race, and is considered a fast moving person. Her deterity is slightly above average, as she tends to practice fighting forms every day. She utilizes grappling and throws when necessary. It is extremely rare that she gets into those types of fights, given her psychic abilities. &lt;br /&gt;
* &#039;&#039;&#039;Equestrian Mastery:&#039;&#039;&#039; The use and care of a horse was drilled into her from childhood. Eliya can ride well, and stay mounted during exchanges with opponents. She understands the basic necessities like grooming, and cleaning the hooves, and making sure to supply the animal with enough food and water. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Eliya speaks both High and Low Najjira, as the former is spoken among the Emshi tribes, and the latter is used at the various cities on the outskirts of the Fareedah. She acquired the knowledge of Common using telepathy over several months, and now speaks it as fluently as her mother tongue. Arangothek is a new language that she&#039;s been dabbling in the use of, though most of the merchants and business dealings are conducted in Common. In theory, but not practice, Eliya could acquire additional languages via telepathy, but has not exerted the effort to do so. &lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Eliya has the ability to psychically sense other&#039;s emotions, as well as project her own. She can sense or project up to a city block without effort. Straining herself and expending excessive energy to her detriment could heighten these abilities, but she has had no use to do so. Like her telepathy, she can and does block out these senses through practiced concentration. An empath of sufficient strength could in theory break through her shielding to project their emotions at her. &lt;br /&gt;
* &#039;&#039;&#039;Psychic Constructs:&#039;&#039;&#039; Through long practice and skill, Eliya has developed the abilities to manifest psionic energy into the physical realm as hard, blue light. These constructs can take any form such as small walls, weapons or thrown shards. Constructs are under 4x4 feet cubed in size and can be projected up to fifteen feet away from herself. &lt;br /&gt;
* &#039;&#039;&#039;Telekinesis:&#039;&#039;&#039; The ability to lift and move objects with her mind, Eliya&#039;s telekinesis is short ranged, within fifteen feet of herself. She can lift a grown, average size human male without much strain, and project him with force up to fifteen feet; inertia would carry an object further, outside of her control. Eliya can support her own weight easily.&lt;br /&gt;
* &#039;&#039;&#039;Telepathy:&#039;&#039;&#039; Eliya has the ability to psychically hear other&#039;s thoughts, as well as project her own into the minds of others. Like her empathy, she is skilled in the use of shielding her mind from others. Penetrating into another&#039;s mind beyond their surface, unguarded thoughts requires energy expenditure and concentration. The stronger the telepath, or the psychic wards, the more difficult it would be to penetrate into the target&#039;s mind. This intrusion would be noticeable by the target, and could cause pain to the target if done carelessly or ruthlessly. Eliya can sense others&#039; thoughts up to seventy-five yards from her without effort. She could in theory use energy and concentration to expand these boundaries. As Drache is cramped with people, the psychic is more often than not shielded against others&#039; minds. &lt;br /&gt;
* &#039;&#039;&#039;Teleportation:&#039;&#039;&#039; Very short ranged line of sight teleportation, more like &amp;quot;blinking&amp;quot; than true teleportation, Eliya has the ability to project herself and another within twenty-five feet of her starting position. This ability requires effort and is strictly used in combat when the situation warrants it. She cannot project herself further than the ten feet limit.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Dagger:&#039;&#039;&#039; Gifted to her by Aridia Vloress on her first Candlenight in Drache, Eliya is in possession of an enchanted dagger. Roughly four inches long, with a ruby studded hilt, the dagger is capable of extending and turning into any weapon that is held in the hand. From sword, to spear, it is activated with a thought, and maintained with light concentration. &lt;br /&gt;
* &#039;&#039;&#039;Samshir:&#039;&#039;&#039; An heirloom of her family, Eliya&#039;s samshir was forged in Najjir decades ago and features an intricately carved ivory hilt, and three foot long, curved blade. It is completely mundane and has no enchantments. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Crystal-Lined Bracers:&#039;&#039;&#039; Also a family heirloom passed down through her father&#039;s line from psychic to psychic, these bracers contain slivers of Fareedah crystal between the layers of leather used to amplify the use of psionic energy. Eliya is so accustomed to using her bracers as an amplification to her focusing device that activating them in the usage of her abilities is second nature. After dispatching the Kahlahran divine ram, Klathrymagdon, sometime after she arrived in Drache, she used the sinew harvested from the beast to bind the crystals of her braces, further amplifying her psionic magic.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Focusing Device:&#039;&#039;&#039; A gold amulet studded with Fareedah crystals arranged in a specific circular pattern allows Eliya to channel her psychic powers away from the desert. Without it, the psychic cannot use her abilities, as they are said to be borne from the crystal formations of the Fareedah. She wears this amulet beneath her clothing and does not speak of it as a necessity of her abilities to anyone, though those educated in the inner workings of the Emshi might understand its weakness. &lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
Eliya has a blood bay gelding named Ahlor Ryr that she rode on her way south to Drache and stables at the Black Dragon Inn, where she has been staying since her arrival. &lt;br /&gt;
&lt;br /&gt;
On a friendly recommendation, she offered her services as a telepath to the Silak family, a merchant house located in Drache. She is paid well enough to support herself and her endeavors for a few hours of work a day. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11087</id>
		<title>Eliya Almakira</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11087"/>
		<updated>2022-05-15T00:21:28Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eliya Almakira is an [[Najjir#Emshi_Nomads|Emshi]] [[Najjira#The_Psionic_Gift|psychic]] warrior from [[Najjir]]. &lt;br /&gt;
&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Eliya Almakira&lt;br /&gt;
| picfile           = eliya.jpg&lt;br /&gt;
| alttext           = Eliya Almakira&lt;br /&gt;
&lt;br /&gt;
| full_name         = Eliya Almakira al-Fasaad&lt;br /&gt;
| race              = [[Najjir#Emshi_Nomads|Emshi]], [[Human]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Heterosexual&lt;br /&gt;
| age               = 30&lt;br /&gt;
| date_of_birth     = 17.VI.459&lt;br /&gt;
| country_of_origin = [[Najjir]]&lt;br /&gt;
| arrival           =&lt;br /&gt;
| hair_color        = Dark brown&lt;br /&gt;
| eye_color         = Luminous blue&lt;br /&gt;
| height            = 5&#039;7&lt;br /&gt;
| weight            = 120 lbs&lt;br /&gt;
| aliases           =&lt;br /&gt;
| religion          = [[Najjir#The_Old_Gods|The Old Gods of Najjir]]&lt;br /&gt;
| alignment         = Lawful Neutral &lt;br /&gt;
| creed             = Fulfill a sacred duty before all else&lt;br /&gt;
| occupation        = Guardian of the Fareedah, adventurer, bodyguard&lt;br /&gt;
| income            = Modest&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s psionic gifts were obvious at birth, and her fate was sealed. The first few years of her life were spent with her parents and brother within their tribe, wandering the outer rim of the Fareedah. At the age of five, her &amp;quot;uncle&amp;quot; Hakim Fayar took her under his wing, and began to train her in the use of her abilities. During this time, he imbued within her a strong sense of responsibility, extolling endlessly that their line was charged with the sacred duty of protecting the legacy of Amas&#039;kyaa. &lt;br /&gt;
&lt;br /&gt;
When she was ten, Hakim took her into the interior of the Fareedah for the first time. Over the course of the next several years, Hakim exposed Eliya to the eldritch taint of the fallen empire with multiple excursions into the exclusion zone. Due to his protections, and then later her own, Eliya&#039;s sanity remained intact. She was thirteen when she encountered one of the abominations. With her uncle, they engaged it in combat together, killing it. These encounters were not uncommon, providing excellent fodder for the developing warrior. &lt;br /&gt;
&lt;br /&gt;
Occasionally, they would encounter outsiders, seeking either the crystal that the Fareedah was known for, or their own journeys into the ruins of Amas&#039;kyaa. It was their duty to dissuade these travelers, if they could or use force when necessary. As it was impossible to cover the entire perimeter of the Fareedah, adventurers made it into the interior of the tainted zone. Unprotected from the malicious influence still lingering in the crystal frontier, these travelers would lose their minds. When Hakim and Eliya encountered these poor, lost souls, their options were limited. &lt;br /&gt;
&lt;br /&gt;
She was twenty when Hakim finally decided that he had taught her all he knew, and judged her competent enough to be released from his care. Eliya remained with her tribe, while Hakim returned to his own. Despite the company of her tribe, her gifts and duty isolated her from the others. She would disappear on horseback with days&#039; worth of supplies on her own, always surviving and returning to the tribe, only to repeat this a week later. &lt;br /&gt;
&lt;br /&gt;
In the Arangothian spring of 486, Eliya began to experience formless but horrific nightmares. She would wake up in a cold sweat, and sometimes in tears, shaking with a deep seated but fathomless terror. These nightmares were weeks apart but identical. Though she was not gifted with precognition, she understood with absolute certainty that these nightmares were portents. Unable to find her mentor, she eventually traveled to Qarsythe to seek answers or guidance. &lt;br /&gt;
&lt;br /&gt;
At some point, she was directed to a woman named Fatizza Waqar, a member of one of the many sorcerer guilds in Qarsythe. This woman claimed to have some understanding of the nightmares themselves, and sent Eliya south to [[Drache]] to find the Najjira warlock, [[Alim Kassad]], who supposedly had some experience with the eldritch horror of her dreams. Without further delay, she signed on to guard a caravan south, and made her way to the other side of the continent, arriving in the fall just after her fourth nightmare.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
After a lifetime spent battling the warped and corrupted abominations that wander the ruins of Amas&#039;kyaa, Eliya is a naturally paranoid person. Any person touched by the corruption that taints the Fareedah, especially of those in Drache is immediately suspect. She is a decisive person, able to make quick decisions and acts upon them immediately. Battle hardened and anti-social by merit of her raising, Eliya is somewhat socially awkward, even after more than three years in the southern city of Drache. A naturally quiet person, she is not the most talkative person. Her friends are few and far between.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s colouring is typical of her people. She has dark hair and olive skin, with the distinctive, luminescent blue eyes that are herald of a psychic in Najjir. Her hair is kept long and tied in a braid most of the time. Like most Emshi, she has spent her life in the desert and it shows in the weather of her features. Premature signs of aging are apparent in her face, small crows feet at the corners of her eyes and laugh lines around her mouth. She is medium in height, and slim in build due to the necessary privation of life in the desert.&lt;br /&gt;
&lt;br /&gt;
She normally dresses in the custom of her people. A tunic, loose fitting pants and an over robe with a cowl in the darker bluish indigo with careful, intricate embroidery at the hem are her go to choices for clothing. The patterns used in such decoration are distinctive to her tribe. She carries a short, curved sword and a dagger both. During her stay in Drache, she was forced to opt for local styles of clothing to stay warm through the winter.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Armed Combat:&#039;&#039;&#039; Trained to fight with weapons with dagger, samshir and a polearm or staff, Eliya was educated from a young age in the use of these weapons. She is considered proficient in the use of these weapons. Even without any physical weapons, she has been known to utilize psychic constructions as weapons. &lt;br /&gt;
* &#039;&#039;&#039;Hand to Hand Combat:&#039;&#039;&#039; Eliya was trained to fight without weapons as well. She has average strength for her size and race, and is considered a fast moving person. Her deterity is slightly above average, as she tends to practice fighting forms every day. She utilizes grappling and throws when necessary. It is extremely rare that she gets into those types of fights, given her psychic abilities. &lt;br /&gt;
* &#039;&#039;&#039;Equestrian Mastery:&#039;&#039;&#039; The use and care of a horse was drilled into her from childhood. Eliya can ride well, and stay mounted during exchanges with opponents. She understands the basic necessities like grooming, and cleaning the hooves, and making sure to supply the animal with enough food and water. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Eliya speaks both High and Low Najjira, as the former is spoken among the Emshi tribes, and the latter is used at the various cities on the outskirts of the Fareedah. She acquired the knowledge of Common using telepathy over several months, and now speaks it as fluently as her mother tongue. Arangothek is a new language that she&#039;s been dabbling in the use of, though most of the merchants and business dealings are conducted in Common. In theory, but not practice, Eliya could acquire additional languages via telepathy, but has not exerted the effort to do so. &lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Eliya has the ability to psychically sense other&#039;s emotions, as well as project her own. She can sense or project up to a city block without effort. Straining herself and expending excessive energy to her detriment could heighten these abilities, but she has had no use to do so. Like her telepathy, she can and does block out these senses through practiced concentration. An empath of sufficient strength could in theory break through her shielding to project their emotions at her. &lt;br /&gt;
* &#039;&#039;&#039;Psychic Constructs:&#039;&#039;&#039; Through long practice and skill, Eliya has developed the abilities to manifest psionic energy into the physical realm as hard, blue light. These constructs can take any form such as small walls, weapons or thrown shards. Constructs are under 4x4 feet cubed in size and can be projected up to fifteen feet away from herself. &lt;br /&gt;
* &#039;&#039;&#039;Telekinesis:&#039;&#039;&#039; The ability to lift and move objects with her mind, Eliya&#039;s telekinesis is short ranged, within fifteen feet of herself. She can lift a grown, average size human male without much strain, and project him with force up to fifteen feet; inertia would carry an object further, outside of her control. Eliya can support her own weight easily.&lt;br /&gt;
* &#039;&#039;&#039;Telepathy:&#039;&#039;&#039; Eliya has the ability to psychically hear other&#039;s thoughts, as well as project her own into the minds of others. Like her empathy, she is skilled in the use of shielding her mind from others. Penetrating into another&#039;s mind beyond their surface, unguarded thoughts requires energy expenditure and concentration. The stronger the telepath, or the psychic wards, the more difficult it would be to penetrate into the target&#039;s mind. This intrusion would be noticeable by the target, and could cause pain to the target if done carelessly or ruthlessly. Eliya can sense others&#039; thoughts up to seventy-five yards from her without effort. She could in theory use energy and concentration to expand these boundaries. As Drache is cramped with people, the psychic is more often than not shielded against others&#039; minds. &lt;br /&gt;
* &#039;&#039;&#039;Teleportation:&#039;&#039;&#039; Very short ranged line of sight teleportation, more like &amp;quot;blinking&amp;quot; than true teleportation, Eliya has the ability to project herself and only herself within ten feet of her starting position. This ability requires effort and is strictly used in combat when the situation warrants it. She cannot project herself further than the ten feet limit.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Dagger:&#039;&#039;&#039; Gifted to her by Aridia Vloress on her first Candlenight in Drache, Eliya is in possession of an enchanted dagger. Roughly four inches long, with a ruby studded hilt, the dagger is capable of extending and turning into any weapon that is held in the hand. From sword, to spear, it is activated with a thought, and maintained with light concentration. &lt;br /&gt;
* &#039;&#039;&#039;Samshir:&#039;&#039;&#039; An heirloom of her family, Eliya&#039;s samshir was forged in Najjir decades ago and features an intricately carved ivory hilt, and three foot long, curved blade. It is completely mundane and has no enchantments. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Crystal-Lined Bracers:&#039;&#039;&#039; Also a family heirloom passed down through her father&#039;s line from psychic to psychic, these bracers contain slivers of Fareedah crystal between the layers of leather used to amplify the use of psionic energy. Eliya is so accustomed to using her bracers as an amplification to her focusing device that activating them in the usage of her abilities is second nature. After dispatching the Kahlahran divine ram, Klathrymagdon, sometime after she arrived in Drache, she used the sinew harvested from the beast to bind the crystals of her braces, further amplifying her psionic magic.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Focusing Device:&#039;&#039;&#039; A gold amulet studded with Fareedah crystals arranged in a specific circular pattern allows Eliya to channel her psychic powers away from the desert. Without it, the psychic cannot use her abilities, as they are said to be borne from the crystal formations of the Fareedah. She wears this amulet beneath her clothing and does not speak of it as a necessity of her abilities to anyone, though those educated in the inner workings of the Emshi might understand its weakness. &lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
Eliya has a blood bay gelding named Ahlor Ryr that she rode on her way south to Drache and stables at the Black Dragon Inn, where she has been staying since her arrival. &lt;br /&gt;
&lt;br /&gt;
On a friendly recommendation, she offered her services as a telepath to the Silak family, a merchant house located in Drache. She is paid well enough to support herself and her endeavors for a few hours of work a day. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11086</id>
		<title>Eliya Almakira</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11086"/>
		<updated>2022-05-14T18:57:47Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: /* Magic Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eliya Almakira is an [[Najjir#Emshi_Nomads|Emshi]] [[Najjira#The_Psionic_Gift|psychic]] warrior from [[Najjir]]. &lt;br /&gt;
&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Eliya Almakira&lt;br /&gt;
| picfile           = eliya.jpg&lt;br /&gt;
| alttext           = Eliya Almakira&lt;br /&gt;
&lt;br /&gt;
| full_name         = Eliya Almakira al-Fasaad&lt;br /&gt;
| race              = [[Najjir#Emshi_Nomads|Emshi]], [[Human]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Heterosexual&lt;br /&gt;
| age               = 30&lt;br /&gt;
| date_of_birth     = 17.VI.459&lt;br /&gt;
| country_of_origin = [[Najjir]]&lt;br /&gt;
| arrival           =&lt;br /&gt;
| hair_color        = Dark brown&lt;br /&gt;
| eye_color         = Luminous blue&lt;br /&gt;
| height            = 5&#039;7&lt;br /&gt;
| weight            = 120 lbs&lt;br /&gt;
| aliases           =&lt;br /&gt;
| religion          = [[Najjir#The_Old_Gods|The Old Gods of Najjir]]&lt;br /&gt;
| alignment         = Lawful Neutral &lt;br /&gt;
| creed             = Fulfill a sacred duty before all else&lt;br /&gt;
| occupation        = Guardian of the Fareedah, adventurer, bodyguard&lt;br /&gt;
| income            = Modest&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s psionic gifts were obvious at birth, and her fate was sealed. The first few years of her life were spent with her parents and brother within their tribe, wandering the outer rim of the Fareedah. At the age of five, her &amp;quot;uncle&amp;quot; Hakim Fayar took her under his wing, and began to train her in the use of her abilities. During this time, he imbued within her a strong sense of responsibility, extolling endlessly that their line was charged with the sacred duty of protecting the legacy of Amas&#039;kyaa. &lt;br /&gt;
&lt;br /&gt;
When she was ten, Hakim took her into the interior of the Fareedah for the first time. Over the course of the next several years, Hakim exposed Eliya to the eldritch taint of the fallen empire with multiple excursions into the exclusion zone. Due to his protections, and then later her own, Eliya&#039;s sanity remained intact. She was thirteen when she encountered one of the abominations. With her uncle, they engaged it in combat together, killing it. These encounters were not uncommon, providing excellent fodder for the developing warrior. &lt;br /&gt;
&lt;br /&gt;
Occasionally, they would encounter outsiders, seeking either the crystal that the Fareedah was known for, or their own journeys into the ruins of Amas&#039;kyaa. It was their duty to dissuade these travelers, if they could or use force when necessary. As it was impossible to cover the entire perimeter of the Fareedah, adventurers made it into the interior of the tainted zone. Unprotected from the malicious influence still lingering in the crystal frontier, these travelers would lose their minds. When Hakim and Eliya encountered these poor, lost souls, their options were limited. &lt;br /&gt;
&lt;br /&gt;
She was twenty when Hakim finally decided that he had taught her all he knew, and judged her competent enough to be released from his care. Eliya remained with her tribe, while Hakim returned to his own. Despite the company of her tribe, her gifts and duty isolated her from the others. She would disappear on horseback with days&#039; worth of supplies on her own, always surviving and returning to the tribe, only to repeat this a week later. &lt;br /&gt;
