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		<title>History of Elluria</title>
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		<summary type="html">&lt;p&gt;Stygian: /* 471 (1001 ER) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of [[Tollor]], [[Elluria]], [[Emil]], [[Sevule]], and [[El-Ekki]] do not use the [[Arangothian Calendar]]. The great Ellurian hero Kel Ellure decreed that dates would be reckoned from the year of [[Ellurian Religion|Gitaro&#039;s revelation]] to Polar. Dates before this year are usually noted as BG, or &amp;quot;Before Gitaro&#039;s Revelation.&amp;quot; Tagran founded the city of Tagrana in Arangoth in the year 530 by Ellurian reckoning. The year 470 in Arangoth was the year 1000 in the Southlands. For clarity, dates given are by the Arangothian calendar, with Ellurian dates in parentheses.&lt;br /&gt;
&lt;br /&gt;
=The Beginnings= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2280 BT - 755 BT (1750 BG - 225 BG in Ellurian Reckoning)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What is known today as the Southland Peninsula was at first inhabited by numerous tribes of barbaric peoples. These peoples lived in mud huts and lived from hunting and fishing until the city of Dol was erected around 2280 BT (1750 BG) in the valley of the Rainbow River near the site where Lueril (which would later be renamed Kelsville) would be built in 245 BT (285 AG).  The people of Dol were called Dolluthians, and they built several cities around the Rainbow River valley, which were governed as independent city-states.  &lt;br /&gt;
&lt;br /&gt;
The Dolluthians lived a relatively peaceful life until a mass migration by a people known as the Loquites around 1915 BT (1385 BG). The Loquites overran the Dolluthian cities, but were promptly driven out. The Dolluthians conquered the Loquites after several years of bloody warfare, and subjected them to slavery and servitude. The Dolluthians led a  peaceful life once again until 1553 BT (1023 BG), when they were conquered by the Harons, a barbaric people from what is now  Emil, who had somehow managed to develop the processing of iron ore.  The Harons destroyed much of the Dolluthian civilization.&lt;br /&gt;
&lt;br /&gt;
The Haron Empire lasted only until 1540 BT (1010 BG), and it crumbled into several small kingdoms with a variety of Dolluthian influence. The Dolluthians managed to rebel against the Harons and destroy them after a very bloody war in 1512 BT (982 BG), but the survivors were too few in number to rebuild their civilization, and they scattered to various other places, possibly to what is now Sevule and El-Ekki. The region went through a dark age until 1005 BT (475 BG), when the Teldanari settled in a city called Jorafel. The Teldanari traded with the barbarian descendants of the Dolluthians and Loquites, whom they named the Tollor peoples. These Tollor peoples rose up against their Teldanari neighbors in 938 BT (408 BG) and drove them out of Jorafel, which they renamed Tollor. The city of Tollor thrived peacefully until 755 BT (225 BG), when the Aslarian Empire conquered all of the Southlands.&lt;br /&gt;
&lt;br /&gt;
=Under the Aslarian Empire= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;755 BT - 198 BT (225 BG - 332 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Aslarians introduced the Tollorians--as well as some of the undeveloped peoples of the Southland Peninsula including the J&#039;Lontz and the Emilians--to the methods large scale agriculture and used their city of Tollor (which they renamed New Rispith) as an outpost for trading the region&#039;s vast wealth of grain and lumber. They built the cities of Norlin and Garusk in 658 BT (128 BG) and 645 BT (115 BG) as trading centers to the far away lands of Arangoth and Vallaria. The port city of Pearl (which was later renamed Ellure) was established in 475 BT (55 BG), and thrived as not only a port for Aslarian trade, but a cultural and artistic shrine of the area. The Aslarians taught the Tollorians the use of their alphabet with their Tollorian language instead of the archaic Teldanari hieroglyphs they had been using. The Aslarians also made sure to keep the various tribes of the region separate. In the year 530 BT (1 ER), a poor farmer named Polar had a vision that led him to the island of [[El-Ekki]] to receive a [[Ellurian Religion|revelation from the gods]], which was the origin of El-Ekki&#039;s importance as a sacred place to the Tollorians. &lt;br /&gt;
&lt;br /&gt;
While the Aslarians had ruled with a relatively light hand for centuries, their policies began to change under the influence of a new cabal of Viziers that took power in the 204 BT (326 ER). They enacted policies to mandate the use of the Aslarian language for all public business and commerce, and suppress the native religion in favor of Munism. These policies were deeply unpopular and sparked an uprising. The Aslarians were finally overthrown by the Tollorian people led by the legendary Kel Ellure in 198 BT (332 ER). Tollorians commemorate their liberation on the 21st day of Second Seed, the day that Kel Ellure&#039;s army captured the Tollorian capital. Over the next year and a half, Kel Ellure&#039;s army swelled as more people flocked to her banner, and she pushed the Aslarians back to the great fortress of Dashlirak. Though she wished to destroy the Aslarian fortifications lurking on the doorstep of her fledgeling nation, the siege became too costly to maintain and she was forced to admit defeat for the first time and abandon Dashlirak and return to Tollor City.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Kel Ellure=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;196 BT - 135 BT (334 - 395 ER)&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Kel Ellure was crowned Queen of Tollor in 196 BT (334 ER), and became an icon of the Tollorian people. She declared that the Tollorian Kingdom&#039;s boundaries were to the sea at the west and south, to the mountains at the east, and to the Northland forest to the north. Kel Ellure was a spiritual leader as well as military leader to her people, and dated the new Tollorian calendar from the year of Gitaro&#039;s revelation to Polar rather than the year of her birth or coronation. She declared nine days of thanksgiving to the gods following her coronation and made a pilgrimage to the island of El-Ekki, which became the foundations of the Del-Ot festival. Kel Ellure was not only a female ruler in a patriarchal society, but a legendary figure loved by the entire nation. Many traditional proverbs and popular songs were attributed to Kel Ellure&#039;s authorship. The neighboring Allarian people so loved the Great Kel Ellure that they soon were known as &#039;Ellurians&#039;, and their cities of Lueril and Pearl were renamed Kelsville and Ellure respectively. Her reign was a peaceful one, with only a brief border dispute with the Kingdom of [[Emil]] in 143 BT (387 ER). There was a massive funeral in Tollor City upon her death in 135 BT (395 ER). Stories of her adventures are still told in many different lands to this day.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Jeon Ellure= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;135 BT - 118 BT (395 - 412 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure was the only child of Kel Ellure and was crowned king after her death. He was by no means a great leader like his mother. His poor diplomatic policies lead to a war with Emil from 126 BT (404 ER) to 123 BT (407 ER). Tollor was forced to surrender after many costly battles, and Emil took control of the city of Garusk. Jeon was always overshadowed by the memory of his great mother, and eventually he committed suicide by hanging himself with his bed sheets in 118 BT (412 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Golden Age= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 BT - 82 AR (412 - 612 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure left three sons and one daughter after his death, and his eldest son Lucus succeeded to the throne. Upon his death, his son Dachard became the new king of Tollor. The reign of Dachard I, his son Alvin, Alvin&#039;s grandson Dachard II were peaceful and prosperous. Following Dachard II was the boy king Regari Ellure who was crowned in the year 82 (612 ER), but several days later he was thrown from the palace tower.&lt;br /&gt;
&lt;br /&gt;
=The Rise of the House of Vilgren and the Elluria Campaign= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 - 91 (612-621 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The Vilgren Family of Norlin, led by Lord Treshire Vilgren, claimed the Tollorian throne after the death of King Regari, who left no heirs. The Sor Family of Ellure disputed this openly, and the provinces of East and West Elluria declared themselves an independent kingdom in 86 (616 ER). The Vilgren&#039;s army attempted to seize Elluria and take it back into Tollorian control, but the Ellurians, aided by the Emilians, fought back, and a very bloody war raged through the Southland until the Tollorian army&#039;s final triumph in the year 91 (621 ER). The Tollorians reclaimed the city of Garusk as their own.     &lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire Vilgren I and the &amp;quot;Dark Age&amp;quot;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;91 - 147 (621-677 ER)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the victory over the Ellurians and Emilians, King Treshire I instated the Rules of Conduct, a list of elaborate laws and protocol. The purpose behind these laws was to control the people, and it gave unrestricted power to the throne. King Treshire I also dissolved the High Council, which he claimed to be against the word of the god Nyl. The High Council fled to the Northland Province and remained under the protection of the J&#039;Lontz giants. King Treshire I was infuriated, and he sent his Royal Guard to find the Council members, but none of the guards returned. Treshire I responded by ordering a siege of the Northland forest, thus preventing food and supplies from reaching the people of the Northland.&lt;br /&gt;