&lt;br /&gt;
In the Arangothian spring of 486, Eliya began to experience formless but horrific nightmares. She would wake up in a cold sweat, and sometimes in tears, shaking with a deep seated but fathomless terror. These nightmares were weeks apart but identical. Though she was not gifted with precognition, she understood with absolute certainty that these nightmares were portents. Unable to find her mentor, she eventually traveled to Qarsythe to seek answers or guidance. &lt;br /&gt;
&lt;br /&gt;
At some point, she was directed to a woman named Fatizza Waqar, a member of one of the many sorcerer guilds in Qarsythe. This woman claimed to have some understanding of the nightmares themselves, and sent Eliya south to [[Drache]] to find the Najjira warlock, [[Alim Kassad]], who supposedly had some experience with the eldritch horror of her dreams. Without further delay, she signed on to guard a caravan south, and made her way to the other side of the continent, arriving in the fall just after her fourth nightmare.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
After a lifetime spent battling the warped and corrupted abominations that wander the ruins of Amas&#039;kyaa, Eliya is a naturally paranoid person. Any person touched by the corruption that taints the Fareedah, especially of those in Drache is immediately suspect. She is a decisive person, able to make quick decisions and acts upon them immediately. Battle hardened and anti-social by merit of her raising, Eliya is somewhat socially awkward, even after more than three years in the southern city of Drache. A naturally quiet person, she is not the most talkative person. Her friends are few and far between.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s colouring is typical of her people. She has dark hair and olive skin, with the distinctive, luminescent blue eyes that are herald of a psychic in Najjir. Her hair is kept long and tied in a braid most of the time. Like most Emshi, she has spent her life in the desert and it shows in the weather of her features. Premature signs of aging are apparent in her face, small crows feet at the corners of her eyes and laugh lines around her mouth. She is medium in height, and slim in build due to the necessary privation of life in the desert.&lt;br /&gt;
&lt;br /&gt;
She normally dresses in the custom of her people. A tunic, loose fitting pants and an over robe with a cowl in the darker bluish indigo with careful, intricate embroidery at the hem are her go to choices for clothing. The patterns used in such decoration are distinctive to her tribe. She carries a short, curved sword and a dagger both. During her stay in Drache, she was forced to opt for local styles of clothing to stay warm through the winter.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Armed Combat:&#039;&#039;&#039; Trained to fight with weapons with dagger, samshir and a polearm or staff, Eliya was educated from a young age in the use of these weapons. She is considered proficient in the use of these weapons. Even without any physical weapons, she has been known to utilize psychic constructions as weapons. &lt;br /&gt;
* &#039;&#039;&#039;Hand to Hand Combat:&#039;&#039;&#039; Eliya was trained to fight without weapons as well. She has average strength for her size and race, and is considered a fast moving person. Her deterity is slightly above average, as she tends to practice fighting forms every day. She utilizes grappling and throws when necessary. It is extremely rare that she gets into those types of fights, given her psychic abilities. &lt;br /&gt;
* &#039;&#039;&#039;Equestrian Mastery:&#039;&#039;&#039; The use and care of a horse was drilled into her from childhood. Eliya can ride well, and stay mounted during exchanges with opponents. She understands the basic necessities like grooming, and cleaning the hooves, and making sure to supply the animal with enough food and water. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Eliya speaks both High and Low Najjira, as the former is spoken among the Emshi tribes, and the latter is used at the various cities on the outskirts of the Fareedah. She acquired the knowledge of Common using telepathy over several months, and now speaks it as fluently as her mother tongue. Arangothek is a new language that she&#039;s been dabbling in the use of, though most of the merchants and business dealings are conducted in Common. In theory, but not practice, Eliya could acquire additional languages via telepathy, but has not exerted the effort to do so. &lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Eliya has the ability to psychically sense other&#039;s emotions, as well as project her own. She can sense or project up to a city block without effort. Straining herself and expending excessive energy to her detriment could heighten these abilities, but she has had no use to do so. Like her telepathy, she can and does block out these senses through practiced concentration. An empath of sufficient strength could in theory break through her shielding to project their emotions at her. &lt;br /&gt;
* &#039;&#039;&#039;Psychic Constructs:&#039;&#039;&#039; Through long practice and skill, Eliya has developed the abilities to manifest psionic energy into the physical realm as hard, blue light. These constructs can take any form such as small walls, weapons or thrown shards. Constructs are under 4x4 feet cubed in size and can be projected up to fifteen feet away from herself. &lt;br /&gt;
* &#039;&#039;&#039;Telekinesis:&#039;&#039;&#039; The ability to lift and move objects with her mind, Eliya&#039;s telekinesis is short ranged, within fifteen feet of herself. She can lift a grown, average size human male without much strain, and project him with force up to fifteen feet; inertia would carry an object further, outside of her control. Eliya can support her own weight easily.&lt;br /&gt;
* &#039;&#039;&#039;Telepathy:&#039;&#039;&#039; Eliya has the ability to psychically hear other&#039;s thoughts, as well as project her own into the minds of others. Like her empathy, she is skilled in the use of shielding her mind from others. Penetrating into another&#039;s mind beyond their surface, unguarded thoughts requires energy expenditure and concentration. The stronger the telepath, or the psychic wards, the more difficult it would be to penetrate into the target&#039;s mind. This intrusion would be noticeable by the target, and could cause pain to the target if done carelessly or ruthlessly. Eliya can sense others&#039; thoughts up to seventy-five yards from her without effort. She could in theory use energy and concentration to expand these boundaries. As Drache is cramped with people, the psychic is more often than not shielded against others&#039; minds. &lt;br /&gt;
* &#039;&#039;&#039;Teleportation:&#039;&#039;&#039; Very short ranged line of sight teleportation, more like &amp;quot;blinking&amp;quot; than true teleportation, Eliya has the ability to project herself and only herself within ten feet of her starting position. This ability requires effort and is strictly used in combat when the situation warrants it. She cannot project herself further than the ten feet limit.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Dagger:&#039;&#039;&#039; Gifted to her by Aridia Vloress on her first Candlenight in Drache, Eliya is in possession of an enchanted dagger. Roughly four inches long, with a ruby studded hilt, the dagger is capable of extending and turning into any weapon that is held in the hand. From sword, to spear, it is activated with a thought, and maintained with light concentration. &lt;br /&gt;
* &#039;&#039;&#039;Samshir:&#039;&#039;&#039; An heirloom of her family, Eliya&#039;s samshir was forged in Najjir decades ago and features an intricately carved ivory hilt, and three foot long, curved blade. It is completely mundane and has no enchantments. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Crystal-Lined Bracers:&#039;&#039;&#039; Also a family heirloom passed down through her father&#039;s line from psychic to psychic, these bracers contain slivers of Fareedah crystal between the layers of leather used to amplify the use of psionic energy. Eliya is so accustomed to using her bracers as an amplification to her focusing device that activating them in the usage of her abilities is second nature. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Focusing Device:&#039;&#039;&#039; A gold amulet studded with Fareedah crystals arranged in a specific circular pattern allows Eliya to channel her psychic powers away from the desert. Without it, the psychic cannot use her abilities, as they are said to be borne from the crystal formations of the Fareedah. She wears this amulet beneath her clothing and does not speak of it as a necessity of her abilities to anyone, though those educated in the inner workings of the Emshi might understand its weakness. &lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
Eliya has a blood bay gelding named Ahlor Ryr that she rode on her way south to Drache and stables at the Black Dragon Inn, where she has been staying since her arrival. &lt;br /&gt;
&lt;br /&gt;
On a friendly recommendation, she offered her services as a telepath to the Silak family, a merchant house located in Drache. She is paid well enough to support herself and her endeavors for a few hours of work a day. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Map_Archive&amp;diff=11081</id>
		<title>Map Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Map_Archive&amp;diff=11081"/>
		<updated>2022-05-10T18:12:11Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Redirected page to Maps Archive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Maps Archive]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Map_Archive&amp;diff=11080</id>
		<title>Map Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Map_Archive&amp;diff=11080"/>
		<updated>2022-05-10T18:11:56Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;# REDIRECT Maps Archive&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# REDIRECT [[Maps Archive]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Senkessa_Silak-Dekhal&amp;diff=11078</id>
		<title>Senkessa Silak-Dekhal</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Senkessa_Silak-Dekhal&amp;diff=11078"/>
		<updated>2022-05-06T23:28:18Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Senkessa Silak-Dekhal&lt;br /&gt;
| picfile           = Senkessa_Silak.jpg&lt;br /&gt;
| alttext           = Senkessa&lt;br /&gt;
&lt;br /&gt;
| full_name         = Senkessa ul-Alaford Silak-Dekhal&lt;br /&gt;
| race              = Human&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Heterosexual&lt;br /&gt;
| age               = 30&lt;br /&gt;
| date_of_birth     = 25.V.460&lt;br /&gt;
| country_of_origin = [[Arangoth|Hornath ul Marfed, Arangoth]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Dark brown&lt;br /&gt;
| eye_color         = Amber&lt;br /&gt;
| height            = 5’8&lt;br /&gt;
| weight            = 130lbs&lt;br /&gt;
| aliases           = Kessa&lt;br /&gt;
| religion          = [[Menxism]]&lt;br /&gt;
| alignment         = Chaotic Neutral&lt;br /&gt;
| creed             = Live for the moment&lt;br /&gt;
| occupation        = Former magistrate, Korthai&lt;br /&gt;
| income            = Moderate&lt;br /&gt;
| marital_status    = Widowed&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
The eldest of twins born to Alaford Silak and his wife, Olinxa, Senkessa is the only daughter of the couple. The first few years of her life, Senkessa lived in Horneth ul-Marfed until her father decided to move the entire family south to the slowly expanding fishing hamlet of [[Drache]]. There, she grew up with her twin brother, Sivath and her older brother, Donovath among the children of other enterprising merchants who had come to expand the port of Drache into the metropolis it has become. &lt;br /&gt;
&lt;br /&gt;
Alaford Silak was determined that his children would follow in his footsteps. Senkessa received a merchant&#039;s education beside her two brothers. Learning arithmetic and other mathematics, diplomacy and negotiation, and how to read and write, she studied the various arts required to manage the textile importation and exportation business her father had begun to build. Her mother, Olinxa tried to pass down the womanly arts of cooking and sewing, to round out Senkessa&#039;s education. Olinxa&#039;s passing when Senkessa was six ended those lessons for several years while Alaford mourned his wife. It wasn&#039;t until Senkessa turned ten that he finally hired a woman named Laila Bernet to act as governess to the twins.&lt;br /&gt;
&lt;br /&gt;
At the age of thirteen, when legally an adult by Arangothian law, Senkessa was betrothed to a young man only two years her senior by the name of Aidrith ul-Kynem Galerod. He was dispatched to Outer Arangoth to fight against the orc tribes of Zul Kiras before their marriage. Senkessa waited faithfully until his return, which came two years later. They were married in the Arangothian custom. Tragedy followed, as Aidrith grew ill. Healers were at a loss of what had not only caused the sickness, but how to treat it. Six months after their marriage, Aidrith died, leaving Senkessa a very young widow. &lt;br /&gt;
&lt;br /&gt;
In the wake of her husband&#039;s death, Senkessa refused to remarry, much to her scheming father’s annoyance. It wasn’t until a few years later that Senkessa took some classes about civics and the local laws, and eventually won a seat as a magistrate in Drache. There she served the city for several years. She lived alone in her mother’s house in the Merchant District, and tended to her garden.&lt;br /&gt;
&lt;br /&gt;
In the summer of 487, she had a case come before her regarding a Korthai man named [[Emir Deyash|Emir Deyash’s]] assault on a Menxrukian. While impartiality was required of her, she did not look favourably on Menxrukians in general, and gave the Korthai a light sentence. After the trial, he proceeded to pursue her romantically. Senkessa eventually gave into the experience, and ignited an affection for the brash man. He began to live at her house during the off season that winter. Taking pity on Senkessa’s rather uptight upbringing and confinement to Drache, Emir took his ship, the Dazla Berash on a number of pleasure jaunts with Senkessa aboard. &lt;br /&gt;
&lt;br /&gt;
Some months later, in the early summer of 488, Senkessa encountered another Korthai, a woman by the name of [[Nadalenn Dekhal]]. They struck up an odd sort of acquaintance,with Senkessa deeply admiring the independence and freedom that the Korthai woman enjoyed. Unbeknownst to Senkessa at that time, Nadalenn had decided that since the Drachean woman had attended the Kesset Korthai in the previous year, that she must be adopted into the Korthai. When it was time for Nadalenn to depart from Drache, she invited Senkessa aboard her ship, that resulted in seeing Nadalenn and her crew off in style. Nadalenn got Senkessa too drunk to return to shore, and sailed off with the magistrate. By the time Senkessa woke up, they were far too far from Drache, and Nadalenn refused to sail back, as the crew was wanting to get back their home port in the [[Green Sea]]. Seeing as that Nadalenn had no intention of putting to sail again until it was time to show up at the Kesset Korthai in the fall, Senkessa was put to work learning the various, less skilled tasks aboard the ship, and then eventually tending to the jala plantation. Nadalenn adopted Senkessa, and allowed her to take her family name, which Senkessa has appended to her name formally in use. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, her family in Drache set about looking for her to no avail. Emir also went on the hunt. They were not reunited until several months later, at the Kesset Korthai, and it was not on easy terms. They struck a relative compromise about the scenario that chilled their relationship, but eventually they were able to recover. &lt;br /&gt;
&lt;br /&gt;
Currently, Senkessa has given up her life as a Drachean magistrate, and spends her time aboard the Dazla Berash, contributing to ship life in whatever way she can, usually in the galley. She cannot bring herself to commit to the harsh raider’s life, and generally stays below deck when the Korthai engage in their trade. Despite that, she has begun to learn how to fight with light weapons, if only to protect herself if things topside got too hairy.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Senkessa is usually an even sort of woman. When her temper is provoked, she is known to become quite passionate and impulsive; she has definitely thrown things in anger at whomever offended her. It would seem that her romantic attachments also tends to make her somewhat irrational, as she was not used to those sorts of feelings. Despite this, she is normally a steady person, and capable of thinking her way through things with logic. &lt;br /&gt;
&lt;br /&gt;
She has found a freedom in the Korthai culture, and has embraced it widely since her adoption. This has spurred her into a fierce streak of independence, especially from her home and family. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Senkessa is a human woman, roughly 5&#039;8 in height with an average build. She is naturally pale, but darkens into a tan sometimes in the spring and summer, depending on how much time is spent in her vegetable garden, or out at sea with the Korthai. Her dark brown hair is cut to just below the shoulders and somewhat wavy. The most notable feature are her eyes, which are a striking, warm amber colour, a trait she shares with both her twin brother and their father. &lt;br /&gt;
&lt;br /&gt;
Her fashion choices range towards more modest, both in style and textile. Despite being the daughter of a wealthy cloth merchant, she usually dresses somewhat conservatively. Alternating between skirts and dresses, and trousers, Senkessa opts for functionality before fashion. As a Magistrate of Drache, she prefers clothing that makes her look presentable. She has been known to break from her casual style, to dress in more flashy gowns for high society functions, though this is few and far between as she eschews much of those obligations. Cotton, wool and occasionally silk are her usual fabric choices. Senkessa prefers more muted tones, or colours that don&#039;t show dirt, as she enjoys tending her garden. Jewel tones favour her naturally colouring, but are usually reserved for special occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
Senkessa is a normal human being. Since joining the Korthai, she has developed her strength and dexterity to perform the various tasks aboard ship required of her. While she is still quite the novice at weapons work, her reflexes have been improving. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Cooking:&#039;&#039;&#039; Senkessa has modest cooking skills and is able to prepare a number of different foods in a satisfactory manner. She is even able to bake simple pastries like fruit pies.&lt;br /&gt;
* &#039;&#039;&#039;Green Thumb:&#039;&#039;&#039; Through no magical means, Senkessa is naturally gifted at horticulture. One of her favourite hobbies in Drache was to tend to her garden. She was quite skilled at managing a vegetable patch, as well as flowers, and has turned this skill towards helping out in the jala plantations when the ship is in port. &lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Senkessa is able to speak Arangothek, Common, Deepish and Ruthmarnan dwarvish fluently. She was educated in these languages as a child, and has had some occasion to use them in her life in Drache. &lt;br /&gt;
* &#039;&#039;&#039;Literacy:&#039;&#039;&#039; Senkessa is literate in Arangothek, Common, Deepish and Ruthmarnan dwarvish. This was meant to serve her life as a textile merchant, and she had been instructed in these languages as a child. &lt;br /&gt;
* &#039;&#039;&#039;Weapon Skills:&#039;&#039;&#039; Senkessa is learning how to use a shortsword and dagger, in a method that utilizes her smaller size and speed. She is still very much the novice at these skills, but is continuing to improve them through practice. &lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Senkessa has no magical skills. &lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Dagger:&#039;&#039;&#039; A small, six inch dagger made of Deepish steel, acquired in trade in Elvendeep. The dark wood hilt has been bound in steel threads and features a small piece of amber in the pommel. &lt;br /&gt;
* &#039;&#039;&#039;Shortsword:&#039;&#039;&#039; A fifteen inch sword made of Deepish steel, also acquired in Elvendeep. Its hilt is pale birch and bound in steel threads, with a small piece of amber in its pommel. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Leather Jerkin:&#039;&#039;&#039; Senkessa owns a custom made, black leather jerkin that fits her well. It is primarily used for her weapons practicing, but has also been worn when the crew is preparing to raid. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;House in Drache:&#039;&#039;&#039; Senkessa owns a small, two storied house in the Merchant District of Drache. It is currently tenanted by her twin brother Siveth, with her maid Parilla tending to its cleanliness. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Nesira_Vertal&amp;diff=11077</id>
		<title>Nesira Vertal</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Nesira_Vertal&amp;diff=11077"/>
		<updated>2022-05-06T23:27:41Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Nesira Vertal&lt;br /&gt;
| picfile           = NesiraVertal.jpg&lt;br /&gt;
| alttext           = &lt;br /&gt;
&lt;br /&gt;
| full_name         = Lieutenant Nesira Vertal&lt;br /&gt;
| race              = [[Peoples of Elvendeep#Wild Elves (Sorani)|Sorani elf]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Bisexual&lt;br /&gt;
| age               = 137&lt;br /&gt;
| date_of_birth     = 7.VII.353&lt;br /&gt;
| country_of_origin = [[Elvendeep]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Strawberry blonde&lt;br /&gt;
| eye_color         = Green&lt;br /&gt;
| height            = 5’5 &lt;br /&gt;
| weight            = 100lbs&lt;br /&gt;
| aliases           = Nes&lt;br /&gt;
| religion          = [[Religion of Elvendeep]]&lt;br /&gt;
| alignment         = Lawful Good&lt;br /&gt;
| creed             = Protect those that can&#039;t protect themselves&lt;br /&gt;
| occupation        = Lieutenant of the [[Civic Guard#Aerial Defense Corps|Aerial Defense Corps]]&lt;br /&gt;
| income            = Modest&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Nesira Vertal grew up in Galanthral, a village in the Soranion Forest nestled up against the Grey Fang Mountains in [[Elvendeep]]. The village was known primarily for its breeding program of the giant steppe eagles that make up the mounts for the [[Swift Talon]], having long perfected the breeding and training programs for these majestic animals. Her family was one such caretakers, and Nesira grew up around the massive birds as a child, taking care of them as some of her earliest chores and memories. &lt;br /&gt;