&lt;br /&gt;
The Emilians decided that this would be an opportune time to retake Garusk in 115 (645 ER). This resulted in another bloody conflict called the Rat War, which eventually ended with an Emilian surrender in 116 (646 ER). King Treshire I declared any &amp;quot;anti-Tollorian&amp;quot; peoples to be enemies of the state, and that any Ellurian, Emilian, and J&#039;Lontz that infringed upon any of the Rules of Conduct be put to death. This resulted in the execution of thousands of people between the years between 116 and 147 (646 and 677 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Winthorpe Vilgren I= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;147 - 199 (677 - 729 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A rise in the Tollorian population led to famine and plague, and as Winthorpe I took the throne, the peasants were already restless. Winthorpe I devised a plan to keep their hatred focused otherwise.  He separated the Ellurian and Tollorian villages and circulated rumors that one people were trying to overthrow the other.  This was the beginning of a hatred that would last over two hundred years. Winthorpe I did, however, sign a peace treaty with the J&#039;Lontz in 179 (709 ER) which stated that he would cease the violence against the J&#039;Lontz tribe if they would resume paying taxes to the Tollorian government. This turned out to be more than the essentially poor J&#039;Lontz could pay, and the Tollorian Army attacked the J&#039;Lontzek stronghold in 181 (711 ER). The battle lasted for 17 days, and a horrifying number of J&#039;Lontz civilians were slaughtered. The Tollorians marched into J&#039;Lontzek to find it empty.  The puzzled army marched back toward Tollor City, and they were annihilated along the J&#039;Lontzek Trail. This was a day to live in infamy as far as the Tollorians were concerned, and it was later known as the Massacre at the J&#039;Lontzek Trail. However, the number of women and children killed during the previous battle outnumbered those Tollorian soldiers lost in the &#039;massacre&#039; five to one. Winthorpe I caught a terrible case of Leturian fever in 199 (729 ER) and became incapacitated. His 17-year-old wife (and cousin) Talya took over his duties as ruler of Tollor.&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Talya Vilgren and the Penede War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;199 - 270 (729-800 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When Talya Vilgren was crowned Queen of Tollor, she was its first woman ruler since Kel Ellure, and the people suddenly became optimistic. Talya was still a Vilgren, however, and she maintained Winthorpe I&#039;s policy of dividing the Tollorian and Ellurian peoples. Some argue that she was the most progress-oriented Vilgren leader.  She oversaw the building of many roads and bridges throughout Tollor, almost all of which are still around to this day. The Emilians came to see the exceptionally long rule of a woman on the throne as a weakness of the Tollorian people, however, and they attacked the city of Garusk in the year 270 (800 ER). They were repelled by the Tollorians who, along with the support of the Kingdom of Tyranor, descended upon Emil and seized the city of Locand. The Emilians surrendered after 3 months of war. Queen Talya never knew about the Tollorian victory, however. She died in her sleep the morning of the Emilian surrender.&lt;br /&gt;
&lt;br /&gt;
=The Silver Age=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;270 - 309 (800 - 839 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Queen Talya&#039;s grandson was crowned King Treshire II in the year 270 (800 ER). With the Emilian Kingdom defeated, King Treshire II married a Tyranori princess to reinforce the alliance between the two kingdoms. The Tollorians and Tyranori had the south seas to themselves. King Treshire II ordered the building of naval bases in Sevule and El-Ekki in 273 (803 ER) which was used by the two kingdoms to guard their trading routes against pirates. Business boomed in Green Hills and Tollor City. &amp;quot;Half the world&#039;s grain is grown in but a portion of this small kingdom,&amp;quot; wrote a visiting ambassador. The times were not as grand for the Ellurian and Sevulian peoples, who depended on fishing as the staple of their economy. The new safety of the southern waters promoted over-fishing, and soon there was no fish to be found. The Sevulians revolted in 307 (837 ER). There was a series of battles in which both sides took heavy losses, and the Tollorians finally withdrew from Y&#039;Kiomi in 309 (839 ER).&lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire III= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;309 - 314 (839-844 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Of all the Vilgren rulers King Treshire III was the most well-liked by the Tollorian peasantry. He was a charismatic, adventurous man and an excellent public speaker. His addresses to the Tollorian people were legendary, and his contributions to charity were unmatched. He granted El-Ekki its independence in  313 (843 ER). When Brackish invaders attacked Norlin, Treshire III insisted that he fight against them, despite the advice of his royal court. He was killed in battle in 314 (844 ER).&lt;br /&gt;
&lt;br /&gt;
=The Brackish War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;314 - 319 (844-849 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
No one really knew who the Bracks really were, aside from the fact that they were migrant barbarians that had come across the south sea by ship. They viciously attacked the port city of Norlin, paying no attention to the etiquette of warfare. They seized control of the city in 315 (845 ER), and took Kelsville in 316 (846 ER). They were driven out of Kelsville in the same year, however, and expelled from Norlin in 318 (848 ER). By 319 (849 ER), the Tollorian and Tyranori navies, though weakened considerably, had driven away the Brackish savages.&lt;br /&gt;
&lt;br /&gt;
=Recent History=&lt;br /&gt;
&lt;br /&gt;
In the year 374 (904 ER), the J&#039;Lontz giants of the Northland declared their independence from Tollor. The Tollorian crown did not recognize their independence, but made little effort to exert control over the territory. &lt;br /&gt;
&lt;br /&gt;
In the year 462 (992 ER), Winthorpe Vilgren was crowned King Winthorpe II of Tollor. In 466 (996 ER), Tollor and Emil again battle each other in a conflict called the War of the Hordes. This short and indecisive conflict further inflamed the tensions between the Tollorian northern provinces and Ellurian southern provinces.&lt;br /&gt;
&lt;br /&gt;
==Tollorian Civil War== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Also known as The Griffon War) 466-467 (996-997 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The southern provinces of Tollor rebelled under the harsh rule of Winthorpe II. Imperialists under King Winthorpe fought the Loyalists under Sir Charles Ruflin. Winthorpe enlisted aid of Griffons from [[Griffon&#039;s Aerie]], but he was defeated at the battle of Potter&#039;s Hill. Sir Charles enlisted the aid of the peoples of the Northland, and a contingent of elven archers and J&#039;Lontz giants countered the griffon assault. Winthorpe went into exile on [[El-Ekki]], where he died not long after. The the capital of Tollor City was renamed as Ruflin City. Sir Ruflin was proclaimed as a hero of the kingdom, but he retired from public life after the war and declined to take a seat on the newly formed High Council. A High Council of nobles ruled briefly, but tensions between the Tollorian northern provinces and Ellurian southern provinces almost led to another war. The Province of West Elluria threatened to secede, and the young Sir Eldryn Ruflin, adopted Son of Sir Charles, impressed many with his eloquent oratory and skillful mediation of the crisis. The High Council offered Sir Eldryn the crown, and he became Eldryn I, King of the Tollorian and Ellurian peoples. In Last Seed of 467 (997 ER) King Eldrich of the nearby kingdom of [[Emil]] died, leaving his lands to his only child, the fourteen-year-old Laravel of Marland. Eldryn wed Laravel to join the Tollorian and Emilian kingdoms for the first time ever. The new Pan-Ellurian kingdom was known simply as Elluria.&lt;br /&gt;
&lt;br /&gt;
==The Tyranori War==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;467-468 (997-998 ER)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A military coup in Tyranor shifted the balance of power to the mad and occasionally demonic General Redsword, who immediately began to build his Dark Army. He attacked [[Teldanar]], the long-time enemy of Tyranor, and took the Teldanari completely by suprise. Within a few days Queen Lieshazionne was thrown into a prison in Yorklawn. The Dark Army then conquered [[Bahr]], and sent an ultimatum to King Eldryn demanding that he surrender or be destroyed. A powerful Tyranori force in the east soon defeated the Emilians, taking the cities of Arausch, Locand, and Marland within a matter of days. The Emilian army scattered and retreated to Lachstan. King Eldryn dispatched troops under Sir Roger Dulrin to Locand to begin the grim task of taking back Emil. Sir Charles Ruflin took command of a second force to relieve Lachstan, and then marched toward Arausch with a mix of Ellurian and Emilian forces. With victories at Arausch and Pine Marsh, the Ellurians were able to descend on the remaining Tyranori position at Marland. Redsword, outnumbered three to one, retreated back to Tyranor, where his forces were pinned against Akulek Ridge by a combined Ellurian-Teldanari force. Redsword&#039;s troops finally turned against their commander and forced his surrender. He was sentenced to death by the victorious allied forces, and his last words before being hanged were an ominous vow to reuturn. Tyranor was divided up between the victorious countries and ceased to exist as an independent kingdom. Those rebellous elements of the Tyranori who could not stand the yoke of their conquerors fled, many to goblinoid Bahr.&lt;br /&gt;