&lt;br /&gt;
When she was in her mid-twenties, she happened to oversee the hatching of an egg. The eaglet was having some difficulty breaking through the hard shell of the egg and Nesira interceded on its behalf, using a small pick and hammer. The eaglet in its eagerness struggled to meet her, jutting its beak through the shell and scratching the left side of its cere. It was love at first sight. &lt;br /&gt;
&lt;br /&gt;
Nesira named the eaglet ‘Scar’, and due to his bonding to her, she enlisted in the rigorous training of the [[Swift Talon]] eagle riders. She was the first female to become a member of this elite force. Training daily both to care for her eagle, as well as to shoot from its back in mid flight, and other manners of combat, she eventually earned her spot as First Lieutenant under Captain Nerin Silva. &lt;br /&gt;
&lt;br /&gt;
The young eagle rider served in multiple tours of duty against the orcs of [[Zul Kiras]]. A veteran of a number of battles and skirmishes over the century have given her ample time to hone her abilities. &lt;br /&gt;
&lt;br /&gt;
Much later, as a delegation was sent from Elvendeep to [[Transdariania]], a detachment of Swift Talon were to accompany the new ambassador as an honour guard. It was here that Nesira came to appreciate and even love [[Drache]]. The Swift Talon that were stationed in the city founded the Eyrie on the then outskirts to the west. When the Swift Talon were recalled back to Elvendeep to continue their skirmishes with the Zul Kiran orcs, the Eyrie became the new home for the [[Civic Guard#Aerial Defense Corps|Aerial Defense Corps]]. &lt;br /&gt;
&lt;br /&gt;
Following this most recent campaign against Zul Kiras, Nesira retired with honours from the Swift Talon and returned to Drache, her new home. She enlisted in the Aerial Defense Corps almost immediately. &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Nesira is an outgoing wild elf, eager to learn about new people and cultures wherever she goes. During her long assignment in Drache, she learned to love the city despite her heritage, and even enjoyed her stay there enough that she returned following the last campaign. She is easy going and friendly, but deadly serious in a fight. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Nesira is a short elven women with short cropped rusty blonde hair and vivid green eyes. Slim and diminutive, she is all whipcord muscle without much spare fat on her slender frame. Despite leaving the Swift Talon, while on duty, she still adopts their uniform: mottled brown-black leathers with embroidery of feathers in both flight jacket and fitted pants. Off duty, she favours earth tones, perhaps as a memory of home. &lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
Nesira is a wild elf, and has all of their natural dexterity and agility. She is of average strength for an elf her size and training, but is capable of pulling the recurve bow used in combat from atop her eagle. Her hearing and eyesight is quite good, like many of her race. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Archery:&#039;&#039;&#039; After many hard years of training and practical application, Nesira is quite proficient in the use of a bow. She is able to make her shots from a distance of 100 yards, either on the ground, or while circling above on her eagle. &lt;br /&gt;
* &#039;&#039;&#039;Combat:&#039;&#039;&#039; Nesira was also trained to fight with a blade on the ground. Hand to hand combat sees her at a distinct disadvantage given her smaller size, but with a sword she is adept. &lt;br /&gt;
* &#039;&#039;&#039;Eagle Riding:&#039;&#039;&#039; Nesira knows how to sit, guide and ride her giant eagle companion. Once strapped in, she is quite capable of raining arrows of death upon her targets. &lt;br /&gt;
* &#039;&#039;&#039;Survival:&#039;&#039;&#039; Nesira knows how to survive on her own with, or without her eagle in the wild. As a wild elf, she was trained in such things as a child, and knows what is safe to eat. She can make rough shelters and survive for weeks on her own if separated from the rest of her wing. &lt;br /&gt;
==Magic Skills==&lt;br /&gt;
None&lt;br /&gt;
 &lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Composite Recurve Pyramid Bow:&#039;&#039;&#039; Standard issue to all Swift Talon, this composite bow is painted with low gloss black paint, and has quite an impressive pull, capable of shooting at upwards of a hundred yards. &lt;br /&gt;
* &#039;&#039;&#039;Karambit:&#039;&#039;&#039; A curved black blade worn strapped to the right thigh, to be used as a utility knife, or in combat if necessary. &lt;br /&gt;
* &#039;&#039;&#039;Short Sword:&#039;&#039;&#039; A mithril Deepish crafted sword worn on the left hip. This sword is about eight inches long and features a matching ebony hilt. &lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Flight Leathers:&#039;&#039;&#039; Standard issue to all Swift Talon, these leathers are mottled brown-black and feature a delicate embroidery that suggests layered feathers. The jacket is lined with fur and worn over the mithril shirt. Matching pants and boots complete the look. Googles, a thick woolen scarf, boots and gloves are also included. &lt;br /&gt;
* &#039;&#039;&#039;Mithril Shirt:&#039;&#039;&#039; A Deepish crafted mithril shirt is worn beneath the flight leathers as protection against arrows and blades alike.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Giant Eagle:&#039;&#039;&#039; Scar is a giant steppe eagle bred in Galanthral. He stands about 7 feet in height and capable of carrying his rider. Scar is quite maneuverable and dextrous in flight and capable of diving down to seize enemies to be dropped from great heights. His talons are long and have made quite the amount of damage on enemy commanders and supply trains alike. &lt;br /&gt;
* &#039;&#039;&#039;Harness:&#039;&#039;&#039; A specially crafted leather harness that fits on Scar. Its straps must be maintained and properly oiled regularly to retain its suppleness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Isabelle_Auxerre&amp;diff=11076</id>
		<title>Isabelle Auxerre</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Isabelle_Auxerre&amp;diff=11076"/>
		<updated>2022-05-06T23:23:14Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Isabelle Auxerre&lt;br /&gt;
| picfile           = Isabelle_Auxerre.jpg&lt;br /&gt;
| alttext           = A blonde noblewoman seated on a throne&lt;br /&gt;
&lt;br /&gt;
| full_name         = Arangire Isabelle Auxerre&lt;br /&gt;
| race              = [[Vampires|Vampire]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Asexual&lt;br /&gt;
| age               = 857&lt;br /&gt;
| date_of_birth     = &lt;br /&gt;
| country_of_origin = [[Arangoth]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = Blonde&lt;br /&gt;
| eye_color         = Green &lt;br /&gt;
| height            = 5&#039;1&lt;br /&gt;
| weight            = 110lbs&lt;br /&gt;
| aliases           = &lt;br /&gt;
| religion          = None&lt;br /&gt;
| alignment         = Lawful Evil&lt;br /&gt;
| creed             = Rely on your own strength, and never forgo an opportunity to acquire more knowledge &lt;br /&gt;
| occupation        = Arangire of Nixke Nelki, Mistress of the [[Sanctum Arcana]]&lt;br /&gt;
| income            = Extremely wealthy &lt;br /&gt;
| marital_status    = Married to [[Asnerith Dreth]]&lt;br /&gt;
| player            = [[User: Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Isabelle was born to a wealthy Goxal family over eight hundred years ago. Showing some magical talent, she was encouraged by her family to study the magical arts. By the time she was a teenager, she had become an astute sorceress, practicing a range of different magical fields. She was married in her early twenties to an older man who was intrigued by her; it was a significant match for her family. &lt;br /&gt;
&lt;br /&gt;
Her natural talent eventually drew the attention of her sire, Dominicus Foratti. He watched her for a few years before he ever approached her but when he did, he knew that what he could offer her as her mentor was far greater than she could ever achieve in life. Isabelle&#039;s ambition and lust for power blinded her to whatever realities of the vampiric condition that might have dissuaded her. Abandoning her husband and family, she disappeared with Dominicus. Made his ghoul, she became his apprentice. &lt;br /&gt;
&lt;br /&gt;
She spent the next several centuries caught between life and death, existing solely at the pleasure of her sire. After roughly three hundred years, her sire finally decided that she was worthy of the gift of vampirism, and turned her. This physical transformation heightened her mage abilities, granting her greater resources and now the life time to pursue her arcane studies. Eventually, her fascination turned to the Void and the magic of controlling and manipulating shadows and darkness. &lt;br /&gt;
&lt;br /&gt;
When she reemerged into the human world, Isabelle seduced an Arangothian nobleman, Korlak Auxerre of Nixke Nelki in [[Transdariania]] and enthralled him. He quickly asked for her hand in marriage, which she was pleased to grant to him, if only because it would once again entitle her to certain luxuries. Her husband passed only a few years later in a tragic hunting accident, mauled by a she-bear. Though some suspicion was on his beautiful bride, there was no evidence of her involvement. The accusations fell away as she took over management of the Auxerre lands, as there was no heir from their marriage bed. &lt;br /&gt;
&lt;br /&gt;
A chance encounter some years later introduced her to a strange elven lord named Ixylo. She later learned that he was a shadow dragon called Ixylo&#039;xnx and her fascination with him grew. Ixy has tolerated her companionship as he would a favoured pet. Despite whatever pride she has as a very old vampire, she has a sort of reverence for the older creature. &lt;br /&gt;
&lt;br /&gt;
In 485, Isabelle announced her marriage to Ixylo, who took her last name. She funded the expedition to rid [[Drache]] of the magma wyrm, Drogyoldiiv, who had been plaguing the city for the previous two years. Her motivations for this were twofold. The second dragon was a competition of resources for her companion and had to be dealt with. Additionally, she hoped to eventually secure her legal citizenship within Drache, despite her status as vampire. Due to her willingness to participate in the wyrm&#039;s destruction, she was given a seat on Drache&#039;s Interim Council following the city&#039;s declaration of freedom from [[Arangoth]]. She continues to serve, her identity both as a vampire and her connections to the Great Shadow undiscovered. &lt;br /&gt;
&lt;br /&gt;
When the Great Shadow of [[Ruthmarna]] emerged and conquered Lurintheti-Netri, the capital of Ruthmarna, this effectively made Isabelle the queen of Ruthmarna, though her role as such is virtually unknown by anyone outside of the Great Shadow&#039;s immediate retinue. &lt;br /&gt;
&lt;br /&gt;
Following the Great Shadow&#039;s departure from Ruthmarna, Isabelle shortly retreated from the region as well. Inheriting a dragon&#039;s library was better than monetary wealth, and she soon returned to Drache, continuing on as a member of the Interim Council. With the close of the Arangothian Civil War, Isabelle, alongside the other councilors, broke the kingdom up into seven sithrangel, or duchies, each to be administered by an appointed local noble. As it fell out, with some engineering on her part, she was appointed Sithire of [[Transdariania]]. Invested over the summer of 487, she took up the mantel and workload of seeing over the bustling Drachean port and the Transdarianian farmlands. &lt;br /&gt;
&lt;br /&gt;
Her first acts were to endow both the [[Royal University]] and the Mage&#039;s Guild with stipends of cash to foster Drache&#039;s growth as a seat of magical learning. Together with the Mage Guild&#039;s Mistress, Annanistael, Isabelle founded the Darian River cleansing project. She also endowed [[Lane Silverbow]] with the authority to form the Bathiretil, a dedicated squad of the [[Civic Guard]] tasked with ending vampiric threats in the years to come. &lt;br /&gt;
&lt;br /&gt;
Following the [[Arangothian Civil War]], Isabelle wed the Sithire of [[Minkbrantha]], [[Asnerith Dreth]] as a means to forestall his reaching grasp seeking out [[Drache]]. Their unholy alliance resulted so far in the arcane birth of their first daughter, Prima ul-Asnerith Dreth, heir to the Minkbrantha sithrangel; she was born on 2.XI.488. The actual details of her conception were unknown to the general public, but it was through the loan of a magical apparatus that allowed the vampire to gestate a child of their flesh. Prima was born blind as most daughters of the Dreth line, inheriting a curse passed down through the generations.  &lt;br /&gt;
&lt;br /&gt;
In the autumn of 489, an anonymous source outed the Sithire as a vampire through the [[Rumor Mill]]. Arangire [[Uzzo|Uzzo Salksilek]] came to offer agreeable terms that would retain her control of her county, as well as maintain her status as a citizen of [[Transdariania]]. Seeking to avoid plunging Arangoth into disarray and war so soon after the Civil War some three years earlier, Isabelle prevented her husband, the [[Minkbrantha|Minkbranthan]] Sithire, [[Asnerith Dreth]] from marching on [[Drache]].  &lt;br /&gt;
&lt;br /&gt;
After returning the clone of Ixylo’xnx to the dragon, she conducted a hunt of another mid-size shadow drake from the same realm that Ixy hailed from. Isabelle currently exclusively feeds from this shadow drake, kept restrained in her magical laboratory in the shadow realm.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Isabelle is cold and remote, feeling very little in terms of normal mortal or human emotions. She is a consummate actress and mimics proper emotional displays, dredged up somewhere from her long ago mortal life. Her expression is usually controlled and displays a proper noblewoman&#039;s distantly smiling mien. Anger is usually the only true emotion that stirs her much anymore, though she has occasionally felt hints of fondness for her third husband, [[Asnerith Dreth]]. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
A petite and exceedingly fair noblewoman, Isabelle is barely an inch over five feet tall. Generally considered beautiful, the diminutive woman has a commanding personality that makes up for her relative small size. She is very pale, with almost translucent skin. High cheek bones and a high brow, her well bred features show little signs of the ravages of age. Her golden hair is nearly to her waist and well tended to. With delicate bones and lithe limbs, Isabelle possesses an almost supernatural grace in all her movements. She appears to be in her late twenties. &lt;br /&gt;
&lt;br /&gt;
In actuality, Isabelle is a vampire. Over the last few years, she has fed exclusively from the Great Shadow of Ruthmarna, Ixylo&#039;xnx, a shadow dragon. Her exclusive diet of potent magical blood has given her greater resistance to sunlight (though not invulnerability) and a false aura of life. Determining her undead status is more challenging, but not impossible. These boons allow her to pass as human in most situations.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
* &#039;&#039;&#039;Vampiric Attributes:&#039;&#039;&#039; As a vampire, Isabelle has many of the standard benefits and drawbacks of the vampiric condition. She is much stronger than an average human and can lift several hundred pounds easily with both hands. She is much faster than an average human, and can move faster than the human eye can track. Her constitution is superior to the average human&#039;s, and she can withstand extreme amounts of damage with minimal effect. As one of the undead, she does not bleed without willing herself to do so. Despite her best efforts, the vampire exudes an aura that tips off those sensitive to the undead of her condition. She cannot fully mask this with either magic or pretending at life. Animal shifters, rangers, druids, clerics and paladins are usually among those that can detect this aura without much effort on their part. &lt;br /&gt;
&lt;br /&gt;
Isabelle is utterly reliant upon the blood of other creatures to sustain her unnatural condition. Her blood is addictive to many types of living races and enhances those that consume her blood&#039;s speed, strength and constitution. &lt;br /&gt;
&lt;br /&gt;
Isabelle cannot withstand direct sunlight, and will combust when exposed to it. She can travel heavily under cover by day, but usually limits her movement.  &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Alchemy:&#039;&#039;&#039; Isabelle is skilled in the creation of potions and elixirs from herbs, minerals and water, both mundane and magical. She often times imbues certain potions with drops of her blood to not only bond servants to her, but to enhance their abilities. Endowing potions with magic is an easy feat for her, though usually reserved for special uses. &lt;br /&gt;
* &#039;&#039;&#039;Combat Awareness:&#039;&#039;&#039; Though not often found in battles or confrontations, any vampire intent on surviving beyond their first century must have some notion of how to fight. While Isabelle usually employs her considerable command of shadowmancy in fights, she also knows how to use blade weapons and how to fight hand to hand. She does not usually allow herself to fall into such a desperate scenario, and obliterates her enemies through magic.&lt;br /&gt;
* &#039;&#039;&#039;Natural Sciences:&#039;&#039;&#039; Isabelle has made extensive research into the natural world. She has studied many lifeforms through from birth to death, and has conducted extreme experimentation on various creatures to study them. It is not uncommon for her to mix her studies of the natural world with the use of magic.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Enchanting:&#039;&#039;&#039; Isabelle knows how to imbue objects with magic to create temporary and permanent enchantments in them. These objects are usually only for personal use as aids in her casting, or in her continued studies of the arcane and its applications. Very rarely has she made gifts of enchanted objects to others. &lt;br /&gt;
* &#039;&#039;&#039;Necromancy:&#039;&#039;&#039; While the creation of actual undead is illegal in [[Arangoth]], Isabelle&#039;s studies of this school of magic are quite extensive. Not only does she have the ability to manipulate other undead, but she has made extensive use of blood magic, manipulating not only her own blood, but others&#039; as well. Skilled in the use of flesh crafting, she has not only altered the appearances of those in her service, but also cloned organisms through the manipulation of the flesh. She is capable of true resurrection, but only if it serves her purposes.&lt;br /&gt;
* &#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Isabelle is quite proficient in various ritual magics. She can easily follow instructions left behind in others&#039; grimoires to perform various acts of thaumaturgy. The vampire can also focus her will inwards to enhance her physical attributes. &lt;br /&gt;
* &#039;&#039;&#039;Shadowmancy:&#039;&#039;&#039; The creation and manipulation of shadows is Isabelle Auxerre&#039;s calling card. She is quite adept in the use of shadow magic, from manifesting shadows in places of light to using shadows to travel across distances near and far through the use of permanent gateways. She has been known to create tentacles, to infect others with poisonous shadows, and use shadows to strangle living creatures within her immediate area of twenty feet. Imagination is the only limitation of the vampire&#039;s command of shadows and darkness. The range of her effects on the spot are within fifty feet, but ritual use and augmentation can result in incapsulating large areas, such as that of her manor or a city block in shadow at will.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Ritual Knives:&#039;&#039;&#039; A number of rituals or acts of magic that Isabelle practices requires sacrifices of blood. While she does not regularly carry knives on her person, she has a number of knives made of different materials like gold, silver, mithril, iron and platinum to be used as necessary. &lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Clothing:&#039;&#039;&#039; While not strictly armor, Isabelle does have a small collection of non restrictive clothing usually in black, that are enchanted against fire and acid. Most often, she wears this clothing in her laboratory, or when moving clandestinely around Drache. &lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Arcane Library:&#039;&#039;&#039; When Ixylo&#039;xnx left the Sivethian plane, he left behind his collected hoard of magical tomes and volumes. A literal dragon&#039;s library collected over centuries of existence, the depths and breadth of Ixy&#039;s old library are unknown. It has been an undertaking to catalogue the entire collection, and one that could not be left to others. Many of these volumes have been transferred into the care of the [[Sanctum Arcana]], but she has held onto the vast majority of these books. Isabelle&#039;s library&#039;s total sum of knowledge is unknown, even to her. &lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dragon Keg:&amp;quot;&#039;&#039;&#039; Within Isabelle&#039;s laboratory is a twenty to thirty foot long shadow dragon held in stasis. From this dragon, Isabelle has all of her &#039;nutritional&#039; needs met. She primarily feeds from this dragon, and rarely has the need or the desire to feed from other sentient beings. While this dragon was not as ancient as Ixylo&#039;xnx and does not enhance her magic quite as well, it serves her purposes adequately.&lt;br /&gt;
* &#039;&#039;&#039;Laboratory:&#039;&#039;&#039; Isabelle’s laboratory is located on the same shadow plane that Ixylo’xnx hailed from. It is constructed in an inactive volcano in the dragon’s domain and hidden through magic. There are a number of different rooms, and access is only available through one of the shadowgates constructed on Siveth. Isabelle conducts the majority of her research and study here where it cannot be tracked or located. Once one passes through the shadowgate, they appear in the atrium of the laboratory, an area that is locked off from all other doorways in the lab. &lt;br /&gt;
* &#039;&#039;&#039;Magical Apparatus:&#039;&#039;&#039; Isabelle has a number of apparatus in which to perform magic in her laboratory. These devices are to assist or to amplify her projects and studies. Some of them were acquired from other sorcerers, or constructed by herself. A number of them are unused. Included among them is an arcane womb used to gestate her daughter, Prima. &lt;br /&gt;