&lt;br /&gt;
==The Southland War==&lt;br /&gt;
&lt;br /&gt;
===468 (998 ER)===&lt;br /&gt;
King Eldryn drowned in the Rainbow River in a tragic accident. The Green Hills Plague erupted in Second Seed of 468 (998 ER), decimating the fertile farmlands of East Elluria. Without sufficient manpower to tend to the year&#039;s crop, there was a poor harvest. This led to famine and riots in the autumn and winter months which the young Queen Laravel was ill-equipped to deal with. She issued a plea to neighboring countries to come to the aid of her starving people, which some interpreted as a sign of the Queen&#039;s weakness. Central authority in Elluria began to unravel as nobles started setting themselves up as local warlords, especially in the northern parts of the kingdom that had been the base of the deposed Vilgren dynasty&#039;s Imperialist supporters. Some Tollorian nobles referred to Laravel as the Dark Queen and resisted efforts to re-assert royal authority.&lt;br /&gt;
&lt;br /&gt;
===469 (999 ER)=== &lt;br /&gt;
A Tollorian noble named Lord Ciroj attempted to destablize Queen Laravel&#039;s regime in order to make a bid for a throne. He sent ships flying the Ellurian royal colors to make an unprovoked attack by an the Aslarian port of Selrose Bay, burning much of the city to the ground. He also sent a unit of mercenaries to conduct raids along the Ellurian border with Aslar, falsely carrying Aslarian banners. Aslar declared war upon Elluria, and the Ellurian Royal Dragoons under the command of the grizzled General Andros marched north toward the Aslarian border. General Andros&#039;s forces were intercepted by a coalition of Tollorian nobles led by Sir Ekkelrin Maltenel who believed that the threat of war was overblown, and feared that the army&#039;s true objective was to subdue the Tollorians. They refused to grant the troops passage through their lands without concessions from the Queen. Neither side was eager to shed Ellurian blood however, and the two sides came to terms after Sir Ekkelrin was convinced of the Aslarian declaration of war. Drachean Dizzy &#039;Tashli&#039; Longtongue, a kender, was still King of Aslar by lottery but was due to be sacrificed in a few months to make way for the randomly chosen successor. Aslar was considered the more powerful nation, but had not been at war for two centuries, while most Ellurians were well-blooded from several recent wars. Aslar made extensive use of mercenaries in the early stages of the war while their slow and ponderous war machine mobilized. The famous Aslarian scholar, artist, and author Dhakus Maribagh led the Aslarian army as the King&#039;s Supreme Arms-Vizier. Arangoth, Teldanar and most other countries declared themselves neutral, but the Korthai Pirates joined with Aslar and began sinking Ellurian ships.&lt;br /&gt;
&lt;br /&gt;
On the 21st day of Second Seed of 469 (999 ER), Aslarian forces conquered the Ellurian city of Dulsi on the anniversary of Kel Ellure&#039;s victory over the Aslarians six and a half centuries earlier. Lord Ciroj, the city&#039;s defender, was unaccounted for after the battle. It is not known whether he was slain during the sack of the city, or whether he fled into exile. The following month, Queen Laravel succumbed to the Green Hills plague and died. The High Council elected Lord Cyran Eäril-Galindë of Borgeon as the new King of Elluria. The High Council of Emil ordered the Ellurian banners taken down upon Laravel&#039;s death and instead elected the deceased Queen&#039;s kinsman, Prince Dankin of the House of Eber, as King of Emil. Prince Dankin sent a chest of gold to Aslar as tribute and concluded a separate peace with the Aslarians. Sir Ekkelrin was also a candidate for the throne and took offense when Cyran was chosen instead as the new monarch. He instead negotiated with the Aslarian viziers and accepted the position as Aslarian governor of the province of West Elluria.&lt;br /&gt;
&lt;br /&gt;
At the end of the year, Aslarian King Dizzy Longtongue, unsuccessful at stopping the war, was ritually executed and a new King was chosen by lottery: an Assi &#039;savage&#039; from the Nie Valley. The new King concluded an alliance with the Assi, who began harassing Arangoth&#039;s borders, and presumably began aiding Aslar in its war effort. The alliance came to little and did not last past the year&#039;s term of the Assiman. The Assi king reneged on the deal with the Korthai, and they harassed Aslarian shipping in retribution.&lt;br /&gt;
&lt;br /&gt;
===470 (1000 ER)===&lt;br /&gt;
The Southland War continues. By 470 (1000 ER) the tide had turned seriously against the exhausted Ellurians. The Capital of Ruflin City fell to the Aslarians in Sun&#039;s Dawn, and General Andros was slain in battle. King Cyran was captured after the battle and sentenced to death, and conducted himself with dignity and bravery at his execution. Many Ellurians fled to El-Ekki, where the remnants of the Ellurian High Council created a Government in exile. Aslar seized large swaths of Ellurian territory, expelled a great number of Ellurians from their land, and plundered captured cities to compensate their army. This created a refugee crisis, and many Ellurians who were able to book passage on a ship were given refuge in Arangoth and on Myst, creating two new towns in AngelSinHorna and Vekkilmaril respectively. Those unable to flee were forcibly relocated by the Aslarian army to an area of northeastern Aslar infamous for its poor, rocky soil. The Assi King of Aslar was sacrificed to the Muns at the end of the year and replaced with another astonishing candidate, a Zul Kiran orc.&lt;br /&gt;
&lt;br /&gt;
The [[Alesian Imperium]], a nation previously unknown in Veth, arrived in Elluria from far across the Southern Sea in Hearthfire. The Ellurian Government in Exile had sent out emissaries secretly to several countries in search of military aid, and contacted the Alesians through intermediaries in Bahija. These fierce and disciplined warriors were said to have burned their boats on arrival in the Southland, sending a message that they were here to stay. The Ellurians and Alesians were also aided by the privateering Black Sheep airship and its owner, Resque Maessen. Though it was not widely known, the far-ranging Maessen was the one who put the Ellurians in contact with their saviours.&lt;br /&gt;
&lt;br /&gt;
===471 (1001 ER)=== &lt;br /&gt;
&lt;br /&gt;
The Alesians, under the leadership of General Larold Vertonthen and Prince Etaudus Paralor, inflicted a series of defeats on the Aslarians, pushing them back to the Aslarian fortress of Dashlirak. The Aslarians sued for peace and negotiated a treaty that restored the boundaries of the two countries to their original positions before the war. The treaty recreated the kingdom of Tollor from the former Tollorian province as a buffer state between Aslar and Alesian Elluria. Treshire Vilgren, son of the deposed Winthorpe II, became King Treshire V of Tollor by agreement of the Alesians and Aslarians. The provinces of East Elluria, West Elluria, the former annexed Tyranori territory, and the the Northland became the new Alesian protectorate of Elluria. The peace settlement also acknowledged Emil&#039;s independence, effectively undoing the unification of the late 460s. By this time, the Northland was firmly under the control of the Alesians as well, and is considered part of Elluria. The Alesians made overtures of friendship toward the J&#039;Lontzek giants, a marked change from the treatment they suffered under the Vilgren dynasty of Tollor. The treaty also called for the return of all displaced Ellurians from Aslar, and for all Aslarian troops still on Ellurian soil to return to Aslar.&lt;br /&gt;
&lt;br /&gt;
Aslarian troops mutinied when they heard of the terms of the peace treaty, and they captured and executed the Vizier who signed it. Dhakus Maribagh was recalled from retirement to lead troops to quell the mutiny. Upon meeting up with the mutineers, Maribagh&#039;s troops also mutinied and threatened to execute their commander if he did not join them. The mutineers seized the fortress of Dashlirak, and the Alesians laid siege to the mighty fortress that even Kel Ellure failed to conquer. Dhakus Maribagh led a breakout and escaped with most of his forces, and the Alesians demanded harsher peace terms. In the end, no treaty was officially ratified by either side due to the instability caused by the mutiny and the execution of one of the ruling Viziers, and an uneasy truce remained the status quo. Prince Etaudus Paralor, the new ruler of the Alesian protectorate state, ordered the execution of Sir Ekkelrin for treason, and put the Tollorian noble to death in gruesome fashion to serve as a lesson. Sir Ekkelrin&#039;s left limbs were chained to one cart and his right limbs to another, which were then pulled in opposite directions until he expired. &lt;br /&gt;
&lt;br /&gt;
[[Category: History]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elluria&amp;diff=7111</id>
		<title>History of Elluria</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elluria&amp;diff=7111"/>
		<updated>2016-11-22T04:39:01Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* 468 (998 ER) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of [[Tollor]], [[Elluria]], [[Emil]], [[Sevule]], and [[El-Ekki]] do not use the [[Arangothian Calendar]]. The great Ellurian hero Kel Ellure decreed that dates would be reckoned from the year of [[Ellurian Religion|Gitaro&#039;s revelation]] to Polar. Dates before this year are usually noted as BG, or &amp;quot;Before Gitaro&#039;s Revelation.&amp;quot; Tagran founded the city of Tagrana in Arangoth in the year 530 by Ellurian reckoning. The year 470 in Arangoth was the year 1000 in the Southlands. For clarity, dates given are by the Arangothian calendar, with Ellurian dates in parentheses.&lt;br /&gt;
&lt;br /&gt;
=The Beginnings= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2280 BT - 755 BT (1750 BG - 225 BG in Ellurian Reckoning)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What is known today as the Southland Peninsula was at first inhabited by numerous tribes of barbaric peoples. These peoples lived in mud huts and lived from hunting and fishing until the city of Dol was erected around 2280 BT (1750 BG) in the valley of the Rainbow River near the site where Lueril (which would later be renamed Kelsville) would be built in 245 BT (285 AG).  The people of Dol were called Dolluthians, and they built several cities around the Rainbow River valley, which were governed as independent city-states.  &lt;br /&gt;
&lt;br /&gt;
The Dolluthians lived a relatively peaceful life until a mass migration by a people known as the Loquites around 1915 BT (1385 BG). The Loquites overran the Dolluthian cities, but were promptly driven out. The Dolluthians conquered the Loquites after several years of bloody warfare, and subjected them to slavery and servitude. The Dolluthians led a  peaceful life once again until 1553 BT (1023 BG), when they were conquered by the Harons, a barbaric people from what is now  Emil, who had somehow managed to develop the processing of iron ore.  The Harons destroyed much of the Dolluthian civilization.&lt;br /&gt;
&lt;br /&gt;
The Haron Empire lasted only until 1540 BT (1010 BG), and it crumbled into several small kingdoms with a variety of Dolluthian influence. The Dolluthians managed to rebel against the Harons and destroy them after a very bloody war in 1512 BT (982 BG), but the survivors were too few in number to rebuild their civilization, and they scattered to various other places, possibly to what is now Sevule and El-Ekki. The region went through a dark age until 1005 BT (475 BG), when the Teldanari settled in a city called Jorafel. The Teldanari traded with the barbarian descendants of the Dolluthians and Loquites, whom they named the Tollor peoples. These Tollor peoples rose up against their Teldanari neighbors in 938 BT (408 BG) and drove them out of Jorafel, which they renamed Tollor. The city of Tollor thrived peacefully until 755 BT (225 BG), when the Aslarian Empire conquered all of the Southlands.&lt;br /&gt;
&lt;br /&gt;
=Under the Aslarian Empire= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;755 BT - 198 BT (225 BG - 332 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Aslarians introduced the Tollorians--as well as some of the undeveloped peoples of the Southland Peninsula including the J&#039;Lontz and the Emilians--to the methods large scale agriculture and used their city of Tollor (which they renamed New Rispith) as an outpost for trading the region&#039;s vast wealth of grain and lumber. They built the cities of Norlin and Garusk in 658 BT (128 BG) and 645 BT (115 BG) as trading centers to the far away lands of Arangoth and Vallaria. The port city of Pearl (which was later renamed Ellure) was established in 475 BT (55 BG), and thrived as not only a port for Aslarian trade, but a cultural and artistic shrine of the area. The Aslarians taught the Tollorians the use of their alphabet with their Tollorian language instead of the archaic Teldanari hieroglyphs they had been using. The Aslarians also made sure to keep the various tribes of the region separate. In the year 530 BT (1 ER), a poor farmer named Polar had a vision that led him to the island of [[El-Ekki]] to receive a [[Ellurian Religion|revelation from the gods]], which was the origin of El-Ekki&#039;s importance as a sacred place to the Tollorians. &lt;br /&gt;
&lt;br /&gt;
While the Aslarians had ruled with a relatively light hand for centuries, their policies began to change under the influence of a new cabal of Viziers that took power in the 204 BT (326 ER). They enacted policies to mandate the use of the Aslarian language for all public business and commerce, and suppress the native religion in favor of Munism. These policies were deeply unpopular and sparked an uprising. The Aslarians were finally overthrown by the Tollorian people led by the legendary Kel Ellure in 198 BT (332 ER). Tollorians commemorate their liberation on the 21st day of Second Seed, the day that Kel Ellure&#039;s army captured the Tollorian capital. Over the next year and a half, Kel Ellure&#039;s army swelled as more people flocked to her banner, and she pushed the Aslarians back to the great fortress of Dashlirak. Though she wished to destroy the Aslarian fortifications lurking on the doorstep of her fledgeling nation, the siege became too costly to maintain and she was forced to admit defeat for the first time and abandon Dashlirak and return to Tollor City.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Kel Ellure=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;196 BT - 135 BT (334 - 395 ER)&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Kel Ellure was crowned Queen of Tollor in 196 BT (334 ER), and became an icon of the Tollorian people. She declared that the Tollorian Kingdom&#039;s boundaries were to the sea at the west and south, to the mountains at the east, and to the Northland forest to the north. Kel Ellure was a spiritual leader as well as military leader to her people, and dated the new Tollorian calendar from the year of Gitaro&#039;s revelation to Polar rather than the year of her birth or coronation. She declared nine days of thanksgiving to the gods following her coronation and made a pilgrimage to the island of El-Ekki, which became the foundations of the Del-Ot festival. Kel Ellure was not only a female ruler in a patriarchal society, but a legendary figure loved by the entire nation. Many traditional proverbs and popular songs were attributed to Kel Ellure&#039;s authorship. The neighboring Allarian people so loved the Great Kel Ellure that they soon were known as &#039;Ellurians&#039;, and their cities of Lueril and Pearl were renamed Kelsville and Ellure respectively. Her reign was a peaceful one, with only a brief border dispute with the Kingdom of [[Emil]] in 143 BT (387 ER). There was a massive funeral in Tollor City upon her death in 135 BT (395 ER). Stories of her adventures are still told in many different lands to this day.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Jeon Ellure= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;135 BT - 118 BT (395 - 412 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure was the only child of Kel Ellure and was crowned king after her death. He was by no means a great leader like his mother. His poor diplomatic policies lead to a war with Emil from 126 BT (404 ER) to 123 BT (407 ER). Tollor was forced to surrender after many costly battles, and Emil took control of the city of Garusk. Jeon was always overshadowed by the memory of his great mother, and eventually he committed suicide by hanging himself with his bed sheets in 118 BT (412 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Golden Age= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 BT - 82 AR (412 - 612 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure left three sons and one daughter after his death, and his eldest son Lucus succeeded to the throne. Upon his death, his son Dachard became the new king of Tollor. The reign of Dachard I, his son Alvin, Alvin&#039;s grandson Dachard II were peaceful and prosperous. Following Dachard II was the boy king Regari Ellure who was crowned in the year 82 (612 ER), but several days later he was thrown from the palace tower.&lt;br /&gt;
&lt;br /&gt;
=The Rise of the House of Vilgren and the Elluria Campaign= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 - 91 (612-621 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The Vilgren Family of Norlin, led by Lord Treshire Vilgren, claimed the Tollorian throne after the death of King Regari, who left no heirs. The Sor Family of Ellure disputed this openly, and the provinces of East and West Elluria declared themselves an independent kingdom in 86 (616 ER). The Vilgren&#039;s army attempted to seize Elluria and take it back into Tollorian control, but the Ellurians, aided by the Emilians, fought back, and a very bloody war raged through the Southland until the Tollorian army&#039;s final triumph in the year 91 (621 ER). The Tollorians reclaimed the city of Garusk as their own.     &lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire Vilgren I and the &amp;quot;Dark Age&amp;quot;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;91 - 147 (621-677 ER)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the victory over the Ellurians and Emilians, King Treshire I instated the Rules of Conduct, a list of elaborate laws and protocol. The purpose behind these laws was to control the people, and it gave unrestricted power to the throne. King Treshire I also dissolved the High Council, which he claimed to be against the word of the god Nyl. The High Council fled to the Northland Province and remained under the protection of the J&#039;Lontz giants. King Treshire I was infuriated, and he sent his Royal Guard to find the Council members, but none of the guards returned. Treshire I responded by ordering a siege of the Northland forest, thus preventing food and supplies from reaching the people of the Northland.&lt;br /&gt;
&lt;br /&gt;