* &#039;&#039;&#039;Shadowgates:&#039;&#039;&#039; These gates are located in a number of places on Siveth, primarily in Arangoth. Among their locations are the Sithire’s chambers in Castle Black, Isabelle’s manor and townhouse in Drache, her manorial estate in Nixke Nelki, and the castle at Caern in Minkbrantha. These gates are keyed specifically to Isabelle’s magical signature, and are left in their inert states, hidden along the wall. To use these gates, a person must be keyed to the gates itself, and the destination must be in the forefront of the user’s thoughts. Travel between gates is possible, but they are also used to access Isabelle’s laboratory. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11075</id>
		<title>Eliya Almakira</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Eliya_Almakira&amp;diff=11075"/>
		<updated>2022-05-06T23:21:26Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eliya Almakira is an [[Najjir#Emshi_Nomads|Emshi]] [[Najjira#The_Psionic_Gift|psychic]] warrior from [[Najjir]]. &lt;br /&gt;
&lt;br /&gt;
{{Infobox Sheet&lt;br /&gt;
| name              = Eliya Almakira&lt;br /&gt;
| picfile           = eliya.jpg&lt;br /&gt;
| alttext           = Eliya Almakira&lt;br /&gt;
&lt;br /&gt;
| full_name         = Eliya Almakira al-Fasaad&lt;br /&gt;
| race              = [[Najjir#Emshi_Nomads|Emshi]], [[Human]]&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Heterosexual&lt;br /&gt;
| age               = 30&lt;br /&gt;
| date_of_birth     = 17.VI.459&lt;br /&gt;
| country_of_origin = [[Najjir]]&lt;br /&gt;
| arrival           =&lt;br /&gt;
| hair_color        = Dark brown&lt;br /&gt;
| eye_color         = Luminous blue&lt;br /&gt;
| height            = 5&#039;7&lt;br /&gt;
| weight            = 120 lbs&lt;br /&gt;
| aliases           =&lt;br /&gt;
| religion          = [[Najjir#The_Old_Gods|The Old Gods of Najjir]]&lt;br /&gt;
| alignment         = Lawful Neutral &lt;br /&gt;
| creed             = Fulfill a sacred duty before all else&lt;br /&gt;
| occupation        = Guardian of the Fareedah, adventurer, bodyguard&lt;br /&gt;
| income            = Modest&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s psionic gifts were obvious at birth, and her fate was sealed. The first few years of her life were spent with her parents and brother within their tribe, wandering the outer rim of the Fareedah. At the age of five, her &amp;quot;uncle&amp;quot; Hakim Fayar took her under his wing, and began to train her in the use of her abilities. During this time, he imbued within her a strong sense of responsibility, extolling endlessly that their line was charged with the sacred duty of protecting the legacy of Amas&#039;kyaa. &lt;br /&gt;
&lt;br /&gt;
When she was ten, Hakim took her into the interior of the Fareedah for the first time. Over the course of the next several years, Hakim exposed Eliya to the eldritch taint of the fallen empire with multiple excursions into the exclusion zone. Due to his protections, and then later her own, Eliya&#039;s sanity remained intact. She was thirteen when she encountered one of the abominations. With her uncle, they engaged it in combat together, killing it. These encounters were not uncommon, providing excellent fodder for the developing warrior. &lt;br /&gt;
&lt;br /&gt;
Occasionally, they would encounter outsiders, seeking either the crystal that the Fareedah was known for, or their own journeys into the ruins of Amas&#039;kyaa. It was their duty to dissuade these travelers, if they could or use force when necessary. As it was impossible to cover the entire perimeter of the Fareedah, adventurers made it into the interior of the tainted zone. Unprotected from the malicious influence still lingering in the crystal frontier, these travelers would lose their minds. When Hakim and Eliya encountered these poor, lost souls, their options were limited. &lt;br /&gt;
&lt;br /&gt;
She was twenty when Hakim finally decided that he had taught her all he knew, and judged her competent enough to be released from his care. Eliya remained with her tribe, while Hakim returned to his own. Despite the company of her tribe, her gifts and duty isolated her from the others. She would disappear on horseback with days&#039; worth of supplies on her own, always surviving and returning to the tribe, only to repeat this a week later. &lt;br /&gt;
&lt;br /&gt;
In the Arangothian spring of 486, Eliya began to experience formless but horrific nightmares. She would wake up in a cold sweat, and sometimes in tears, shaking with a deep seated but fathomless terror. These nightmares were weeks apart but identical. Though she was not gifted with precognition, she understood with absolute certainty that these nightmares were portents. Unable to find her mentor, she eventually traveled to Qarsythe to seek answers or guidance. &lt;br /&gt;
&lt;br /&gt;
At some point, she was directed to a woman named Fatizza Waqar, a member of one of the many sorcerer guilds in Qarsythe. This woman claimed to have some understanding of the nightmares themselves, and sent Eliya south to [[Drache]] to find the Najjira warlock, [[Alim Kassad]], who supposedly had some experience with the eldritch horror of her dreams. Without further delay, she signed on to guard a caravan south, and made her way to the other side of the continent, arriving in the fall just after her fourth nightmare.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
After a lifetime spent battling the warped and corrupted abominations that wander the ruins of Amas&#039;kyaa, Eliya is a naturally paranoid person. Any person touched by the corruption that taints the Fareedah, especially of those in Drache is immediately suspect. She is a decisive person, able to make quick decisions and acts upon them immediately. Battle hardened and anti-social by merit of her raising, Eliya is somewhat socially awkward, even after more than three years in the southern city of Drache. A naturally quiet person, she is not the most talkative person. Her friends are few and far between.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Eliya&#039;s colouring is typical of her people. She has dark hair and olive skin, with the distinctive, luminescent blue eyes that are herald of a psychic in Najjir. Her hair is kept long and tied in a braid most of the time. Like most Emshi, she has spent her life in the desert and it shows in the weather of her features. Premature signs of aging are apparent in her face, small crows feet at the corners of her eyes and laugh lines around her mouth. She is medium in height, and slim in build due to the necessary privation of life in the desert.&lt;br /&gt;
&lt;br /&gt;
She normally dresses in the custom of her people. A tunic, loose fitting pants and an over robe with a cowl in the darker bluish indigo with careful, intricate embroidery at the hem are her go to choices for clothing. The patterns used in such decoration are distinctive to her tribe. She carries a short, curved sword and a dagger both. During her stay in Drache, she was forced to opt for local styles of clothing to stay warm through the winter.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Armed Combat:&#039;&#039;&#039; Trained to fight with weapons with dagger, samshir and a polearm or staff, Eliya was educated from a young age in the use of these weapons. She is considered proficient in the use of these weapons. Even without any physical weapons, she has been known to utilize psychic constructions as weapons. &lt;br /&gt;
* &#039;&#039;&#039;Hand to Hand Combat:&#039;&#039;&#039; Eliya was trained to fight without weapons as well. She has average strength for her size and race, and is considered a fast moving person. Her deterity is slightly above average, as she tends to practice fighting forms every day. She utilizes grappling and throws when necessary. It is extremely rare that she gets into those types of fights, given her psychic abilities. &lt;br /&gt;
* &#039;&#039;&#039;Equestrian Mastery:&#039;&#039;&#039; The use and care of a horse was drilled into her from childhood. Eliya can ride well, and stay mounted during exchanges with opponents. She understands the basic necessities like grooming, and cleaning the hooves, and making sure to supply the animal with enough food and water. &lt;br /&gt;
* &#039;&#039;&#039;Linguistics:&#039;&#039;&#039; Eliya speaks both High and Low Najjira, as the former is spoken among the Emshi tribes, and the latter is used at the various cities on the outskirts of the Fareedah. She acquired the knowledge of Common using telepathy over several months, and now speaks it as fluently as her mother tongue. Arangothek is a new language that she&#039;s been dabbling in the use of, though most of the merchants and business dealings are conducted in Common. In theory, but not practice, Eliya could acquire additional languages via telepathy, but has not exerted the effort to do so. &lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
* &#039;&#039;&#039;Empathy:&#039;&#039;&#039; Eliya has the ability to psychically sense other&#039;s emotions, as well as project her own. She can sense or project up to a city block without effort. Straining herself and expending excessive energy to her detriment could heighten these abilities, but she has had no use to do so. Like her telepathy, she can and does block out these senses through practiced concentration. An empath of sufficient strength could in theory break through her shielding to project their emotions at her. &lt;br /&gt;
* &#039;&#039;&#039;Psychic Constructs:&#039;&#039;&#039; Through long practice and skill, Eliya has developed the abilities to manifest psionic energy into the physical realm as hard, blue light. These constructs can take any form such as small walls, weapons or thrown shards. Constructs are under 4x4 feet cubed in size and can be projected up to fifteen feet away from herself. &lt;br /&gt;
* &#039;&#039;&#039;Telekinesis:&#039;&#039;&#039; The ability to lift and move objects with her mind, Eliya&#039;s telekinesis is short ranged, within fifteen feet of herself. She can lift a grown, average size human male without much strain, and project him with force up to fifteen feet; inertia would carry an object further, outside of her control. Eliya can support her own weight easily.&lt;br /&gt;
* &#039;&#039;&#039;Telepathy:&#039;&#039;&#039; Eliya has the ability to psychically hear other&#039;s thoughts, as well as project her own into the minds of others. Like her empathy, she is skilled in the use of shielding her mind from others. Penetrating into another&#039;s mind beyond their surface, unguarded thoughts requires energy expenditure and concentration. The stronger the telepath, or the psychic wards, the more difficult it would be to penetrate into the target&#039;s mind. This intrusion would be noticeable by the target, and could cause pain to the target if done carelessly or ruthlessly. Eliya can sense others&#039; thoughts up to a city block away from her without effort. She could in theory use energy and concentration to expand these boundaries. As Drache is cramped with people, the psychic is more often than not shielded against others&#039; minds. &lt;br /&gt;
* &#039;&#039;&#039;Teleportation:&#039;&#039;&#039; Very short ranged line of sight teleportation, more like &amp;quot;blinking&amp;quot; than true teleportation, Eliya has the ability to project herself and only herself within ten feet of her starting position. This ability requires effort and is strictly used in combat when the situation warrants it. She cannot project herself further than the ten feet limit. &lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Enchanted Dagger:&#039;&#039;&#039; Gifted to her by Aridia Vloress on her first Candlenight in Drache, Eliya is in possession of an enchanted dagger. Roughly four inches long, with a ruby studded hilt, the dagger is capable of extending and turning into any weapon that is held in the hand. From sword, to spear, it is activated with a thought, and maintained with light concentration. &lt;br /&gt;
* &#039;&#039;&#039;Samshir:&#039;&#039;&#039; An heirloom of her family, Eliya&#039;s samshir was forged in Najjir decades ago and features an intricately carved ivory hilt, and three foot long, curved blade. It is completely mundane and has no enchantments. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* &#039;&#039;&#039;Crystal-Lined Bracers:&#039;&#039;&#039; Also a family heirloom passed down through her father&#039;s line from psychic to psychic, these bracers contain slivers of Fareedah crystal between the layers of leather used to amplify the use of psionic energy. Eliya is so accustomed to using her bracers as an amplification to her focusing device that activating them in the usage of her abilities is second nature. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Focusing Device:&#039;&#039;&#039; A gold amulet studded with Fareedah crystals arranged in a specific circular pattern allows Eliya to channel her psychic powers away from the desert. Without it, the psychic cannot use her abilities, as they are said to be borne from the crystal formations of the Fareedah. She wears this amulet beneath her clothing and does not speak of it as a necessity of her abilities to anyone, though those educated in the inner workings of the Emshi might understand its weakness. &lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
Eliya has a blood bay gelding named Ahlor Ryr that she rode on her way south to Drache and stables at the Black Dragon Inn, where she has been staying since her arrival. &lt;br /&gt;
&lt;br /&gt;
On a friendly recommendation, she offered her services as a telepath to the Silak family, a merchant house located in Drache. She is paid well enough to support herself and her endeavors for a few hours of work a day. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Rix&amp;diff=11074</id>
		<title>Rix</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Rix&amp;diff=11074"/>
		<updated>2022-05-06T23:19:59Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Rix&lt;br /&gt;
| picfile           = Rix2.jpg&lt;br /&gt;
| alttext           = &lt;br /&gt;
&lt;br /&gt;
| full_name         = Rixallia Vannex&lt;br /&gt;
| race              = Half-elf&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Homosexual&lt;br /&gt;
| age               = 21&lt;br /&gt;
| date_of_birth     = 25.X.471&lt;br /&gt;
| country_of_origin = [[Arangoth]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = White blonde&lt;br /&gt;
| eye_color         = Violet&lt;br /&gt;
| height            = 5’4&lt;br /&gt;
| weight            = 95lbs&lt;br /&gt;
| aliases           = Rix&lt;br /&gt;
| religion          = Menxism&lt;br /&gt;
| alignment         = Chaotic Neutral&lt;br /&gt;
| creed             = Do what&#039;s necessary to survive&lt;br /&gt;
| occupation        = Scullery maid, errand gopher, thief&lt;br /&gt;
| income            = Meager&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = [[User:Nymphetamine | Nemmiecakes]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Rix was born to a human prostitute named Veskessa Vannex. Her birth was something of a surprise to Veskessa, who was completely unaware of her pregnancy until going into labour one late morning. Due to Rix&#039;s gently pointed ears, it was assumed that an elven man was her father, though which actual client of Veskessa&#039;s was never determined with any satisfaction. Using magic was too cost prohibitive. Upon hearing of Rix&#039;s birth, one elven client did step forward as a potential candidate, and even attempted to help raise her, but he was something of a drunkard and prone to violence.&lt;br /&gt;
As a small child, Rix grew up in this particularly volatile household, if it could be called such. The man she called &#039;Father&#039; was a wastrel, who often times beat Veskessa and Rix both. Once, when Rix was eight, he set upon her while in a drunken stupor, and cut the corner of her mouth with a knife. Her cries of pain and terror alerted Veskessa. Following the violent argument between the two, the elf left and was never seen again. Once again, the use of magic would have been too costly to repair Rix&#039;s mouth, and the wound was instead stitched with cat gut. It left a nasty scar which Rix has carried into her adulthood.&lt;br /&gt;
&lt;br /&gt;
Following Rix&#039;s Brakkerat in the year 488, she left the brothel her mother worked at to live on the streets with a group of other street urchins. This group worked together to pickpocket crowds and beg on the streets when necessary. They kept themselves fed and clothed to their meager means, and squatted in a number of old or derelict buildings following the magma wyrm’s reign of terror. &lt;br /&gt;
 &lt;br /&gt;
It wasn’t long before the bright eyed little thief was scouted by Markham Gray, a member of the Correspondence of Thieves. Recruited into the thieves guild, Rix is undergoing strength and agility training, being educated in the use of disguises and stealth, and learning how to pick more complicated locks. With her first lurinthoon, given to her by a guileless and somewhat confused old man, she had the scar on her mouth removed as it was a distinguishing mark. &lt;br /&gt;
 &lt;br /&gt;
She currently makes a modest living as an errand girl for an alchemist named Ezra Avelar, along with her jobs for the Correspondence. &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Rix is an outspoken young woman, with very little filter when she’s not on the job. She swears quite often, especially when animated or excited. Capable of containing herself while on jobs, or conducting some sort of con, Rix has been learning how to mute her own personality and to put on the affect of others to gain their confidence. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Rix is a waifishly small half elven young woman, who appears young for her age. Due to malnourishment in her childhood, her growth was somewhat stunted. She is short and skinny, with thin limbs and a small frame. Her white hair is kept around shoulder length and usually left hanging freely. It&#039;s not washed frequently, and is often times dull with dirt and oil.&lt;br /&gt;
She dresses within her means, usually cast offs and clothing that is far too large for her, making her appear as if she&#039;s drowning in her clothing. &lt;br /&gt;
&lt;br /&gt;
More recently, Rix has appeared modestly clothed and actually able to keep herself clean. While still not quite wealthy enough to afford tailored garments, she no longer appears as a street urchin, unless she is playing the part of a beggar or pickpocket in the Market. She has adopted the chameleon approach to her jobs and her day to day looks, fitting the clothing to the role she is supposed to be playing. &lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
&lt;br /&gt;
As a half-elf, Rix’s features skew towards the young side of her real age. She also has slightly pointed ears that are common enough amongs half breeds. Inherited from her elven father, her speed, dexterity and agility are somewhat better than a human’s, but not comparable to true elves. Rix’s hearing is also better than the average human’s, given her elven heritage. With her small hands and fingers, she is capable of maneuvering small objects like lockpicks. She has been learning to walk soundlessly, and scale the sides of buildings with small grapple lines, along with tumbling and other acrobatics. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; Since her recruitment into the Correspondence, Rix has been learning various forms of acrobatics. She has been spending a lot of her free time training herself in tumbling and climbing. Rix can pull her own weight up on ledges through hand holds or with a thin grapple line, which she has been learning to aim and shoot with increasing accuracy. &lt;br /&gt;
* &#039;&#039;&#039;Lock Picking:&#039;&#039;&#039; This skill is being acquired through practical education. Not all jobs require the application of her skills, but she is often given locks by her mentors to pick during downtime. Rix is capable of picking several types of simple to moderate locks, while the more complicated locks are outside of her skill range at the moment. &lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; Rix is deft at picking pockets in crowds in Market Square or other busy places within Drache. Her touch is light and fingers dexterous in the lifting of purses. She is also able to perform a couple of simple coin tricks. &lt;br /&gt;
* &#039;&#039;&#039;Stealth:&#039;&#039;&#039; Rix has been learning how to move soundlessly from shadow to shadow. Training to distinguish those noises that indicate how close someone is, she has been learning to avoid guards and the inhabitants of buildings where her jobs are located.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Dagger:&#039;&#039;&#039; A small iron dagger that is decently made, but pretty pedestrian in appearance. Its balance is good, and is relatively easy for Rix to weild. &lt;br /&gt;
* &#039;&#039;&#039;Stilettos:&#039;&#039;&#039; Rix owns a pair of matched iron stilettos which she has been learning wear in bracers along her forearms. With a flick of her wrist, they can be released into her hands. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Grappling Hook:&#039;&#039;&#039; This is a metal hook with four prongs and a thin, but sturdy climbing rope attached to it. Rix has been learning to throw it with increasingly better accuracy. &lt;br /&gt;
* &#039;&#039;&#039;Lock Picking Tools:&#039;&#039;&#039; Rix has a small leather wrapped kit of various sized iron lock picks. This kit can be tucked into her belt when necessary. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Rix&amp;diff=11073</id>
		<title>Rix</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Rix&amp;diff=11073"/>
		<updated>2022-05-06T23:15:05Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Rix&lt;br /&gt;
| picfile           = Rix2.jpg&lt;br /&gt;
| alttext           = &lt;br /&gt;
&lt;br /&gt;
| full_name         = Rixallia Vannex&lt;br /&gt;
| race              = Half-elf&lt;br /&gt;
| gender            = Female&lt;br /&gt;
| orientation       = Homosexual&lt;br /&gt;
| age               = 21&lt;br /&gt;
| date_of_birth     = 25.X.471&lt;br /&gt;
| country_of_origin = [[Arangoth]]&lt;br /&gt;
| arrival           = &lt;br /&gt;
| hair_color        = White blonde&lt;br /&gt;
| eye_color         = Violet&lt;br /&gt;
| height            = 5’4&lt;br /&gt;
| weight            = 95lbs&lt;br /&gt;
| aliases           = Rix&lt;br /&gt;
| religion          = Menxism&lt;br /&gt;
| alignment         = Chaotic Neutral&lt;br /&gt;
| creed             = Do what&#039;s necessary to survive&lt;br /&gt;
| occupation        = Scullery maid, errand gopher, thief&lt;br /&gt;
| income            = Meager&lt;br /&gt;
| marital_status    = Single&lt;br /&gt;