The Emilians decided that this would be an opportune time to retake Garusk in 115 (645 ER). This resulted in another bloody conflict called the Rat War, which eventually ended with an Emilian surrender in 116 (646 ER). King Treshire I declared any &amp;quot;anti-Tollorian&amp;quot; peoples to be enemies of the state, and that any Ellurian, Emilian, and J&#039;Lontz that infringed upon any of the Rules of Conduct be put to death. This resulted in the execution of thousands of people between the years between 116 and 147 (646 and 677 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Winthorpe Vilgren I= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;147 - 199 (677 - 729 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A rise in the Tollorian population led to famine and plague, and as Winthorpe I took the throne, the peasants were already restless. Winthorpe I devised a plan to keep their hatred focused otherwise.  He separated the Ellurian and Tollorian villages and circulated rumors that one people were trying to overthrow the other.  This was the beginning of a hatred that would last over two hundred years. Winthorpe I did, however, sign a peace treaty with the J&#039;Lontz in 179 (709 ER) which stated that he would cease the violence against the J&#039;Lontz tribe if they would resume paying taxes to the Tollorian government. This turned out to be more than the essentially poor J&#039;Lontz could pay, and the Tollorian Army attacked the J&#039;Lontzek stronghold in 181 (711 ER). The battle lasted for 17 days, and a horrifying number of J&#039;Lontz civilians were slaughtered. The Tollorians marched into J&#039;Lontzek to find it empty.  The puzzled army marched back toward Tollor City, and they were annihilated along the J&#039;Lontzek Trail. This was a day to live in infamy as far as the Tollorians were concerned, and it was later known as the Massacre at the J&#039;Lontzek Trail. However, the number of women and children killed during the previous battle outnumbered those Tollorian soldiers lost in the &#039;massacre&#039; five to one. Winthorpe I caught a terrible case of Leturian fever in 199 (729 ER) and became incapacitated. His 17-year-old wife (and cousin) Talya took over his duties as ruler of Tollor.&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Talya Vilgren and the Penede War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;199 - 270 (729-800 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When Talya Vilgren was crowned Queen of Tollor, she was its first woman ruler since Kel Ellure, and the people suddenly became optimistic. Talya was still a Vilgren, however, and she maintained Winthorpe I&#039;s policy of dividing the Tollorian and Ellurian peoples. Some argue that she was the most progress-oriented Vilgren leader.  She oversaw the building of many roads and bridges throughout Tollor, almost all of which are still around to this day. The Emilians came to see the exceptionally long rule of a woman on the throne as a weakness of the Tollorian people, however, and they attacked the city of Garusk in the year 270 (800 ER). They were repelled by the Tollorians who, along with the support of the Kingdom of Tyranor, descended upon Emil and seized the city of Locand. The Emilians surrendered after 3 months of war. Queen Talya never knew about the Tollorian victory, however. She died in her sleep the morning of the Emilian surrender.&lt;br /&gt;
&lt;br /&gt;
=The Silver Age=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;270 - 309 (800 - 839 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Queen Talya&#039;s grandson was crowned King Treshire II in the year 270 (800 ER). With the Emilian Kingdom defeated, King Treshire II married a Tyranori princess to reinforce the alliance between the two kingdoms. The Tollorians and Tyranori had the south seas to themselves. King Treshire II ordered the building of naval bases in Sevule and El-Ekki in 273 (803 ER) which was used by the two kingdoms to guard their trading routes against pirates. Business boomed in Green Hills and Tollor City. &amp;quot;Half the world&#039;s grain is grown in but a portion of this small kingdom,&amp;quot; wrote a visiting ambassador. The times were not as grand for the Ellurian and Sevulian peoples, who depended on fishing as the staple of their economy. The new safety of the southern waters promoted over-fishing, and soon there was no fish to be found. The Sevulians revolted in 307 (837 ER). There was a series of battles in which both sides took heavy losses, and the Tollorians finally withdrew from Y&#039;Kiomi in 309 (839 ER).&lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire III= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;309 - 314 (839-844 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Of all the Vilgren rulers King Treshire III was the most well-liked by the Tollorian peasantry. He was a charismatic, adventurous man and an excellent public speaker. His addresses to the Tollorian people were legendary, and his contributions to charity were unmatched. He granted El-Ekki its independence in  313 (843 ER). When Brackish invaders attacked Norlin, Treshire III insisted that he fight against them, despite the advice of his royal court. He was killed in battle in 314 (844 ER).&lt;br /&gt;
&lt;br /&gt;
=The Brackish War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;314 - 319 (844-849 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
No one really knew who the Bracks really were, aside from the fact that they were migrant barbarians that had come across the south sea by ship. They viciously attacked the port city of Norlin, paying no attention to the etiquette of warfare. They seized control of the city in 315 (845 ER), and took Kelsville in 316 (846 ER). They were driven out of Kelsville in the same year, however, and expelled from Norlin in 318 (848 ER). By 319 (849 ER), the Tollorian and Tyranori navies, though weakened considerably, had driven away the Brackish savages.&lt;br /&gt;
&lt;br /&gt;
=Recent History=&lt;br /&gt;
&lt;br /&gt;
In the year 374 (904 ER), the J&#039;Lontz giants of the Northland declared their independence from Tollor. The Tollorian crown did not recognize their independence, but made little effort to exert control over the territory. &lt;br /&gt;
&lt;br /&gt;
In the year 462 (992 ER), Winthorpe Vilgren was crowned King Winthorpe II of Tollor. In 466 (996 ER), Tollor and Emil again battle each other in a conflict called the War of the Hordes. This short and indecisive conflict further inflamed the tensions between the Tollorian northern provinces and Ellurian southern provinces.&lt;br /&gt;
&lt;br /&gt;
==Tollorian Civil War== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Also known as The Griffon War) 466-467 (996-997 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The southern provinces of Tollor rebelled under the harsh rule of Winthorpe II. Imperialists under King Winthorpe fought the Loyalists under Sir Charles Ruflin. Winthorpe enlisted aid of Griffons from [[Griffon&#039;s Aerie]], but he was defeated at the battle of Potter&#039;s Hill. Sir Charles enlisted the aid of the peoples of the Northland, and a contingent of elven archers and J&#039;Lontz giants countered the griffon assault. Winthorpe went into exile on [[El-Ekki]], where he died not long after. The the capital of Tollor City was renamed as Ruflin City. Sir Ruflin was proclaimed as a hero of the kingdom, but he retired from public life after the war and declined to take a seat on the newly formed High Council. A High Council of nobles ruled briefly, but tensions between the Tollorian northern provinces and Ellurian southern provinces almost led to another war. The Province of West Elluria threatened to secede, and the young Sir Eldryn Ruflin, adopted Son of Sir Charles, impressed many with his eloquent oratory and skillful mediation of the crisis. The High Council offered Sir Eldryn the crown, and he became Eldryn I, King of the Tollorian and Ellurian peoples. In Last Seed of 467 (997 ER) King Eldrich of the nearby kingdom of [[Emil]] died, leaving his lands to his only child, the fourteen-year-old Laravel of Marland. Eldryn wed Laravel to join the Tollorian and Emilian kingdoms for the first time ever. The new Pan-Ellurian kingdom was known simply as Elluria.&lt;br /&gt;
&lt;br /&gt;
==The Tyranori War==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;467-468 (997-998 ER)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A military coup in Tyranor shifted the balance of power to the mad and occasionally demonic General Redsword, who immediately began to build his Dark Army. He attacked [[Teldanar]], the long-time enemy of Tyranor, and took the Teldanari completely by suprise. Within a few days Queen Lieshazionne was thrown into a prison in Yorklawn. The Dark Army then conquered [[Bahr]], and sent an ultimatum to King Eldryn demanding that he surrender or be destroyed. A powerful Tyranori force in the east soon defeated the Emilians, taking the cities of Arausch, Locand, and Marland within a matter of days. The Emilian army scattered and retreated to Lachstan. King Eldryn dispatched troops under Sir Roger Dulrin to Locand to begin the grim task of taking back Emil. Sir Charles Ruflin took command of a second force to relieve Lachstan, and then marched toward Arausch with a mix of Ellurian and Emilian forces. With victories at Arausch and Pine Marsh, the Ellurians were able to descend on the remaining Tyranori position at Marland. Redsword, outnumbered three to one, retreated back to Tyranor, where his forces were pinned against Akulek Ridge by a combined Ellurian-Teldanari force. Redsword&#039;s troops finally turned against their commander and forced his surrender. He was sentenced to death by the victorious allied forces, and his last words before being hanged were an ominous vow to reuturn. Tyranor was divided up between the victorious countries and ceased to exist as an independent kingdom. Those rebellous elements of the Tyranori who could not stand the yoke of their conquerors fled, many to goblinoid Bahr.&lt;br /&gt;
&lt;br /&gt;
==The Southland War==&lt;br /&gt;
&lt;br /&gt;
===468 (998 ER)===&lt;br /&gt;
King Eldryn drowned in the Rainbow River in a tragic accident. The Green Hills Plague erupted in Second Seed of 468 (998 ER), decimating the fertile farmlands of East Elluria. Without sufficient manpower to tend to the year&#039;s crop, there was a poor harvest. This led to famine and riots in the autumn and winter months which the young Queen Laravel was ill-equipped to deal with. She issued a plea to neighboring countries to come to the aid of her starving people, which some interpreted as a sign of the Queen&#039;s weakness. Central authority in Elluria began to unravel as nobles started setting themselves up as local warlords, especially in the northern parts of the kingdom that had been the base of the deposed Vilgren dynasty&#039;s Imperialist supporters. Some Tollorian nobles referred to Laravel as the Dark Queen and resisted efforts to re-assert royal authority.&lt;br /&gt;