| player            = Nemmiecakes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Rix was born to a human prostitute named Veskessa Vannex. Her birth was something of a surprise to Veskessa, who was completely unaware of her pregnancy until going into labour one late morning. Due to Rix&#039;s gently pointed ears, it was assumed that an elven man was her father, though which actual client of Veskessa&#039;s was never determined with any satisfaction. Using magic was too cost prohibitive. Upon hearing of Rix&#039;s birth, one elven client did step forward as a potential candidate, and even attempted to help raise her, but he was something of a drunkard and prone to violence.&lt;br /&gt;
As a small child, Rix grew up in this particularly volatile household, if it could be called such. The man she called &#039;Father&#039; was a wastrel, who often times beat Veskessa and Rix both. Once, when Rix was eight, he set upon her while in a drunken stupor, and cut the corner of her mouth with a knife. Her cries of pain and terror alerted Veskessa. Following the violent argument between the two, the elf left and was never seen again. Once again, the use of magic would have been too costly to repair Rix&#039;s mouth, and the wound was instead stitched with cat gut. It left a nasty scar which Rix has carried into her adulthood.&lt;br /&gt;
&lt;br /&gt;
Following Rix&#039;s Brakkerat in the year 488, she left the brothel her mother worked at to live on the streets with a group of other street urchins. This group worked together to pickpocket crowds and beg on the streets when necessary. They kept themselves fed and clothed to their meager means, and squatted in a number of old or derelict buildings following the magma wyrm’s reign of terror. &lt;br /&gt;
 &lt;br /&gt;
It wasn’t long before the bright eyed little thief was scouted by Markham Gray, a member of the Correspondence of Thieves. Recruited into the thieves guild, Rix is undergoing strength and agility training, being educated in the use of disguises and stealth, and learning how to pick more complicated locks. With her first lurinthoon, given to her by a guileless and somewhat confused old man, she had the scar on her mouth removed as it was a distinguishing mark. &lt;br /&gt;
 &lt;br /&gt;
She currently makes a modest living as an errand girl for an alchemist named Ezra Avelar, along with her jobs for the Correspondence. &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Rix is an outspoken young woman, with very little filter when she’s not on the job. She swears quite often, especially when animated or excited. Capable of containing herself while on jobs, or conducting some sort of con, Rix has been learning how to mute her own personality and to put on the affect of others to gain their confidence. &lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
Rix is a waifishly small half elven young woman, who appears young for her age. Due to malnourishment in her childhood, her growth was somewhat stunted. She is short and skinny, with thin limbs and a small frame. Her white hair is kept around shoulder length and usually left hanging freely. It&#039;s not washed frequently, and is often times dull with dirt and oil.&lt;br /&gt;
She dresses within her means, usually cast offs and clothing that is far too large for her, making her appear as if she&#039;s drowning in her clothing. &lt;br /&gt;
&lt;br /&gt;
More recently, Rix has appeared modestly clothed and actually able to keep herself clean. While still not quite wealthy enough to afford tailored garments, she no longer appears as a street urchin, unless she is playing the part of a beggar or pickpocket in the Market. She has adopted the chameleon approach to her jobs and her day to day looks, fitting the clothing to the role she is supposed to be playing. &lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Attributes== &lt;br /&gt;
&lt;br /&gt;
As a half-elf, Rix’s features skew towards the young side of her real age. She also has slightly pointed ears that are common enough amongs half breeds. Inherited from her elven father, her speed, dexterity and agility are somewhat better than a human’s, but not comparable to true elves. Rix’s hearing is also better than the average human’s, given her elven heritage. With her small hands and fingers, she is capable of maneuvering small objects like lockpicks. She has been learning to walk soundlessly, and scale the sides of buildings with small grapple lines, along with tumbling and other acrobatics. &lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; Since her recruitment into the Correspondence, Rix has been learning various forms of acrobatics. She has been spending a lot of her free time training herself in tumbling and climbing. Rix can pull her own weight up on ledges through hand holds or with a thin grapple line, which she has been learning to aim and shoot with increasing accuracy. &lt;br /&gt;
* &#039;&#039;&#039;Lock Picking:&#039;&#039;&#039; This skill is being acquired through practical education. Not all jobs require the application of her skills, but she is often given locks by her mentors to pick during downtime. Rix is capable of picking several types of simple to moderate locks, while the more complicated locks are outside of her skill range at the moment. &lt;br /&gt;
* &#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; Rix is deft at picking pockets in crowds in Market Square or other busy places within Drache. Her touch is light and fingers dexterous in the lifting of purses. She is also able to perform a couple of simple coin tricks. &lt;br /&gt;
* &#039;&#039;&#039;Stealth:&#039;&#039;&#039; Rix has been learning how to move soundlessly from shadow to shadow. Training to distinguish those noises that indicate how close someone is, she has been learning to avoid guards and the inhabitants of buildings where her jobs are located.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* &#039;&#039;&#039;Dagger:&#039;&#039;&#039; A small iron dagger that is decently made, but pretty pedestrian in appearance. Its balance is good, and is relatively easy for Rix to weild. &lt;br /&gt;
* &#039;&#039;&#039;Stilettos:&#039;&#039;&#039; Rix owns a pair of matched iron stilettos which she has been learning wear in bracers along her forearms. With a flick of her wrist, they can be released into her hands. &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* &#039;&#039;&#039;Grappling Hook:&#039;&#039;&#039; This is a metal hook with four prongs and a thin, but sturdy climbing rope attached to it. Rix has been learning to throw it with increasingly better accuracy. &lt;br /&gt;
* &#039;&#039;&#039;Lock Picking Tools:&#039;&#039;&#039; Rix has a small leather wrapped kit of various sized iron lock picks. This kit can be tucked into her belt when necessary. &lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Rix2.jpg&amp;diff=11072</id>
		<title>File:Rix2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Rix2.jpg&amp;diff=11072"/>
		<updated>2022-05-06T23:14:46Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11069</id>
		<title>User:Nymphetamine</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11069"/>
		<updated>2022-05-05T15:26:18Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Nemmiecakes, Marog the Destroyer, Ruiner of Fun&lt;br /&gt;
| picfile        = NemandMurph.jpg&lt;br /&gt;
| alt            = Nem &amp;amp; Murph, chillin like villains&lt;br /&gt;
| caption        = Marog the Destroyer&lt;br /&gt;
&lt;br /&gt;
| real_name      = Margo&lt;br /&gt;
| birthdate      = April 16th&lt;br /&gt;
| age            = 38&lt;br /&gt;
| location       = Washington State&lt;br /&gt;
| occupation     = &lt;br /&gt;
| first_visit    = 2003&lt;br /&gt;
| status         = Mod/Admin&lt;br /&gt;
| character1     = [[Aezra]]&amp;lt;br&amp;gt; [[Alsayida]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character2     = [[Azalia Stygian]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character3     = [[Eliya Almakira]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character4     = [[Isabelle Auxerre]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character5     = [[Nesira Vertal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character6     = [[Rix]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character7     = [[Senkessa Silak-Dekhal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character8     = [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| character9     = [[Velcretia]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been involved with BDI for nearly two decades. Spending much of my early time in and out of the game, playing with a myriad of excellent RPers lost to the sands of times, I was recruited to the operator team in 2010. For the first year and a half, I wasn&#039;t allowed to do too much. Eventually, attrition began to claim both the player base and the op team, and with no one really interested in keeping the game running, the game went fallow for nearly two years. In 2012 when there was only approximately half a dozen players left sitting in the game channels, it was brought to my attention that the original BDI website domain was in danger of expiring. I ended up reaching out to the gentleman who owned the channel (as defined by IRC ChanServ at the time) and the website domain, eventually being given control over the IRC and website aspects of the game. You could call it a hostile takeover, but at that point, I was one of three operators still actively in the game channels, and interested in doing something. &lt;br /&gt;
&lt;br /&gt;
Over the next 18 months, I initiated a 6 point plan to revive the game, beginning with the conversion of the setting material into the wiki you are currently reading. In that time, we saw a massive revival. Over the next several years, with a myriad of staff members and players, we have not only updated and reworked some of the lore, but have continued expanding it. In summer of 2019, after a noticeable decline in new user foot traffic coming to the game, we decided to move the game from IRC, which had been its home for nearly 25 years, to the Discord server we are currently using. We maintained a bridge bot between IRC and wiki for the first six months or so, before eventually closing the IRC channels with redirects to the Discord server. Unfortunately, not long after the covid-19 pandemic started, my mother&#039;s health began to decline, and I was forced to close the game in August 2020 to focus on taking care of her during her time on hospice. The game would remained closed until the following year, when Shayde and I decided we wanted to RP, so we basically relaunched the game primarily for ourselves. Luckily, we managed to start recruiting people pretty quickly, and with a subsequent of old players also returning, the game is now in a pretty good shape with nearly 20 active players. &lt;br /&gt;
&lt;br /&gt;
As for my non-BDI related history, I&#039;m a disabled, bisexual, ancient lady who now lives in Central Washington state with my boyfriend of 12+ years, Chris, our three cats Piper, Morty and Sam, and my nearly as ancient as I am African grey parrot, Murphy, who has been immortalized as one of the BDI bots for several years now. I&#039;ve been RPing for over 20 years at the time of this writing, and writing for even longer. My time on hiatus following my mother&#039;s passing was rather fruitful, and in the time that the game was on hiatus, I wrote the first draft to a novel that&#039;s been stuck in my head for years now. In the editing process at the time of this writing, it&#039;s probably crap, so thanks a lot, Imposter Syndrome. I am living with bipolar, borderline personality disorder, and general anxiety, and was a right fucking unmedicated cunt during my twenties. So if you&#039;re reading this and you remember me from 10-15 years ago, and I was a total bitch to you, I&#039;m sorry. I&#039;ve mellowed out in my decrepitude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11068</id>
		<title>User:Nymphetamine</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=User:Nymphetamine&amp;diff=11068"/>
		<updated>2022-05-05T15:23:43Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox User&lt;br /&gt;
| nickname       = Nemmiecakes&lt;br /&gt;
| picfile        = NemandMurph.jpg&lt;br /&gt;
| alt            = Nem &amp;amp; Murph, chillin like villains&lt;br /&gt;
| caption        = Marog the Destroyer&lt;br /&gt;
&lt;br /&gt;
| real_name      = Margo&lt;br /&gt;
| birthdate      = April 16th&lt;br /&gt;
| age            = 38&lt;br /&gt;
| location       = Washington State&lt;br /&gt;
| occupation     = &lt;br /&gt;
| first_visit    = 2003&lt;br /&gt;
| status         = Mod/Admin&lt;br /&gt;
| character1     = [[Aezra]]&amp;lt;br&amp;gt; [[Alsayida]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character2     = [[Azalia Stygian]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character3     = [[Eliya Almakira]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character4     = [[Isabelle Auxerre]]&amp;lt;br&amp;gt;&lt;br /&gt;
| character5     = [[Nesira Vertal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character6     = [[Rix]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character7     = [[Senkessa Silak-Dekhal]] &amp;lt;br&amp;gt;&lt;br /&gt;
| character8     = [[Siraz&#039;jah Av&#039;Zathrak]]&lt;br /&gt;
| character9     = [[Velcretia]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=User Bio=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been involved with BDI for nearly two decades. Spending much of my early time in and out of the game, playing with a myriad of excellent RPers lost to the sands of times, I was recruited to the operator team in 2010. For the first year and a half, I wasn&#039;t allowed to do too much. Eventually, attrition began to claim both the player base and the op team, and with no one really interested in keeping the game running, the game went fallow for nearly two years. In 2012 when there was only approximately half a dozen players left sitting in the game channels, it was brought to my attention that the original BDI website domain was in danger of expiring. I ended up reaching out to the gentleman who owned the channel (as defined by IRC ChanServ at the time) and the website domain, eventually being given control over the IRC and website aspects of the game. You could call it a hostile takeover, but at that point, I was one of three operators still actively in the game channels, and interested in doing something. &lt;br /&gt;
&lt;br /&gt;
Over the next 18 months, I initiated a 6 point plan to revive the game, beginning with the conversion of the setting material into the wiki you are currently reading. In that time, we saw a massive revival. Over the next several years, with a myriad of staff members and players, we have not only updated and reworked some of the lore, but have continued expanding it. In summer of 2019, after a noticeable decline in new user foot traffic coming to the game, we decided to move the game from IRC, which had been its home for nearly 25 years, to the Discord server we are currently using. We maintained a bridge bot between IRC and wiki for the first six months or so, before eventually closing the IRC channels with redirects to the Discord server. Unfortunately, not long after the covid-19 pandemic started, my mother&#039;s health began to decline, and I was forced to close the game in August 2020 to focus on taking care of her during her time on hospice. The game would remained closed until the following year, when Shayde and I decided we wanted to RP, so we basically relaunched the game primarily for ourselves. Luckily, we managed to start recruiting people pretty quickly, and with a subsequent of old players also returning, the game is now in a pretty good shape with nearly 20 active players. &lt;br /&gt;
&lt;br /&gt;
As for my non-BDI related history, I&#039;m a disabled, bisexual, ancient lady who now lives in Central Washington state with my boyfriend of 12+ years, Chris, our three cats Piper, Morty and Sam, and my nearly as ancient as I am African grey parrot, Murphy, who has been immortalized as one of the BDI bots for several years now. I&#039;ve been RPing for over 20 years at the time of this writing, and writing for even longer. My time on hiatus following my mother&#039;s passing was rather fruitful, and in the time that the game was on hiatus, I wrote the first draft to a novel that&#039;s been stuck in my head for years now. In the editing process at the time of this writing, it&#039;s probably crap, so thanks a lot, Imposter Syndrome. I am living with bipolar, borderline personality disorder, and general anxiety, and was a right fucking unmedicated cunt during my twenties. So if you&#039;re reading this and you remember me from 10-15 years ago, and I was a total bitch to you, I&#039;m sorry. I&#039;ve mellowed out in my decrepitude. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Channel Operators]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=%23BlkDragon*Inn:Bdi&amp;diff=11066</id>
		<title>#BlkDragon*Inn:Bdi</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=%23BlkDragon*Inn:Bdi&amp;diff=11066"/>
		<updated>2022-05-05T14:42:38Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;This is the group that all non-staff users must be added to in order to obtain wiki editing privileges.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the group that all non-staff users must be added to in order to obtain wiki editing privileges.&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Andarien&amp;diff=11065</id>
		<title>Andarien</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Andarien&amp;diff=11065"/>
		<updated>2022-05-05T02:34:24Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name = Andarien&lt;br /&gt;
| picfile = Andarien.png&lt;br /&gt;
| alttext =&lt;br /&gt;
| caption =&lt;br /&gt;
&lt;br /&gt;
| full_name = Andarien &lt;br /&gt;
| age = 357&lt;br /&gt;
| place_of_birth = Elvendeep&lt;br /&gt;
| date_of_birth = &lt;br /&gt;
| race = High elf&lt;br /&gt;
| hair_color = Red&lt;br /&gt;
| eye_color = Blue and gold&lt;br /&gt;
| height = 6&#039;1&lt;br /&gt;
| weight = 176&lt;br /&gt;
| nickname =&lt;br /&gt;
| aliases =&lt;br /&gt;
| religion =&lt;br /&gt;
| occupation = enchanter&lt;br /&gt;
| marital_status = widowed&lt;br /&gt;
| player = Nicci&lt;br /&gt;
| username = Gamermouse &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background= &lt;br /&gt;
There was once a merchant with a love for exploring the known world, acquiring all variety of beautiful and magical reagents during his adventures. During these travels he met another high elf who didn&#039;t think so poorly of his unusual moods and strange mannerisms. And then, one day, she died, leaving the quiet merchant alone to raise a daughter.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks= &lt;br /&gt;
Andarien is a skilled enchanter and has spent the past decades of his life learning to infuse magic into inanimate objects. A quiet man, he doesn&#039;t fit the stereotypical mold expected of a high elf. He asks too many questions, but he means no harm, and can be incredibly awkward in social situations. Andarien&#039;s greatest weakness is his inability to read people as well as he reads magic.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
He is the very fortunate owner of a pygmy wyvern named Naevys, a rare desert reptile named as such for its close resemblance to the actual creature. It is in reality only a sort of winged monitor lizard or basilisk, intelligent as a dog with a venomous bite not unlike a cobra.&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Hel&amp;diff=11063</id>
		<title>Hel</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Hel&amp;diff=11063"/>
		<updated>2022-05-05T00:14:50Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Hel | picfile           =  | alttext           =  | full_name         =  | race              = Human | gender              = Male | orientation              = Hetero | age              = Late 40s, early 50s | date_of_birth              = Unknown | country_of_origin              = Unknown | hair_color              = Gray with streaks of sun-bleached brown | eye_color              = Violet | height              = 5’11 | weight...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Hel&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = &lt;br /&gt;
| full_name         = &lt;br /&gt;
| race              = Human&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Hetero&lt;br /&gt;
| age              = Late 40s, early 50s&lt;br /&gt;
| date_of_birth              = Unknown&lt;br /&gt;
| country_of_origin              = Unknown&lt;br /&gt;
| hair_color              = Gray with streaks of sun-bleached brown&lt;br /&gt;
| eye_color              = Violet&lt;br /&gt;
| height              = 5’11&lt;br /&gt;
| weight              = 195 pounds&lt;br /&gt;
| aliases              = Heldenbrand, Old Man&lt;br /&gt;
| religion              = None&lt;br /&gt;
| creed              = None&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Mercenary, tracker, Amas’madeen&lt;br /&gt;
| income              = Variable&lt;br /&gt;
| marital_status              = Widower&lt;br /&gt;
| player              = Lehto&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
A few remember the Old Man. Now, he is mostly a bygone era. A fragment of time when the world seemed more chaotic, even if it was not so very long ago. None now remember where he came from. Some speculate from a faraway land yet undiscovered, others that he was gutter trash gilded in mystery. The truth of his legacy is now equally supposition, but with traces of fact littered throughout. There are rumors of his adventures in the dead city of Amas’kyaa, repeated now by the Emshi nomads of a man who now bears a forgotten Ekri-nam knife and the violet eyes. There are places in the deep subterranean homes of the Vuulari that talk about the man and his dark relationship with the matron mother and the scorpion god Vierjss. He is forever entwined with rumor and seems content to offer no resolution to these questions.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Quiet. Harsh. There was a time when the Old Man was known for a far more vicious temperament, when he was quick to anger, drink, and draw his knife. In these later years, he is perhaps more subdued but only in the sense of these outbursts. None would say he has grown softer, let alone timid. Hel is still a man of a violent life and certain that his time is coming – one way or another.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
He would pass without a second glance throughout almost any city or place where a human might be regularly spied. Neither overly tall nor overly broad, though enough that he could intimidate your commonly malnourished peasantry. Once taut muscle had lost its rigid sculpting beauty, however had not lost its raw physicality or power. Years of exposure to the elements had roughened his skin and sun warmed to a golden color. Years of violence had softened it with pallid lines of scar tissue stretched from brow to toe; blades, fire, arrows, teeth, and every other instrument of death had somehow left its mark upon him. Some long faded, some fresher still.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
The Old Man is a highly skilled tracker, soldier, and general road-born mercenary. Though not a trueborn ranger, there are likely few environments he could not survive in. He is capable enough to read and write in the most well-known tongues, or looser exchanges in more esoteric cultures.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
The imbued powers of the Ekri-nam knife and the heritage of the dead Amas’madeen are the extent of his preternatural capability. Influence of thoughts, awareness that borders upon the eldritch, mastery over the self, and the other carefully disciplined components of mind and body as one entity. Hel may lack the overt display of an ascetic monk, yet one cannot deny the essence of it lingering in his movements all the same.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
Ekri-nam knife, a crystalline blade inert in the hands of anyone except for Hel for whom it has been encoded, burning with a sort of witchfire when suffused with his innate psychic energy.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Minor assortment for traveling, hiking, climbing, or simply adventuring across the land.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
To carry on, till he gets what everyone has coming.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Adaset_Lochran&amp;diff=11061</id>
		<title>Adaset Lochran</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Adaset_Lochran&amp;diff=11061"/>
		<updated>2022-05-05T00:05:40Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Adaset Lochran | picfile           =  | alttext           = Adaset Lochran | full_name         = Adaset Lochran | race              = Human - Korthai in family, Igmerind in blood. | gender              = Male | orientation              = Straight | age              = 23 | date_of_birth              = 17th of Kepekerinat | country_of_origin              = Aslar | hair_color              = Adaset possesses blonde hair which he keeps at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Adaset Lochran&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = Adaset Lochran&lt;br /&gt;
| full_name         = Adaset Lochran&lt;br /&gt;
| race              = Human - Korthai in family, Igmerind in blood.&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Straight&lt;br /&gt;
| age              = 23&lt;br /&gt;
| date_of_birth              = 17th of Kepekerinat&lt;br /&gt;
| country_of_origin              = Aslar&lt;br /&gt;
| hair_color              = Adaset possesses blonde hair which he keeps at around shoulder length, tied back into a ponytail. He uses a red band to keep it tied.&lt;br /&gt;
| eye_color              = His eyes are a brown colour, with an almond-like shape to them.&lt;br /&gt;
| height              = Adaset stands at a modest 172cm in height. ( 5’6 if you’re using the wrong measurements. )&lt;br /&gt;
| weight              = He weighs 72 kilograms. (158 Lbs if you’re wrong. )&lt;br /&gt;
| aliases              = N/A&lt;br /&gt;
| religion              = Menxism&lt;br /&gt;
| creed              = Even if I cannot see what lies beyond these waters, I would like to see all that I can on land.&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Wanderer, Artificer&lt;br /&gt;
| income              = Sporadic, depending on the purses of those who commission him.&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = ubermange#8941&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Several years ago, an Arangothian woman was traveling across the South Sea to begin work in another city. Her name was Yuset Lochran, the eventual mother to Adaset. Midway through her travels, the vessel was attacked by a Korthai ship. Like many of her countrymen, she took up arms to fight against these supposed ‘demon-possessed’ raiders. While she had given it her all, Yuset would have eventually been taken prisoner by a man by the name of Atadra. After being brought into their society and many years of traveling alongside him, she would eventually fall in love with the Korthai and would go on to sire a child.&lt;br /&gt;
&lt;br /&gt;
At least, that was until after a resupply trip her husband started looking ill. This sickness would swiftly spread to most of the crew soon after, many of them falling into a deep fever and leaving the small handful of members who were not Korthai by blood to fend for themselves. They had more than enough supplies to last a long time, but the real problem arose when it came to light that they could not divert the ship’s course without the expertise of their fellow sailors.&lt;br /&gt;
&lt;br /&gt;
Sailors who were dying by the day.&lt;br /&gt;
&lt;br /&gt;
They chose to ration their supplies and wait it out, making use of any means possible of hailing for help as their vessel continued to drift. But due to the threatening markings and the cease on all interactions between their people this proved to be a fruitless endeavor.&lt;br /&gt;
&lt;br /&gt;
Yuset, out of starving-induced desperation and delirium would kneel down on the deck and scream out, crying and pleading for whatever god might be out there to answer her prayers. She begged for her people to be guided home, for the sake of her child. She had already lost her husband and was doomed to die aboard this vessel, what else did she have to lose?&lt;br /&gt;
&lt;br /&gt;
Her cries were, surprisingly, answered.&lt;br /&gt;
&lt;br /&gt;
A figure cloaked in a cowl would appear at the front of the ship, the only recognizable features being a flowing lock of blonde between their sunset yellow eyes as they looked down at the pleading woman before them. Looking at the child she still held in her gut and the spark of life within, the Outsider offered her a deal. She would guide their ship back home and to a safe port, but in return, Yuset would give them the baby on the next full moon wherever they would have landed.&lt;br /&gt;
&lt;br /&gt;
Hesitantly, Yuset agreed to the deal.&lt;br /&gt;
&lt;br /&gt;
The vessel was turned around by the Outsider, and guided by an unnatural current all the way to a shore not too far from Alyria. When their vessel ran aground, the remaining crewmates decided to collect their things, bury the dead and burn the ship so that nobody knew where they had all come from. Once Yuset had collected herself, she enacted her own scheme to avoid surrendering her child.&lt;br /&gt;
&lt;br /&gt;
She would head inland, eventually finding herself in the capital of Aslar where she would eventually give birth to a healthy baby boy. As it was the start of a new month, Yuset had plenty of time to ensure the baby had no underlying conditions before setting out again. She would travel with a caravan, never staying in one place for very long in fear of what may come.&lt;br /&gt;
&lt;br /&gt;
The new moon came and went.&lt;br /&gt;
&lt;br /&gt;
The Outsider had been tricked.&lt;br /&gt;
&lt;br /&gt;
Realizing what had happened, they would let out a great and terrible howl upon the shores of Alyria. While nobody around would have heard it, Yuset and the infant Adaset would hear it despite being far away in Elgaria. They would curse the mother and child, screaming and howling at them for taking what was rightfully ‘hers’ and damning the both of them before falling silent once again.&lt;br /&gt;
&lt;br /&gt;
Yuset would continue traveling with her caravan, although she would notice something wrong with Adaset. He seemed colder than he normally was, requiring at least three layers of bundling to keep him calm and happy as opposed to the original three.&lt;br /&gt;
&lt;br /&gt;
This chill eventually came to ahead when Adaset became encased in ice one right, Yuset’s brief mourning being interrupted when she noticed her child had been transformed into a strange, gilled creature that babbled and growled at her as fiercely as a child could. Having already told the caravan she was traveling to about this, they were empathetic to the mother’s plight and after some experimentation, found that anti-magic charms seemed to be perfectly effective at preventing her child from transforming.&lt;br /&gt;
&lt;br /&gt;
Several years would pass, and the group would continue traveling together as Adaset was raised on the road among them. They were transparent about his curse from a young age, the young boy learning quick like his mother. Although he did carry the independence from his father, often trying to figure things out on his own despite how often Yuset tried to smother him and keep the boy safe.&lt;br /&gt;
&lt;br /&gt;
This was to his detriment, as he was never really given a chance to grow on his own.&lt;br /&gt;
&lt;br /&gt;
He frequently buried his nose in books that his ‘family’ had borrowed during their travels, expanding his knowledge and becoming fascinated with the arcane. Adaset would also find that his curse prevented him from learning other types of magic, each and every attempt thwarted by a ringing pain in his head.&lt;br /&gt;
&lt;br /&gt;
All he had was ice, and that transformation that was stifled by charms he carried at least seven of at any given time.&lt;br /&gt;
&lt;br /&gt;
His interest in magic would eventually bear some fruit, however. While learning some basic handicraft skills from one of the members of his caravan, he discovered that he could impart his mana, and with the correct inscriptions and invocations could imbue objects with some degree of magic of its own. Finding out that he could practice artifice was a great joy to the young Adaset, who eagerly began practicing with it more and more and scribbled down his findings as he worked.&lt;br /&gt;
&lt;br /&gt;
In some cases, he even lucked out and found books on the art in towns that he had stopped by in. By his early adult years, Adaset had become quite capable in Artifice, as well as knowing how to control the frost that grew from his body.&lt;br /&gt;
&lt;br /&gt;
And with this, came a desire to be on his own much to Yuset’s dismay.&lt;br /&gt;
&lt;br /&gt;
Talks turned into arguments, and a growing tension began to build between mother and son which would eventually boil over into a fight that caused the young man to run away from his caravan and all that he knew before.&lt;br /&gt;
&lt;br /&gt;
He knew enough to survive on his own, after all.&lt;br /&gt;
&lt;br /&gt;
Adaset would come to enjoy the freedom offered by traveling on his own, only bringing with him what he can carry and living off the land.&lt;br /&gt;
&lt;br /&gt;
And eventually, he found himself wandering south again, coming to find an interesting seaside town…&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
( I’ve always been bad at these, bear with me here lol )&lt;br /&gt;
&lt;br /&gt;
Despite having lived with a curse that constantly threatens his mortality, Adaset is a friendly individual who takes things slow. He possesses a jovial nature, often being found humming to himself during his many travels or even when resting. Freedom is something he values greatly, preferring to follow his own beliefs over everything else. Adaset also has a strong belief in the aspects of Menxism that revolve around kindness, finding great joy in making acts of charity and kindness believing that this kindness will spread to others.&lt;br /&gt;
&lt;br /&gt;
Although his value over his own freedom of choice can also serve to his detriment. One of his main solutions to a problem is to run from it, often choosing to leave or distract himself rather than solve his own issues head on. He can also become uncomfortable when pressured, once again defaulting to his solution of leaving. Adaset struggles to let people in as well, finding it to be uncomfortable based on how his current relationships have been.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
A relatively well off man, Adaset’s build is a relatively well off if short individual with a tanned skin tone not unlike that of pale caramel. His hair is kept loose and around shoulder length, only ever cutting it back to match that length. He possesses round features, with a slightly pointed nose and thin lips underneath.&lt;br /&gt;
&lt;br /&gt;
While most of his body is clean and faintly muscular there are some telling features. Namely around his left arm, which has slightly webbed fingers and a set of three scars on either side of his neck.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Artifice:&#039;&#039;&#039; The art of imbuing ordinary objects with magical properties and even creating new objects through infusion. While not exactly a master, Adaset is a skilled practitioner and makes use of the ability to create items ranging from a constantly warm sleeping bag all the way to infusing the wood of his staff with inlays that can allow it to clash with even steel blades.&lt;br /&gt;
* &#039;&#039;&#039;Survivalist:&#039;&#039;&#039; Thanks to all the time he has spent on the road, Adaset knows how to live off the land without much trouble. This extends to foraging, basic first aid and even trapping small game.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Due to the debts incurred by his mother, Adaset is cursed by an Outsider that lives in the far northern oceans. As a result of this curse, he possesses two abilities that are intrinsically linked to each other.&lt;br /&gt;
&lt;br /&gt;
He also is unable to enter the ocean safely, as any form of submersion in salt water causes extremely vivid hallucinations that induce anxiety attacks in the Korthai.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cryokinetics:&#039;&#039;&#039; While many have learned and utilized the art of manipulating ice naturally, Adaset possesses the ability to grow ice from his body and manipulate it. When invoked, parts of his body become cloaked in rime which is then crystalized and controlled by the Korthai through gestures and thought. Excessive use of this ability causes the frost to begin growing over more and more of his body, eventually becoming the chrysalis for his transformation into the second part of his curse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Megalothropy:&#039;&#039;&#039; Adaset possesses a strain of Lycanthropy, warped by the Outsider’s hand to match her own desires for the young Korthai. Instead of turning into a canine beast, his body takes on the various properties of a shark, eventually transforming into a humanoid one. Having lived with this curse throughout his life, Adaset is quite familiar with it and is able to keep the transformation mostly under control.&lt;br /&gt;
&lt;br /&gt;
Each transformation is clearly shown off as his body is completely covered in a layer of frost before he transforms and shatters his own frozen cocoon. One can also reverse these transformations or cancel them outright through excessive heat and dehydration which prevents the ice from getting thick enough to allow for his body to change.&lt;br /&gt;
&lt;br /&gt;
Anti-magic is also a very powerful deterrent, keeping him at the current stage and reversing him back to Human after two rounds of exposure.&lt;br /&gt;
&lt;br /&gt;
Humanoid Form: This is the state that Adaset possesses most if not all of his time in. The curse has barely manifested, only affecting his left arm with barely webbed fingers.&lt;br /&gt;
&lt;br /&gt;
Partial Transformation: Upon either using too much ice or invoking it willingly, Adaset’s body is covered in frost for a few seconds before emerging from this cocoon in a partially complete transformation. In this state, his skin takes on a leathery grey shade and he stands at 193 cm (6’2 ft) tall. While his physical strength is increased, he loses access to his other abilities. His toes and fingers become webbed, and his scars open to reveal a set of gills underneath as well as a set of razor-sharp teeth.&lt;br /&gt;
&lt;br /&gt;
Full Transformation: Upon contact with salt water and having a wound opened, Adaset loses all control over his transformation and fully turns into a humanoid shark. A much larger ice cocoon forms this time, with him emerging as a 213cm (7’8ft) beast of muscles and predatory instinct. All of his physical abilities are amplified, although any semblance of technique is forgotten in favor of lashing out wildly. To make matters worse, the spirit that cursed him also gains a much more prominent foothold within his mind during and some time after each transformation and can communicate to him.&lt;br /&gt;
&lt;br /&gt;
Fortunately, his body can only sustain this state for up to 6 turns at most after which he will fall unconscious.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
While he does not enjoy using violence as a way of solving his problems, Adaset carries with him a wooden scepter. While mainly used in Artifice, the wood and metal that frames its surface is sturdy enough to function as a club if needed.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Adaset does not wear armor.&lt;br /&gt;
&lt;br /&gt;
As for clothing, he has a preference for looser clothing. He wears a large green coat that comes down to his thighs, under which he wears a sleeveless undershirt, as well as a pair of boots and long black pants. He also wears a wide-brimmed pointy hat, with a petunia on its right side. A yellow scarf covers his neck, giving warmth and comfort to the scars that vaguely resemble gills.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
As an artificer, his bag carries many of the necessary tools for his art. This includes things such as phials, a chisel, scribing tools, a journal and notepad and chalk for more temporary runes.&lt;br /&gt;
&lt;br /&gt;
Other than that, he also possesses a sleeping bag, rope, a waterskin and other tools for surviving on the road. He also keeps a fishing rod on the side of his back.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Adaset wants to see the world, and figure out how to cure himself of his curse.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Stein_Lasko&amp;diff=11060</id>
		<title>Stein Lasko</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Stein_Lasko&amp;diff=11060"/>
		<updated>2022-05-04T23:47:36Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: /* Abilities &amp;amp; Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Lasko&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = Stein Opray Lasko&lt;br /&gt;
| full_name         = Stein Opray Lasko&lt;br /&gt;
| race              = Igmerind&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Male Pansexual with a few droplets of straight mixed in&lt;br /&gt;
| age              = 23 23&lt;br /&gt;
| date_of_birth              = 469&lt;br /&gt;
| country_of_origin              = Transdariania&lt;br /&gt;
| hair_color              = Brown&lt;br /&gt;
| eye_color              = Black&lt;br /&gt;
| height              = 6’’8&lt;br /&gt;
| weight              = 250&lt;br /&gt;
| aliases              = Lasko, Laslo, Monkey, Stein if your a tax collector&lt;br /&gt;
| religion              = Menxism&lt;br /&gt;
| creed              = Well that was silly, i&#039;;m going home.&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Farmer&lt;br /&gt;
| income              = Poor with slight chance of upwards movement&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = Alaea Winters (Alaea Winters#5014)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
“Go to college, get an education, pursue a greater career, that’s how you must live.” Said Lasko’s father since the boy was old enough to understand drivel. Lasko always wanted to be a crocodile when he grew up, but no, his father had to be sensitive about his Races achievements and now Lasko had to experience a fate worse than death: Participating in a Drache college. Lasko only lasted one whole semester, before realizing that he hated having a greater purpose. So the boy, now 18 and old enough to make his own decisions, just walked off from Drache with the little knowledge on magic he got and the college money he was given and bought a small parcel of land along a side river that flowed into the Darian, and with the clothes on his back and some stolen chickens, he began his life as a farmer. And surprise surprise, Lasko succeeded. Applying his knowledge of magic and basic agriculture, by his first year Lasko had already made a yield of rice that was decent enough to make a small amount of coin and sustain himself. Year two, and he had made a fairly large yield of rice all on his own and his know-how. Year three, he also added wheat as a side product. And year five, the current year, his crop of rice was beginning to be truly abundant, and he was only starting to not keep up with the progress.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Lasko is a rather jolly man who takes life easy and cares little for anything beyond farming and simple pleasures. He abhors hurting people, but not violence, as he understands it is sometimes necessary. Lasko is content with what little he has, as he enjoys farmwork and experimentation in relation to farmwork.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Lasko is built like a brick house through heavy manual labor. He typically wears simple pants, and no shirt. His torso is heavily tanned and bulky, not with tight muscles that jut out, but padded with fat. Natural muscles. His skin is rough and calloused.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
* General increases in physical ability and stamina all around, which increases as his magic does. He starts out likened to a world class boxer and will grow stronger from there.&lt;br /&gt;
* Encouragement of the growth of plants. He can infuse some of his magic into the ground to make the soil more fertile and attractive. He starts with the ability to make unfertile soil fertilized, but as his abilities grow he can make soil even more fertile and accelerate the growth of plants around him.&lt;br /&gt;
* Control over his own life force, able to direct it to different parts of his body to different effects.&lt;br /&gt;
* Minor healing ability upon focussing, Lasko can accelerate the natural regeneration of his wounds or those he is touching. The accelerated healing can be made stronger through training. At the start, he can double the speed of his natural human regeneration.&lt;br /&gt;
* Resistance to undead magic and infection. At the start he is less likely to be infected through scratches and bites. Through further development this resistance can become an immunity even through direct biting by a vampire or magics.&lt;br /&gt;