&lt;br /&gt;
===469 (999 ER)=== &lt;br /&gt;
A Tollorian noble named Lord Ciroj attempted to destablize Queen Laravel&#039;s regime in order to make a bid for a throne. He sent ships flying the Ellurian royal colors to make an unprovoked attack by an the Aslarian port of Selrose Bay, burning much of the city to the ground. He also sent a unit of mercenaries to conduct raids along the Ellurian border with Aslar, falsely carrying Aslarian banners. Aslar declared war upon Elluria, and the Ellurian Royal Dragoons under the command of the grizzled General Andros marched north toward the Aslarian border. General Andros&#039;s forces were intercepted by a coalition of Tollorian nobles led by Sir Ekkelrin Maltenel who believed that the threat of war was overblown, and feared that the army&#039;s true objective was to subdue the Tollorians. They refused to grant the troops passage through their lands without concessions from the Queen. Neither side was eager to shed Ellurian blood however, and the two sides came to terms after Sir Ekkelrin was convinced of the Aslarian declaration of war. Drachean Dizzy &#039;Tashli&#039; Longtongue, a kender, was still King of Aslar by lottery but was due to be sacrificed in a few months to make way for the randomly chosen successor. Aslar was considered the more powerful nation, but had not been at war for two centuries, while most Ellurians were well-blooded from several recent wars. Aslar made extensive use of mercenaries in the early stages of the war while their slow and ponderous war machine mobilized. The famous Aslarian scholar, artist, and author Dhakus Maribagh led the Aslarian army as the King&#039;s Supreme Arms-Vizier. Arangoth, Teldanar and most other countries declared themselves neutral, but the Korthai Pirates joined with Aslar and began sinking Ellurian ships.&lt;br /&gt;
&lt;br /&gt;
On the 21st day of Second Seed of 469 (999 ER), Aslarian forces conquered the Ellurian city of Dulsi on the anniversary of Kel Ellure&#039;s victory over the Aslarians six and a half centuries earlier. Lord Ciroj, the city&#039;s defender, was unaccounted for after the battle. It is not known whether he was slain during the sack of the city, or whether he fled into exile. The following month, Queen Laravel succumbed to the Green Hills plague and died. The High Council elected Lord Cyran Eäril-Galindë of Borgeon as the new King of Elluria. The High Council of Emil ordered the Ellurian banners taken down upon Laravel&#039;s death and instead elected the deceased Queen&#039;s kinsman, Prince Dankin of the House of Eber, as King of Emil. Prince Dankin sent a chest of gold to Aslar as tribute and concluded a separate peace with the Aslarians. Sir Ekkelrin was also a candidate for the throne and took offense when Cyran was chosen instead as the new monarch. He instead negotiated with the Aslarian viziers and accepted the position as Aslarian governor of the province of West Elluria.&lt;br /&gt;
&lt;br /&gt;
At the end of the year, Aslarian King Dizzy Longtongue, unsuccessful at stopping the war, was ritually executed and a new King was chosen by lottery: an Assi &#039;savage&#039; from the Nie Valley. The new King concluded an alliance with the Assi, who began harassing Arangoth&#039;s borders, and presumably began aiding Aslar in its war effort. The alliance came to little and did not last past the year&#039;s term of the Assiman. The Assi king reneged on the deal with the Korthai, and they harassed Aslarian shipping in retribution.&lt;br /&gt;
&lt;br /&gt;
===470 (1000 ER)===&lt;br /&gt;
The Southland War continues. By 470 (1000 ER) the tide had turned seriously against the exhausted Ellurians. The Capital of Ruflin City fell to the Aslarians in Sun&#039;s Dawn, and General Andros was slain in battle. King Cyran was captured after the battle and sentenced to death, and conducted himself with dignity and bravery at his execution. Many Ellurians fled to El-Ekki, where the remnants of the Ellurian High Council created a Government in exile. Aslar seized large swaths of Ellurian territory, expelled a great number of Ellurians from their land, and plundered captured cities to compensate their army. This created a refugee crisis, and many Ellurians who were able to book passage on a ship were given refuge in Arangoth and on Myst, creating two new towns in AngelSinHorna and Vekkilmaril respectively. Those unable to flee were forcibly relocated by the Aslarian army to an area of northeastern Aslar infamous for its poor, rocky soil. The Assi King of Aslar was sacrificed to the Muns at the end of the year and replaced with another astonishing candidate, a Zul Kiran orc.&lt;br /&gt;
&lt;br /&gt;
The [[Alesian Imperium]], a nation previously unknown in Veth, arrived in Elluria from far across the Southern Sea in Hearthfire. The Ellurian Government in Exile had sent out emissaries secretly to several countries in search of military aid, and contacted the Alesians through intermediaries in Bahija. These fierce and disciplined warriors were said to have burned their boats on arrival in the Southland, sending a message that they were here to stay. The Ellurians and Alesians were also aided by the privateering Black Sheep airship and its owner, Resque Maessen. Though it was not widely known, the far-ranging Maessen was the one who put the Ellurians in contact with their saviours.&lt;br /&gt;
&lt;br /&gt;
===471 (1001 ER)=== &lt;br /&gt;
&lt;br /&gt;
The Alesians, under the leadership of General Larold Vertonthen and Prince Etaudus Paralor, inflicted a series of defeats on the Aslarians, pushing them back to the Aslarian fortress of Dashlirak. The Aslarians sued for peace, and negotiated a treaty that restored the boundaries of the two countries to their original positions before the war. The treaty recreated the kingdom of Tollor from the former Tollorian province as a buffer state between Aslar and Alesian Elluria. Treshire Vilgren, son of the deposed Winthorpe II, became King Treshire V of Tollor by agreement of the Alesians and Aslarians. The provinces of East Elluria, West Elluria, the former annexed Tyranori territory, and the the Northland became the new Alesian protectorate of Elluria. The peace settlement also acknowledged Emil&#039;s independence, effectively undoing the unification of the late 460s. By this time, the Northland was firmly under the control of the Alesians as well, and is considered part of Elluria. The Alesians made overtures of friendship toward the J&#039;Lontzek giants, a marked change from the treatment they suffered under the Vilgren dynasty of Tollor. The treaty also called for the return of all displaced Ellurians from Aslar, and for all Aslarian troops still on Ellurian soil to return to Aslar.&lt;br /&gt;
&lt;br /&gt;
Aslarian troops mutinied when they heard of the terms of the peace treaty, and they captured and executed the Vizier who signed it. Dhakus Maribagh was recalled from retirement to lead troops to quell the mutiny. Upon meeting up with the mutineers, Maribagh&#039;s troops also mutinied and threatened to execute their commander if he did not join them. The mutineers seized the fortress of Dashlirak, and the Alesians laid siege to the mighty fortress that even Kel Ellure failed to conquer. Dhakus Maribagh led a breakout and escaped with most of his forces, and the Alesians demanded harsher peace terms. In the end, no treaty was officially ratified by either side due to the instability caused by the mutiny and the execution of one of the ruling Viziers, and an uneasy truce remained the status quo. Prince Etaudus Paralor, the new ruler of the Alesian protectorate state, ordered the execution of Sir Ekkelrin for treason, and put the Tollorian noble to death in gruesome fashion to serve as a lesson. Sir Ekkelrin&#039;s left limbs were chained to one cart and his right limbs to another, which were then pulled in opposite directions until he expired. &lt;br /&gt;
&lt;br /&gt;
[[Category: History]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Teldanar&amp;diff=5545</id>
		<title>Teldanar</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Teldanar&amp;diff=5545"/>
		<updated>2013-06-21T04:04:57Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Teldanar&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          = &#039;&#039;We live by our names.&#039;&#039;&lt;br /&gt;
| capital        = [[Argo]]&lt;br /&gt;
| language1      = [[Teldanar#Language|Teldanari Dialect]]&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Primarily [[#Society and Peoples|Teldanari]] and [[Tyranor|Tyranori]], with [[Bahr|Bahrians]] and [[Elluria|Ellurians]] intermingled.&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[#Religion|Alou]] Worship&lt;br /&gt;
| government     = Monarchy&lt;br /&gt;
| ruler          = Queen Lieshazionne; Prince Elforngoraran is the heir to the throne.&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teldanar&#039;&#039;&#039; is the name of a country of the [[Southland Peninsula]]. Its people are very concerned with keeping all parts of their bodies covered, including their faces, which they cover with a cloth that has holes for the eyes and mouth. Teldanar went to war in alliance with [[Elluria]] against its old enemy [[Tyranor]] in 997 (467 [[Arangothian Reckoning]]), finally defeating Tyranor and annexing part of its territory (including the city of [[Yorklawn]]). &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The [[Teldanari]] and [[Tyranori]] were once one people, but in the distant past, the Teldanari took to the desert, and a nocturnal existence, while the swarthy Tyranori did not. The two peoples have little in common today; they ended up fighting for centuries, though details aren&#039;t known.&lt;br /&gt;
&lt;br /&gt;
Roughly 1,475 years ago the Teldanari seem to have controlled a larger area than what makes up the country today, establishing cities to trade with less &amp;quot;civilized&amp;quot; peoples (such as [[Jorafel]], situated in the territory of a people they gave the name [[Tollor]]). They also controlled [[Bahr]], with its [[Goblins|goblinoid]] population. The [[Tollorians]] drove the Teldanari out of Jorafel about 1,400 years ago, perhaps marking a turning point in the albino nation&#039;s history.&lt;br /&gt;