* Inflict radiant damage to undead through physical contact. At the start, Lasko can inflict minor burns through contact, and worse burns through concentration. But with further development this radiant damage can be further increased.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Knowledgeable on a wide variety of homesteading facets.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Inadvertently he has cultivated the ability to increase his own life force through imbuing his magical energy into the land he farms. And through consuming the food he makes, he gets stronger. His life force is bolstered, and he becomes more ‘alive’.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Fists, shovel&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Straw hat, old boots&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Hoe, Shovel, seeds, farming tools.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
To not have a goal and farm for the rest of his life.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Stein_Lasko&amp;diff=11059</id>
		<title>Stein Lasko</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Stein_Lasko&amp;diff=11059"/>
		<updated>2022-05-04T23:47:18Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Lasko | picfile           =  | alttext           = Stein Opray Lasko | full_name         = Stein Opray Lasko | race              = Igmerind | gender              = Male | orientation              = Male Pansexual with a few droplets of straight mixed in | age              = 23 23 | date_of_birth              = 469 | country_of_origin              = Transdariania | hair_color              = Brown | eye_color              = Black | hei...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Lasko&lt;br /&gt;
| picfile           = &lt;br /&gt;
| alttext           = Stein Opray Lasko&lt;br /&gt;
| full_name         = Stein Opray Lasko&lt;br /&gt;
| race              = Igmerind&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = Male Pansexual with a few droplets of straight mixed in&lt;br /&gt;
| age              = 23 23&lt;br /&gt;
| date_of_birth              = 469&lt;br /&gt;
| country_of_origin              = Transdariania&lt;br /&gt;
| hair_color              = Brown&lt;br /&gt;
| eye_color              = Black&lt;br /&gt;
| height              = 6’’8&lt;br /&gt;
| weight              = 250&lt;br /&gt;
| aliases              = Lasko, Laslo, Monkey, Stein if your a tax collector&lt;br /&gt;
| religion              = Menxism&lt;br /&gt;
| creed              = Well that was silly, i&#039;;m going home.&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Farmer&lt;br /&gt;
| income              = Poor with slight chance of upwards movement&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = Alaea Winters (Alaea Winters#5014)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
“Go to college, get an education, pursue a greater career, that’s how you must live.” Said Lasko’s father since the boy was old enough to understand drivel. Lasko always wanted to be a crocodile when he grew up, but no, his father had to be sensitive about his Races achievements and now Lasko had to experience a fate worse than death: Participating in a Drache college. Lasko only lasted one whole semester, before realizing that he hated having a greater purpose. So the boy, now 18 and old enough to make his own decisions, just walked off from Drache with the little knowledge on magic he got and the college money he was given and bought a small parcel of land along a side river that flowed into the Darian, and with the clothes on his back and some stolen chickens, he began his life as a farmer. And surprise surprise, Lasko succeeded. Applying his knowledge of magic and basic agriculture, by his first year Lasko had already made a yield of rice that was decent enough to make a small amount of coin and sustain himself. Year two, and he had made a fairly large yield of rice all on his own and his know-how. Year three, he also added wheat as a side product. And year five, the current year, his crop of rice was beginning to be truly abundant, and he was only starting to not keep up with the progress.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Lasko is a rather jolly man who takes life easy and cares little for anything beyond farming and simple pleasures. He abhors hurting people, but not violence, as he understands it is sometimes necessary. Lasko is content with what little he has, as he enjoys farmwork and experimentation in relation to farmwork.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Lasko is built like a brick house through heavy manual labor. He typically wears simple pants, and no shirt. His torso is heavily tanned and bulky, not with tight muscles that jut out, but padded with fat. Natural muscles. His skin is rough and calloused.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
* General increases in physical ability and stamina all around, which increases as his magic does. He starts out likened to a world class boxer and will grow stronger from there.&lt;br /&gt;
* Encouragement of the growth of plants. He can infuse some of his magic into the ground to make the soil more fertile and attractive. He starts with the ability to make unfertile soil fertilized, but as his abilities grow he can make soil even more fertile and accelerate the growth of plants around him.&lt;br /&gt;
* Control over his own life force, able to direct it to different parts of his body to different effects.&lt;br /&gt;
* Minor healing ability upon focussing, Lasko can accelerate the natural regeneration of his wounds or those he is touching. The accelerated healing can be made stronger through training. At the start, he can double the speed of his natural human regeneration.&lt;br /&gt;
* Resistance to undead magic and infection. At the start he is less likely to be infected through scratches and bites. Through further development this resistance can become an immunity even through direct biting by a vampire or magics.&lt;br /&gt;
&lt;br /&gt;
Inflict radiant damage to undead through physical contact. At the start, Lasko can inflict minor burns through contact, and worse burns through concentration. But with further development this radiant damage can be further increased.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Knowledgeable on a wide variety of homesteading facets.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Inadvertently he has cultivated the ability to increase his own life force through imbuing his magical energy into the land he farms. And through consuming the food he makes, he gets stronger. His life force is bolstered, and he becomes more ‘alive’.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Fists, shovel&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Straw hat, old boots&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Hoe, Shovel, seeds, farming tools.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
To not have a goal and farm for the rest of his life.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:YoUrakamiKoKokoro1.png&amp;diff=11049</id>
		<title>File:YoUrakamiKoKokoro1.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:YoUrakamiKoKokoro1.png&amp;diff=11049"/>
		<updated>2022-05-02T22:28:38Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Urakami_Koro&amp;diff=11048</id>
		<title>Urakami Koro</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Urakami_Koro&amp;diff=11048"/>
		<updated>2022-05-02T22:28:17Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Urakami Koro | picfile           = YoUrakamiKoKokoro1.png | alttext           = Yo-Urakami-Ko-Kokoro    | full_name         = Yo-Urakami-Ko-Kokoro | race              = Celestial Elf | gender              = Female | orientation              =  | age              = 56 | date_of_birth              = 18th of Konkokerinat, 446 | country_of_origin              = Nipangu | hair_color              = Black | eye_color              = Green |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Urakami Koro&lt;br /&gt;
| picfile           = YoUrakamiKoKokoro1.png&lt;br /&gt;
| alttext           = Yo-Urakami-Ko-Kokoro  &lt;br /&gt;
&lt;br /&gt;
| full_name         = Yo-Urakami-Ko-Kokoro&lt;br /&gt;
| race              = Celestial Elf&lt;br /&gt;
| gender              = Female&lt;br /&gt;
| orientation              = &lt;br /&gt;
| age              = 56&lt;br /&gt;
| date_of_birth              = 18th of Konkokerinat, 446&lt;br /&gt;
| country_of_origin              = Nipangu&lt;br /&gt;
| hair_color              = Black&lt;br /&gt;
| eye_color              = Green&lt;br /&gt;
| height              = 5’10”&lt;br /&gt;
| weight              = 170lbs.&lt;br /&gt;
| aliases              = So-Koro, The Mute Swordsman, Koko (If you call her that one without her expressed permission, she will try to hurt you.)&lt;br /&gt;
| religion              = Koro has no master but herself.&lt;br /&gt;
| creed              = Blood grants no superiority, and those who believe it does should burn.&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Blacksmith/Mercenary/Fisher&lt;br /&gt;
| income              = Low&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = Leigh&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
==Birth and Early Childhood==&lt;br /&gt;
&lt;br /&gt;
Urakami Koro (born Yo-Urakami-Ko-Kokoro) was born in Okabe-Oh, Nipangu on the 18th day of Konkokerinat, 446 AT to Yo-Urakami-Ko-Haru and Yo-Urakami-Ko-Kyoko, her father and mother respectively. As both scholars and Celestial Elves, the Urakami parents were considered low-ranking nobility, hardly known by anyone outside their district. They never gained the attention of the Imperial throne, but Haru and Kyoko held onto every scrap of their status with all of their might. Thus, as Kokoro grew, they became bent on molding their only child into a better scholar than either of them could become. They tutored her in writing, reading, rhetoric, and the technicalities of research and analysis. While this knowledge and its application made Kokoro a budding intellectual and gave her an edge over her peers, it would play a role that her parents would never expect, nor would they ever come to accept.&lt;br /&gt;
&lt;br /&gt;
==Formative Years==&lt;br /&gt;
&lt;br /&gt;
Kokoro had grown to hate her parents by the time she was ten years old. Initially, she thought it was their status that caused these feelings, but she quickly realized that it was how they acted upon this status that angered her. They took great pleasure in the worship they received from the commoners with no reciprocation, and something about that ate at Kokoro like nothing else. Thus, she didn’t want anything to do with her parents’ endeavors, nor their wishes for their daughter. Fortunately, she had an outlet: The city.&lt;br /&gt;
&lt;br /&gt;
Starting at age twelve, Kokoro began venturing out into Nipangu, disguising herself as one of the many common folk and taking part in their lifestyle in whatever capacities she could. To hide this practice from her parents, she claimed that she was “studying” during her many secret outings. She would continue picking up various skills that her parents had deemed “below” her such as cooking, washing clothes, and many other aspects of self-care until she turned nineteen, when she made a connection that would change her life. &lt;br /&gt;
&lt;br /&gt;
==First Apprenticeship==&lt;br /&gt;
&lt;br /&gt;
One particular civilian Kokoro found herself observing was Nariyoshi Iemasa, a blacksmith known by his friends as “Masa.” He noticed the young Elf spying on him one day, and while some people have been affronted by this, he welcomed Kokoro into his shop, and let her watch from a closer vantage. From that day on, she would return to his shop every time she snuck out, and Iemasa found himself heartened by the Elf’s interest. Thus, he allowed her to be a helper of sorts around his smithy, and she became even more invested in the practice of hammering iron into something useful. By the passing of one year, she had learned the basics of forging, and had even begun learning how to use the weapons she made, as low-quality as they were at the time.&lt;br /&gt;
&lt;br /&gt;
==Combat Studies==&lt;br /&gt;
&lt;br /&gt;
The interest Kokoro held in swordplay didn’t fully emerge, however, until she saw two people, rival kenjutsu students, dueling in the street while she was fetching some materials for Iemasa. Their movements, their technique, the raw passion they fought with enthralled her instantly. She ran back to the workshop and surprised Masa with an excited retelling of the story. The smith had some foundational knowledge of kenjutsu, so he agreed to teach her the basics. Just like taking a hammer to steel, Kokoro quickly picked up this skill, and within a year Iemasa had nothing left to teach her. So, with a heavy heart, he told her that if she wanted to learn more, she would need to attend one of the many martial arts schools Nipangu was home to, and thus she would have to stop working at the smithy. The decision tore her apart, but her intense desire to learn the way of the sword outweighed her penchant for smithing. Thus, she began devoting almost all of her time outside the house to observing how the rivalries between students violently unfolded throughout the city. &lt;br /&gt;
&lt;br /&gt;
After a year of studying in this way, Kokoro then approached Okudo-Ryū, a women’s academy founded by So-Okudo-Sen-Natsu I and headed by So-Okudo-Sen-Natsu II, with a sword of her own making at her waist. Natsu smiled at Kokoro’s respect for the blade, but could clearly see that her fighting skill was mediocre at best. A few preliminary tests later, she determined that Kokoro was worthy of attending the school, but that she would need to work harder than most to catch up with the other students; after all, “A swordswoman cannot survive on respect alone.” She immediately started training in Kenjutsu, which slowly branched out into sword-drawing arts like Battojutsu and Iaijutsu, and even more exotic techniques like Kusarigamajutsu after several years of practice (and quite a bit of convincing). But even with the extensive instruction she received, Koro was never satisfied, and she couldn’t fathom why until she once again witnessed the way rival students from the men’s schools fought; she believed that her own technique, that the curriculum for women, was not enough for her to become a well-rounded fighter. &lt;br /&gt;
&lt;br /&gt;
==Love Life==&lt;br /&gt;
&lt;br /&gt;
To her pleasant surprise, her parents remained oblivious to her training and continued to believe the “studying” lie. Her web of falsehoods would begin to fall apart when she was thirty-three, however, when she quite literally bumped into a student of Tenrai-Ryū; a human named Hara Kazuyuki (formally Jo-Hara-No-Kazuyuki), or “Kazu” for short. Kokoro was walking to a bar called Matsuri (known by Westerners as the Jasmine Flower) after a long day of practice when she collided with Kazu, who was carrying home a bag of various fruits and vegetables. Frantically apologizing, Kokoro rushed to pick them up and put them back in his bag, but they had already become quite bruised. While Kazu insisted that she need not worry herself, Kokoro knew that he was only saying so due to her race, and was angered. He adamantly refused when she offered to pay for the damaged produce, so she insisted on buying him a meal at Matsuri, which he reluctantly accepted. At first they sat awkwardly at the bar sipping their drinks, occasionally making eye contact. &lt;br /&gt;
&lt;br /&gt;
Kazu, like all humans, was unused to receiving hospitality from an Elf. But the moment Kokoro mentioned her studies in Kenjutsu, his ears perked up. He had never heard of Okudo-Ryū, but he had always been interested in how women were educated; he knew that their training was different, and little else. Once Kokoro and Kazu mentioned their interests in the other’s fighting style, they began meeting almost every day after their training session to teach each other the material they had learned. Socially unacceptable as this was, they did it in secret, away from the prying eyes of their respective schools. Their study partnership evolved over time, and blossomed into a forbidden romance after only a year. The two made plans to flee Panguro, to find a place where they could safely live together, but their efforts would amount to naught after a fight between Okudo-Ryū and their rival school, Chinmoku-Ryū, broke out in the streets of Okabe-Oh.&lt;br /&gt;
&lt;br /&gt;
Allegedly, the fight was a result of an argument over the tuning of a shamisen; one student believed that Ni Agari tuning was optimal, whereas the other asserted the superiority of San Sagari. Neither of them had the maturity to admit that tuning varied based on vocal range, and they began dueling. As groups of students from both respective schools happened to be nearby, they joined in, turning the duel into a full-scale brawl. Kokoro happened to be heading back to Okudo-Ryū after a training session with Kazu to pick up a Kusarigama in hopes of making one herself when she saw the altercation from a distance. Protective as she was of her fellow students, dove directly into the fray with her sword drawn. But as skilled as she was, she could not fend off the Chinmoku-Ryū students that encircled her using just Okudo-Ryū techniques. In a move that would save her life but shatter any hope of a life with Kazu, she quickly switched to Tenrai-Ryū, which threw her opponents off just enough to best them. &lt;br /&gt;
&lt;br /&gt;
As the fight died down, students from both schools gaped at her; some were amazed at her swordsmanship, but the ones who recognized the signature Tenrai-Ryū forms were shocked; there was no way Kokoro could have learned the techniques that she had just shown off, unless a Tenrai Ryū student had secretly taught them to her. Thus, accusations began flying in her direction from all sides. When this came to light among Kazu’s peers, life at Tenrai-Ryū became a tense, perpetual game of Whodunnit; someone had spilled the school’s secrets, and nobody was going to stop until they found the traitor. The couple could no longer meet due to the constant pressure weighing on both of them, in addition to the implications of their relationship just existing. Unfortunately, this would be the least of Kokoro’s concerns.&lt;br /&gt;
&lt;br /&gt;
The fight, as large-scale and loud as it was, had more than a few witnesses. Two of these witnesses, who just so happened to be riding by in their servant-driven carriage, were Urakami Haru and Urakami Kyoko. And who would they catch sight of but Urakami Kokoro, their daughter, gracefully parrying every strike that was thrown at her? Not only were they shocked by this development, but also angered; they had thought she was studying the art of scholarship for all of these years, and Kokoro had lied to their faces, time and time again. This was unacceptable. They deeply discussed how to punish her when she arrived at home again. The plan they hatched would ensure that their daughter would never disobey them again. That is, if they ever got to enact it. Kokoro had no intention of ever seeing them again, though. Without the will to look back or the chance to say one last goodbye to Kazu or even Iemasa, Kokoro made off with as many of her essential belongings as she could, donned a mask and a farmer’s hat, and fled to the nearest port, where she stowed away on a Berjeron vessel called The Abiku bound for Drache.&lt;br /&gt;
&lt;br /&gt;
==Exodus==&lt;br /&gt;
&lt;br /&gt;
Kokoro’s hiding place didn’t last for long on the voyage. Hardly even a week in, she was caught below decks eating from the Abiku’s supplies. They would have either thrown her overboard or reported her to the authorities at the next port they landed in had they not seen her face and ears; the consequences of harming a Celestial Elf would certainly not be good for business. As per usual, Kokoro refused to use her race to her advantage any more than she had to, and offered to help the Abiku’s crew on their journey, even if that meant learning how to sail. She introduced herself as “Koro,” and realized in doing so that this was her opportunity for a fresh start; the moment she got to Drache, no one aside from Nipangu natives would care less about her race. Or at least she hoped so. The crew understood the mechanics of operating their ship well enough to teach it, and Kokoro was able to become a competent boatswain, as well as a fisherman. &lt;br /&gt;
&lt;br /&gt;
When The Abiku finally docked in the Darian River port, Koro was almost hesitant to leave. The crew had been more of a family to her in the short time they had together than either of her parents, and even the students at Okudo-Ryū (if they had turned on her so quickly, surely they did not deserve the title of “family”). But as much as she enjoyed sailing, she could not make it her lifestyle. Thus, with a heavy heart, she bade the crew farewell and entered the sprawling streets of Drache, where her journey would truly begin.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
* Quiet&lt;br /&gt;
* Direct&lt;br /&gt;
* Cold&lt;br /&gt;
* Secretive&lt;br /&gt;
* Analytical&lt;br /&gt;
* Calculating&lt;br /&gt;
* Dry humor&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Urakami Koro is a young Celestial Elvish woman. Her skin is the color of sand, her hair is short and black with two strands on the sides that just barely reach her shoulders, and her eyes are almond-shaped with slightly more of a hood than the average Pangui. She usually wears a dark green kimono with a neutral-colored scarf, a conical hat, and a mask over the lower half of her face to hide her identity. She is far taller than the average Pangui woman, standing at a solid 5’10” with slender features. Judging her as scrawny would be a mistake, though; just the sight of her arms will reveal that her muscles are extremely toned, and pissing her off will reveal that this physique came from decades of studying the blade.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
* &#039;&#039;&#039;Research.&#039;&#039;&#039; Her early childhood was filled with scholarly lessons from her parents. As a result, Koro knows how to efficiently find information, and is quite tenacious when it comes to seeking answers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swordsmanship.&#039;&#039;&#039; Due to her time at Okudo Natsu-Ryū as well as her years of independent training, Koro is very well-versed in Kenjutsu, Battojutsu, and Iaijutsu. Because of her focus in sword-drawing arts, she has become skilled in the art of ending fights quickly, whether dueling or facing multiple opponents. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kusarigamajutsu.&#039;&#039;&#039; One particular weapon that caught Koro’s eye when they first came to Okudo Natsu-Ryū was the Kusarigama. As hard as it was to control, she was not allowed to learn its many forms and techniques until later on in her training. That being said, as soon as her instructor put one in her hands, it became her hyperfixation. Her proficiency didn’t come without a few mishaps (and perhaps a concussion or two), but she can utilize the weapon’s chain, ball, and sickle in equal measure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blacksmithing.&#039;&#039;&#039; This Celestial Elf found no pleasure in the frivolousness her parents raised her to have. Instead, when she took to the streets to live the life of a commoner when she was supposed to be deep in her studies, she became engrossed in the practice of blacksmithing. With the help of local smith Nariyoshi Iemasa, she was able to acquire the skill of forging weapons, armor, and tools. She still has a long road ahead of her, though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Seamanship.&#039;&#039;&#039; When paying her debt to the Berjeron traders she stowed away with, Koro became a competent boatswain. She doesn’t sail too often anymore, but the skill still remains deep within her muscle memory. The same goes for fishing, albeit she has far more opportunities to fish than to sail, and she sometimes uses this talent to make an extra crown or two.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Katana&lt;br /&gt;
* Wakizashi&lt;br /&gt;
* Kusarigama (usually not carried)&lt;br /&gt;
* Kunai x2&lt;br /&gt;
* Shuriken x6 (attached to bracers)&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
* Light armor, similar to gambeson&lt;br /&gt;
* Bracers with 3 shuriken attached to each, for the purpose of trapping weapons&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* Blacksmith’s tools&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Koro wishes to become both a notable mercenary and swordsmith. Currently, she has no other specific goals, as her journey to Drache presented a clean slate.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Javakh.png&amp;diff=11047</id>
		<title>File:Javakh.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Javakh.png&amp;diff=11047"/>
		<updated>2022-05-02T18:02:42Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
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	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=11046</id>
		<title>Javakh</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Javakh&amp;diff=11046"/>
		<updated>2022-05-02T18:02:05Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
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&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Javakh&lt;br /&gt;
| picfile           = Javakh.png&lt;br /&gt;
| alttext           = Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter.&lt;br /&gt;
&lt;br /&gt;
| full_name         = Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter.&lt;br /&gt;
| race              = Provakh&lt;br /&gt;
| gender              = Male&lt;br /&gt;
| orientation              = &lt;br /&gt;
| age              = 32&lt;br /&gt;
| date_of_birth              = 6.V.460&lt;br /&gt;
| country_of_origin              = Varstad&lt;br /&gt;
| hair_color              = None&lt;br /&gt;
| eye_color              = White&lt;br /&gt;
| height              = 8’ (244cm)&lt;br /&gt;
| weight              = 650lbs (295kg)&lt;br /&gt;
| aliases              = BIG.&lt;br /&gt;
| religion              = Stonefather/Ancestor worship&lt;br /&gt;
| creed              = “Today you, tomorrow me.”&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Blacksmith, adventurer&lt;br /&gt;
| income              = Well off&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = Alex&lt;br /&gt;
}}&lt;br /&gt;
=Biography=&lt;br /&gt;
Javakh (formally: &#039;;Javakh, Flametender of Vanakanathi, born free of Irakhli on the wild peaks of Varstad, brother to Khetevan the Bowcutter&#039;;) was born in the cold and unforgiving territory of the Varstad mountains to the Vanakanathi tribe, a close-knit group of provakh with a strength of about three dozen. He learned quickly and distinguished himself among his hearth-brethren as a proficient hunter and an enthusiastic warrior. &lt;br /&gt;
&lt;br /&gt;
As a young man he apprenticed at the Furnace of Keth, a dwarven city deep in the heart of Varstad&#039;;s mountain ranges. The Furnace is a small work settlement, home to some of the Varstadi dwarves&#039;; most talented smiths and is notable for being located outside rather than underground. During a particularly harsh blizzard, Javakh kept the Furnace lit for three days without food or rest, ensuring the survival of the settlement by providing them with heat. His final work was to forge his hammer, which he carries with him to this day. &lt;br /&gt;
&lt;br /&gt;
Upon his return to his tribe, he was named Flametender. His experience with the dwarves of the Furnace shaped his view of the small people, and he has looked favorably upon dwarves ever since. &lt;br /&gt;
&lt;br /&gt;
Some time in 485 or 486, his tribe was struck by a calamity, the nature of which is unknown, as he doesn&#039;;t speak of it. He set out from Varstad, surviving many days alone, and made his way south to make a new name for himself. It was then that he found his way to Drache and under Juste Guiscard’s employ and apprenticeship.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Javakh often cultivates the image of the large, ponderous, simple barbarian. He is no great genius, being of modest intelligence, but understands that underestimation by the small folk (a term he uses for anyone smaller than himself) can be advantageous. He is a calm and gregarious individual most times with a tremendous appetite for food, drink, and good company.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Javakh stands eight feet tall. He is extremely thickly muscled and weighs well over 650 pounds. He is bald and has white eyes. His skin is grey and banded in thick black tattoos from the crown of his head to the soles of his feet, including his face, neck, and hands. Stony protrusions might be seen about his brow, knuckles, shoulders, elbows, and forearms. The ones in his knuckles have a few rare earth gems set in them. &lt;br /&gt;
&lt;br /&gt;
His clothing generally consists of thick-soled, steel-reinforced boots, dark purple pants of a sturdy canvas material, a leather and fur faulds that reach his knees. A belt with a stylized demon skull holds a few pouches, a knife, and two carved drinking horns, one of ivory, one of crystal. The golden image of the skull is worked into a codpiece of blackened scale recovered from the corpse of Drogyoldiiv the Magma Wyrm.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Being a provakh, Javakh benefits from the legendary endurance and resilience of his people. Cold weather and low oxygen from high altitudes seem to have no effect on him. He is a capable warrior, having received significant martial training in his herd. These abilities were refined over the course of several years during his apprenticeship to Juste Guiscard, who trained him in several martial arts techniques tailored to his size, strength, and proclivities.&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
Javakh grew up in a nomadic provakh herd, and as such he was required to learn a great many mundane skills. He is well versed in most wilderness survival techniques, including basic first aid. As a blacksmith, he is a master of his craft, capable of fabricating just about anything with enough time and materials.&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Javakh possesses no innate magical ability, but is able to utilize certain techniques taught to him by Guiscard in the crafting of various magical items. These techniques typically require rare reagents, complicated rituals, and other esoteric things. With the benefit of Guiscard’s martial arts training, Javakh is capable of some physical feats that border on the magical, such as falling from great heights without suffering injury, catching arrows in flight, and leaping great distances.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
His hammer is about six feet from the end of the shaft to the tip of the head. The head, two and a half feet long, has four pyramidal striking points at the front and a large, obsessively sharpened spike on the back. Enchantments upon the hammer provide it with the additional capacity to generate strong electrical currents, shatter inanimate objects, and to be impossible to wield by anyone but himself.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Javakh’s body is his armor: he boasts the physical resilience common among provakh.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Javakh is normally seen carrying two carved drinking horns (one of ivory, one of crystal), a few pouches, a simple utility knife, and a blackened scale codpiece fashioned from the scales of Drogyoldiiv the Magma Wyrm.&lt;br /&gt;
&lt;br /&gt;
=Goals=&lt;br /&gt;
Having returned to Drache after completing a pilgrimage, Javakh seeks to reopen the smithy business, working alone after Guiscard’s retirement. He will, as always, continue to seek adventure wherever he can find it.&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:AstriDoloresReverie1.png&amp;diff=11041</id>
		<title>File:AstriDoloresReverie1.png</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:AstriDoloresReverie1.png&amp;diff=11041"/>
		<updated>2022-05-02T17:53:52Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: &lt;/p&gt;
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	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Astri_Reverie&amp;diff=11040</id>
		<title>Astri Reverie</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Astri_Reverie&amp;diff=11040"/>
		<updated>2022-05-02T17:53:21Z</updated>

		<summary type="html">&lt;p&gt;Nymphetamine: Created page with &amp;quot;{{Infobox Sheet | name              = Astri Reverie | picfile           = AstriDoloresReverie1.png | alttext           = Astri Dolores Reverie  | full_name         = Astri Dolores Reverie | race              = Gulanadur/Tiefling hybrid | gender              = Female | orientation              =  | age              =  | date_of_birth              = 17. II. 485 | country_of_origin              = Arangoth | hair_color              = Obsidian | eye_color              = Rose...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Sheet&lt;br /&gt;
| name              = Astri Reverie&lt;br /&gt;
| picfile           = AstriDoloresReverie1.png&lt;br /&gt;
| alttext           = Astri Dolores Reverie&lt;br /&gt;
&lt;br /&gt;
| full_name         = Astri Dolores Reverie&lt;br /&gt;
| race              = Gulanadur/Tiefling hybrid&lt;br /&gt;
| gender              = Female&lt;br /&gt;
| orientation              = &lt;br /&gt;
| age              = &lt;br /&gt;
| date_of_birth              = 17. II. 485&lt;br /&gt;
| country_of_origin              = Arangoth&lt;br /&gt;
| hair_color              = Obsidian&lt;br /&gt;
| eye_color              = Rose pink&lt;br /&gt;
| height              = 5’8”&lt;br /&gt;
| weight              = 134 lbs&lt;br /&gt;
| aliases              = Rev, Darkling&lt;br /&gt;
| religion              = None, thus far&lt;br /&gt;
| creed              = Gaiety and Curiosity&lt;br /&gt;
| alignment              = &lt;br /&gt;
| occupation              = Sorceress/Traveler&lt;br /&gt;
| income              = Quite alright&lt;br /&gt;
| marital_status              = Single&lt;br /&gt;
| player              = ✦✦Dyna✦✦#5946&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
Astri was born and raised by both parents in a comfortable and stable lifestyle until her middle childhood. Her father was a scholar and alchemist, and her mother was a necromancer. Astri was cared for and cherished among her parents, and was their top priority. They had plans to grow her into someone very skillful and powerful and even have a high standing. Devoting their time and resources to ensure she would be the best that she could be, and better they were careful not to allow her outside the home and had at least one parent present in their dwelling. &lt;br /&gt;
&lt;br /&gt;
One night Astri was beckoned by a little creature that sparkled and resembled a friendly fairy. She followed it without question and found herself venturing out of the home. While Astri planned to capture the fairy and show it to her parents, she went past their home boundaries and the magical barrier was ineffective. Right, when she thought she caught the creature she was kidnapped by a witch. Astri&lt;br /&gt;
&lt;br /&gt;
While the witch planned to sacrifice the child, partly because she was partly insane and felt that the child would be a great offering, she also wanted to know if there was to be anything promising if she were to run a few experiments. The time spent with the witch was only a few months as Astris&#039;; living status was based on moon phases. She was confined to a cellar and given the bare minimum of necessities. While Astri hated her time here she quickly grew out of her fearful state of the witch and would rebel as often as she could. Her cries for returning to her parents were replaced with hostility whenever the witch was close by.&lt;br /&gt;
&lt;br /&gt;
Astri eventually escaped with the help of an eight-legged friend and was able to leave when the witch was away. Finally free, the young Astri did not know her way back to her family. Lost, angry, and confused she lived in the wilds and tried to make friends with the wildlife there. Learning through trial and error she followed her gut feeling and took after some of the animals after watching them. She was temporarily raised by a large cat before it moved on.&lt;br /&gt;
&lt;br /&gt;
Sometime later a member from a passing caravan decided to try and take in the lost child. Weary of the woman that found her by the creek and followed her, Astri tried to throw her off the trail. In time she saw that the woman did not mean any harm and left her food and a quilt over the days. On the last day of the camping trip, Astri reluctantly followed the woman back when offered a better home.&lt;br /&gt;
&lt;br /&gt;
She was soon adopted by one of the members of the caravans, after getting approval from the group. Taken into the family of different backgrounds, everyone eventually warmed up to the child and helped care for her. Astri was the youngest, and only child of the group, so she was considered to be everyone&#039;;s daughter and was raised like one. While the group took turns helping, Astri learned a bit of something from everyone. Most of her childhood was spent traveling and helping around. Thanks to the frequent travels and not staying in a single place too long, there was plenty of time to explore and learn. They would teach her various things to both help her find where their talent was and how to be self-sufficient. With the time between things, Astri was taught how to craft and sew, which her passion for making accessories and costumes came to place, especially when traveling to wealthy areas. She loved the fabric and designs, and how shiny things seemed to be, however, she wanted to be grander. Able to keep her place and be a very valuable member she had earned the nickname, Darkling from the family, and Licorne as her stage name. &lt;br /&gt;
&lt;br /&gt;
Her average day would range from helping with minor tasks, to her daily lessons. A performance or scheme might be planned to take a part in and off to the market they would go for most of their coin earning. The leader would train her for social interactions along with the others. They did not want her to trust anyone and everyone so they advised her to be cautious of those around her. As she got older she held more responsibility. She would become a medic for the group, hunter, look out, and an offense to overcome any problems the family and her would face. Growing up with the caravan always brought adventure and never a dull moment to her life. Even with constantly moving along, and the many camping trips they have had, there was a luxury of spending time under the stars along with other things. The past chef would give her some recipes that he had learned as a personal cook for a wealthy family, and often make her snacks wherever they went to an inn. The twin rogue siblings would venture out and ‘collect’ things for her from upper class neighborhoods and gift her trinkets, rich fabric to fashionable gowns. When she later met a strange man who wanted to join the caravan, she hated his guts. He wasn’t as young as she was when taken in, but he was a smart mouthed lad who seemed to always like agitated her, even when she ignored him, and even then he followed her around. Astri questioned the leader about how they were to be wary of outsiders, but she felt that his heart had softened with the years she had spent with the group.&lt;br /&gt;
&lt;br /&gt;
On another caravan trip, though unknowingly her last, She couldn’t quite tell but there was something bad going to happen.. She always felt suspicious of the newcomer and tried to keep him in her sights. She was determined and eager to catch him acting up to get rid of him, with or without the caravan&#039;;s permission. The routines had stayed the same and everyone was accounted for retired for the night. While it was not her turn to take watch she went to sleep uneasily after they spent time selling wares and were packed for moving onward once the morning sun appeared.&lt;br /&gt;
&lt;br /&gt;
At the dead of night the caravan was forced to disband from an ambush, Astri was unable to meet up with the others after fleeing so she hid off into the woods. She knew everything was destroyed and ruined so there wasn’t anything worth recovering. While she tried to find the fellow caravan members, she was unsuccessful and some days later was captured. It turned out that someone from the caravan had turned against the others and was swindled by the promise of wealth, which Astri overheard. There was not much detail to know who was the traitor was, but Astri already knew her suspensions were correct.&lt;br /&gt;
&lt;br /&gt;
Finding herself in the presence of a familiar pair of faces, The strange person and the witch from her childhood, she was furious. while some of the caravan were held as hostages, Astri went into a panic. The witch finally found her whereabouts and was going to carry on with the sacrifice as planned many years ago. The strange man was nothing but a hollow puppet made by the witch.&lt;br /&gt;
&lt;br /&gt;
Astri refused to go down easily and swiped the dagger out from the witch&#039;;s hand and almost had her horn taken in the process, when she freed herself and went to save those who remained in her family. Quick enough to temporarily blind the witch and puppet she saved the others, though sadly once they were freed a spell that was placed on them caused their demise. Full of anguish she lashed out at the witch and managed to critically injure her, and once the witch was gone the puppet was also.&lt;br /&gt;
&lt;br /&gt;
Paying her last respects she buried her family and then set out to live the rest of her life, she had to move on.&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
Astri is generally a reserved and aloof individual who sticks to her own private agenda. She is bold, relentless, and stubborn, though very fond of arts. She tends to come off as monotone or snooty, and sometimes just a plain hassle to get to know with her little talk. She prefers to keep people at a distance and would prefer if others did the same.&lt;br /&gt;
&lt;br /&gt;
Her core values lay in talents and elegance, which she can be quite vain about appearances and how well-rounded she can be. Failure is not a word in her dictionary and thanks to her stubborn nature she always looks for ways to overcome any obstacle and has a no bs attitude when she wants something. At the end of the day, Astri can be counted on to get the job done, assuming there&#039;;s something in return, and if not she tries to have the last laugh.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
Astri stands at 5’8” and has an athletic and lean build. Her most notable features would be her unicorn-like tail, a single horn on her head, and hooves. On a closer look, she has sharp fangs and slightly holographic skin under different lights. She gets some of her complexion from her father, though has most of her mother’s features.&lt;br /&gt;
&lt;br /&gt;
=Abilities &amp;amp; Skills=&lt;br /&gt;
&lt;br /&gt;
==Physical Abilities==&lt;br /&gt;
Talking to various animals, from farm animals to common wildlife&lt;br /&gt;
&lt;br /&gt;
==Mundane Skills==&lt;br /&gt;
She is skilled in singing, storytelling, needlework, dart throwing, hunting, playing the lyre, and dabbles in cooking&lt;br /&gt;
&lt;br /&gt;
==Magic Skills==&lt;br /&gt;
Enchanting- Items and certain people can be affected. Items may have a resistance to an element or be more durable but not for extended use. For people or animals moods may be influenced or change, like sad to happy, and foe to ally.&lt;br /&gt;
&lt;br /&gt;
Shapeshifting- Astri may change herself to look like a different person, though stays at her true height and weight. If not taking the form of a humanoid she can appear to be a creature that would be closest to her mass.&lt;br /&gt;
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Psychic- Emotional manipulation, and making someone temporarily forget something. Can also be used to withdraw information from a person&#039;;s thoughts. Limited and does not work against the mindless, and requires focus on the target.&lt;br /&gt;
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Healing- Able to heal small cuts or scratches, to certain sickness, but not diseases. Unable to heal life-threatening amputations or fatal wounds that have a significant amount of blood loss.&lt;br /&gt;
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Light magic- Astri is able to create light to help see, or temporarily blind. The light ranges in form, like a small dim orb in the palm of the hand to a staff-like beam with bright light. Signals can be made and small shocks from direct contact, though does not reach levels of being fatal.&lt;br /&gt;
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Illusion-Changing items into something they are not. A deceitful spell. A pile of rocks may be coins, while a home may look like it’s on fire. The more advanced the spell, the more draining it can be, especially with the type of senses involved.&lt;br /&gt;
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=Equipment=&lt;br /&gt;
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==Weapons==&lt;br /&gt;
Sword Cane&lt;br /&gt;
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Hunting bow&lt;br /&gt;
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==Armor==&lt;br /&gt;
Claws and horn&lt;br /&gt;
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Leg guards, even if they look more decorative than protective&lt;br /&gt;
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==Tools==&lt;br /&gt;
Lock picks- Having spares seems like a must&lt;br /&gt;
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Bundle of herbs/spices- peppermint, Chamomile, cinnamon, sage, lavender(used mainly for making her incense)&lt;br /&gt;
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=Goals=&lt;br /&gt;
Astri mainly wants to travel and explore places, and possibly become a well-known tailor, but ultimately wants to live her life to the fullest&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Nymphetamine</name></author>
	</entry>
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