&lt;br /&gt;
At some point a couple centuries ago, there was a Teldanari revolution in which the country was faced by foreign armies (likely Tyranori or Tollorian) while simultaneously suffering from a great famine. The royal family, however, appears to have survived and triumphed.&lt;br /&gt;
&lt;br /&gt;
More recently, about 300 years ago, the [[Arangoth|Arangothians]] reportedly conquered [[Bahr]]. Bahr later won its independence, and has been at peace with Teldanar for a century. The story as it is told that long ago an Orcish king and a Teldanari king made a pact that the [[Orcs]] would take the lush valley of Bahr, and the Teldanari would take the [[Great Desert]] The basis of this pact was a vision sent by God ([[Alou]]) to both parties.&lt;br /&gt;
&lt;br /&gt;
In the year 467, General Redsword of [[Tyranor]] staged a military coup and led a [[History of Elluria#The Tyranori War|war of conquest]]. He conquered Teldanar and threw Queen Lieshazionne into prison, and then swept into [[Emil]]. His grab for peninsular domination was short-lived, however, and was crushed by an alliance of Ellurian and Teldanari forces. Their lands were divided between the Kingdoms of Teldanar and [[Elluria]].&lt;br /&gt;
&lt;br /&gt;
In Hearthfire of 470, there was a rebellion in the city of [[Sydwin]], brought on by the harsh treatment of the conquered Tyranori people by the Teldanari. The Teldanari imposed high taxes upon the Tyranori and mandated that all subjects of Teldanar wear the laakh. The Tyranori population seized power under Lord Galturadornak, and threatened to ally themselves with Bahr. In the end, the Teldanari were forced to make concessions on the tax rate and wearing of the laakh before the rebellion spread throughout the former Tyranori lands.&lt;br /&gt;
&lt;br /&gt;
The Teldanari in the west are an ethnic minority in [[Aslar]], with basically identical physical and cultural characteristics; some of these were resettled in [[Elluria]] (the [[Ellurian West Teldanari|Etenari]]) as part of the short-lived Aslarian relocation policy before the [[Alesian Imperium|Alesians]] intervened in the [[History of Elluria#The Southland War|Southland War]].&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[File:Southlands.jpg|thumb|Teldanar is located on the [[Southland Peninsula]] ]]&lt;br /&gt;
&lt;br /&gt;
Teldanar is a desert peninsula southeast of [[Drache]], bordered by a mountain range in Southern [[Aslar]] to the north, [[Elluria]] to the west, and [[Bahr]] to the south.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
[[Argo]] is the principal political and religious center, but doesn&#039;t appear on any known map. Its other cities are [[Rafthia]], deep inland, and [[Sydwin]], on the coast, and it received the erstwhile Tyranori capital city of [[Yorklawn]] as part of the spoils of the [[History of Elluria#The Tyranori War|Tyranori War]].&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
The current Teldanari ruler is Queen Lieshazionne. Prince Elforngoraran is the heir to the throne; the king&#039;s name is unknown. &lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Teldanari males often join a sort of warrior caste, but little is known about them.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Teldanari people worship a principle god known as [[Alou]], also known as the &amp;quot;nameless god&amp;quot; or the &amp;quot;one true god.&amp;quot; Various temples of worship are built all over the country, and citizens of both genders conceal their faces from age 12 as a sign of devotion.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
Teldanar is a desert region inhabited by a race of pink or red-eyed albinos known as the [[Teldanari]]. From the age of 12, both sexes conceal their faces behind a laakh, a cloth with holes for the eyes and mouth. This is both protection from the sun and a sign of religious devotion to their principal deity, Alou. They have various temples, including [[Gar Martel&#039;s Temple]], a marble altar on a hill overlooking the Bahrian border. Besides the laakh, they wear breezy white clothing from head to toe. Teldenari warriors eat [[Nokos]] mushrooms, which allow them to communicate telepathically, quite an advantage during battle. They also have some sort of hieroglyphic writing system.&lt;br /&gt;
&lt;br /&gt;
The number of syllables in a Teldanari name is a sign of status, and it is governed by strict rules. Those who are &amp;quot;nameless&amp;quot; are essentially enslaved and put to work in the mushroom mines. Some male Teldanari names are Akelarteldanarthon = &amp;quot;Akel who is now Teldanari&amp;quot;; Bronothator; Nartulbandepinturfalon; Forngorarantor; Trallabran; Trogaalufellan; Jaturnillonen; Hugojomenofen. A female name is Orshani. &lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The principle language of Teldanar is the Teldanari dialect; however, little is known about its syntax or its system of hieroglyphics.&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Mystonian_Geography&amp;diff=5544</id>
		<title>Mystonian Geography</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Mystonian_Geography&amp;diff=5544"/>
		<updated>2013-06-21T03:51:49Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:isles-of-myst.jpg|frame|Map of the Isles of Myst]]&lt;br /&gt;
&lt;br /&gt;
=Cities=&lt;br /&gt;
&lt;br /&gt;
==Mysthaven==&lt;br /&gt;
&lt;br /&gt;
The pride of the [[Isles of Myst|Isles]], Mysthaven is the kingdom&#039;s capitol and largest city. Its skyline is dappled with hundreds of one- and two-story buildings made of cobblestone and brick, some dating to the days of Thalanthus Nypin. The center of the city is dominated by a huge bronze statue of a long dead king, whose identity has been a mystery since the days of Nypin&#039;s first landing. This statue has been badly weathered by wind and salt air, such that the face has worn off, and any inscriptions that may have once existed were long ago lost to time. This distinctive landmark provided a convenient meeting place, and Mysthaven&#039;s first marketplace sprung up around the statue&#039;s feet. Today, the statue stands at the center of a bustling open-air market square, enclosed by buildings containing shops that do business year round. A wide variety of goods are offered for sale every day in the market, though some merchants are more respectable than others.&lt;br /&gt;
&lt;br /&gt;
Near the marketplace is the famous Yorr Place, where the city&#039;s rich and fashionable congregate. This street contains the city&#039;s Mercantile Exchange, as well as the Royal Theater, where plays and concerts of all sorts are performed. The street is also lined with offices, shops, and luxurious residences, and the prestige of owning an address on Yorr Place drives the price of property on this street to outrageous levels. Another city landmark is the Mysthaven University, which is a gigantic, circular-shaped, open air lecture hall with a canvas tent roof. The city also contains a number of buildings devoted to the government of the kingdom, including the headquarters of the Royal Guard, the Admiralty, and the imposing Courts of Law. Castle Molentia, the royal residence, is located a few miles outside the city.&lt;br /&gt;
&lt;br /&gt;
Most of the city&#039;s poor dwell in the crowded neighborhoods near the docks, and the infamous Wyrm and Griffon streets are a haven for criminals. Despite this reputation, many of the people in this part of the city earn a respectable livelihood, since it is home to the kingdom&#039;s largest port, and the Mystonian Navy&#039;s main shipyard. This is also the place where the large supplies of hemp from Alcornal are turned into rope, and where oil from Kishant is sold. Mysthaven supplements this with their own bit of whaling, though really too little to rival the more northern port. Naval stores are naturally a significant part of Mysthaven&#039;s industry. Shipments of lumber from Tul and other parts of the Isles are made into everything from keels to masts, and boxes and barrels for shipping as well. Pine tar is made into pitch for sealing ships, and sailcloth is manufactured and sent in bulk to Kishant and Alcornal.&lt;br /&gt;
&lt;br /&gt;
==Kishant==&lt;br /&gt;
&lt;br /&gt;
This commercial city rivals Mysthaven in terms of population and diversity, and its leading citizens hope to eclipse the capitol some day. It is smack-dab in the middle of several important trade routes, so the city always boasts a wealth of merchants. The city makes a hefty profit from whaling and all the goods that come with it, from meat, to oil used for lamps, to beautiful and unique whalebone carvings.&lt;br /&gt;
&lt;br /&gt;
It&#039;s no easy task to keep rowdy sailors in line when a crew comes in with a huge carcass, for it is also a windfall for dozens of others who derive a living from these behemoths of the deep. The hefty sums that whaling crews may earn trickles back into the local economy in many ways, particularly through wharfside taverns. Too much drink and too much coin is always a recipe for trouble. It is not surprising, then, Kishant is also famous for its strict laws and severe Royal Guards.&lt;br /&gt;
&lt;br /&gt;
Kishant also boasts the Isles&#039; archival map library, with some maps dating back to Thalanthus Nypin&#039;s colonization of the island. (It&#039;s well known, however, that these are merely copies since the originals reside within the Palace library.) The explorer Derek Rhys, who took a small party of intrepid adventurers to the island off Alcornal, came back with some startling discoveries of his own about the little explored smaller islands of Myst. (See his journal, a copy of which resides within the museum.)&lt;br /&gt;
&lt;br /&gt;
One of the Isles&#039; naval ports resides within Kishant, creating many jobs and a pool of reserves in times of war. Kishant&#039;s naval captains have a reputation for being especially strict, and their crews well disciplined, knowing the price for trouble. Therefore, they (hopefully) set a rather better example for the whaling frigate crews.&lt;br /&gt;
&lt;br /&gt;
==Alcornal==&lt;br /&gt;
&lt;br /&gt;
The city of Alcornal is a moderate-sized merchant town located on the eastern coast of the Isles, a main port for trade with the countries of the Southlands Peninsula. It recieves textiles from Brookshire, wine from Vekkelmaril and grain from Larmian, and its growing volume of trade may some day rival Mysthaven and Kishant.&lt;br /&gt;
&lt;br /&gt;
Along the coast to the south of Alcornal are massive sand dunes that stretch for miles, providing the raw material for the city&#039;s glassmaking industry. Bubbling mud pits can also be found south of the city, fed by underground hot springs--some say the same springs for which Brookshire is famous. Digging clay from the mud pits can be a hazardous occupation, but one well worth the coin Alcornal&#039;s potters are willing to pay for it. The city is famous for the quality of its pottery, and exports it to the mainland in great quantities. Alcornal grows vast fields of hemp which it sends to Mysthaven, where it&#039;s turned into rope. Those in Alcornal make a bit of rope themselves, but only enough for the needs of the mercantile and naval port located there.&lt;br /&gt;
&lt;br /&gt;
While not nearly as plagued with problems of crime as Kishant and Rak, it has its fair share. Though the guards there tend to be a bit laid back, they generally see to it that all is well. The wooden palisade and gates that protect its citizens from the natural and not so natural predators go a long way towards aiding them in their job.&lt;br /&gt;
&lt;br /&gt;
=Towns and Villages=&lt;br /&gt;
&lt;br /&gt;
==Vekkelmaril==&lt;br /&gt;
&lt;br /&gt;
Vekkelmaril is the newest addition to the Island, founded several years ago by [[Elluria|Ellurians]] who were fleeing their war-torn homeland, but in the time since its founding it has grown and thrived. The former tent city has made way for buildings of wood and stone and vineyards have become the pride of Vekkelmaril, as has their wine, which derives a certain unique flavor from the soil and from the knowledgeable Ellurians.&lt;br /&gt;
&lt;br /&gt;
The Ellurian refugees were pleasantly surprised to discover how well celery grows in this area, as well as other root crops such as beets, potatoes and carrots. Vekkelmaril now makes a tidy profit from selling its wines and surplus produce to Alcornal. It remains small, and still very peaceful, its people wanting nothing more than to be left alone.&lt;br /&gt;
&lt;br /&gt;
==Brookshire==&lt;br /&gt;
&lt;br /&gt;
Along Brookshire&#039;s Northeastern border, rolling kettles and moraines spread south and west, leading to flatter plains on their slope to the sea. Wild red oaks, sugar maples, hickory orchards, and evergreen pine groves vie with grassy meadows to cover the lands. Warm artesian springs ribbon the forests and plains with converging brooks that eventually flow into Lok Luina, so named for its distinctive coppery sands. A prized treasure of the Duchy lands, the beautiful MystLily hangs from certain red oaks near the stream banks. This magnificent flower blooms only upon the light of the Spring and Summer full moons and is highly valuable for its herbal medicinal properties and fragrance.&lt;br /&gt;
&lt;br /&gt;
Brookshire is also well known for its textile industry, and both sheep pastures and cotton fields are common sights in the ducal lands. Of course, where one finds wool and cotton, one will also find weavers. Considering some of the more exotic flora that grows about the hot springs, the local weavers are turning out cloth in unique and startling shades and workmanship. Another unique item that Brookshire produces is glass. Because of the distinctive sands in the area, locals make some of the most ethereal and unique glass items on the isles. They are only now finding a thriving market at home and abroad in Elluria, Alesia and Arangoth.&lt;br /&gt;
&lt;br /&gt;
==Tul== &lt;br /&gt;
&lt;br /&gt;
On the fringe of the Red Forest, Tul is a lumber town, known for producing the finest timber in the kingdom. Lumber from Tul is in high demand throughout the Isles for its superior quality, used in construction as far away as Mysthaven. Tul also has a prosperous woodworking industry, specializing in wooden carvings and fine furniture. The master craftsmen of Tul turn out pieces that can fetch exorbitant prices on the mainland. Finally, the cultivation of fruit orchards is also common on in the lands surrounding Tul, and the region is widely known for its jams, jellies, preserves, and homemade fruit wine.&lt;br /&gt;
&lt;br /&gt;
Despite the demand for its produce, Tul is still a relatively isolated community. Most of its contact with the rest of the Isles comes upriver from Kishant, since the quality of the roads is often questionable. Increasing demand for lumber recently brought the people of Tul into conflict with the elves of the Red Forest, though bloodshed was averted and tensions eased when Queen Janessa Molentia opened Crown-owned land in the vicinity to logging.&lt;br /&gt;
&lt;br /&gt;
==Larmian== &lt;br /&gt;
&lt;br /&gt;
A tiny fishing village, Larmian is known as the &amp;quot;Jewel of the West Coast&amp;quot; by Mystonian sailors, mostly because it is the first thing they generally see when returning from the sea. Larmian farms boast the best beef stock in the country as well as an accomplished tannery, and surprisingly large vegetable fields for such a small village. A small port employs a many of the village&#039;s people, but it&#039;s usually only used as a stopover for trade vessels. The Mystonian Navy has a port here, but it&#039;s seldom used for anything other than reprovisioning and repair, with a small shipbuilding facility that works mostly on smaller frigates.&lt;br /&gt;
&lt;br /&gt;
==Rak== &lt;br /&gt;
&lt;br /&gt;
Rak is a small trading town where the bulk of the commerce between humans and dwarves takes place. The lands south of the town are devoted to growing the grain from which the famous dwarven beers and spirits are produced, while the rocky foothills of the Key Peaks are home to several vineyards where Mystonian wine is produced. Along with ores and gemstones, salt is yet another valuable commodity taken from the Key Peaks, and traded freely and most profitably with the other towns and villages of the Isles.&lt;br /&gt;
&lt;br /&gt;
Rak holds a coveted trade agreement with the Dwarves, not only for ores, but also for knowledge. A select few of the town&#039;s youths are chosen to apprentice with dwarven metalsmiths and gemcutters each year, an honor that parents vie for fiercely. Although they cannot hope to surpass the dwarves&#039; skill that comes from centuries of honing their craft, the smiths and jewelers in Rak are capable of creating exquisite pieces that adorn some of the richest nobles in the land. Because of the heavy trade traffic through this town, there is a hefty crime problem for a town its size.&lt;br /&gt;
&lt;br /&gt;
=Other Places of Interest=&lt;br /&gt;
&lt;br /&gt;
==The Key Peaks== &lt;br /&gt;
&lt;br /&gt;
Steep, rugged mountains known as the Key Peaks rise to great heights on the the northern end of the main island. Many have perished trying to scale the myriad of treacherous slopes. Vegetation varies greatly, with sparse tundra giving way to various coniferous forests often with aspen intermixed. Great pines can be found at lower elevations, junipers below that, and grasslands in the lowest areas. The landscape is a complex mosaic of open meadows and forest stands of varying age and species composition.&lt;br /&gt;
&lt;br /&gt;
A nation of hardy dwarves make their home here, toiling beneath the rugged mountain landscape in their underground citadels. Evidence of their presence might be found on the surface as well, as they tend to their flocks in the meadows and fish in the cold mountain lakes. &lt;br /&gt;
&lt;br /&gt;
==The Red Forest== &lt;br /&gt;
&lt;br /&gt;
This ancient forest is home to the Isles&#039; elven people, the Asidria. Deep within the heart of the forest, redwood and oak giants tower majestically over the city of Asidriel as the morning sun filters through the glistening mists. The Adaron&#039;s palace is a marvel to behold: a living, growing building created from a grove of trees fused together with druidic magic. In many parts of the forest, the profound silence is broken only by the step of a deer as it breaks a twig, but few travelers escape the watchful eye of the Kil&#039;reas, the elven ranger corps. In spring, dogwoods and azaleas shine white and pink against the dark red trunks of the redwoods. Summer brings long, warm days for hiking, and winter&#039;s chill and damp are offset by the quiet and emptiness of the pristine, sylvan forest. &lt;br /&gt;
&lt;br /&gt;
==The Ruins==&lt;br /&gt;
&lt;br /&gt;
Known only as the Ruins, most travelers give this fell and mysterious place a wide berth. This is not just because the area is perpetually shrouded in mist, nor even the that rumors of ghastly disappearances abound. Most find something repelling about the area, something dark and foreboding that chips at even the most solid of minds and wills. The mist covers an area of at least a full square mile, not dissipating even under the sun&#039;s hottest rays. The silence that lays over the thick mist seems as impenetrable as the mist itself, defying wind and motion like a thick blanket. Few upon the Isles know the truth of the origins of this place, that it was once a grand elven city, destroyed in a magical cataclysm.&lt;br /&gt;
&lt;br /&gt;
Those who penetrate the perimeter of this powerfully unnatural phenomenon soon encounter bits of white marble--some broken chunks, some almost whole blocks, and occasionally, a piece of column, frieze, or shattered statuary. Some of the broken chunks of stone are embedded in the earth--not an usual in itself, given the age of this place--but at such an unnatural angle as to suggest that it had been hurled a considerable distance through the air.&lt;br /&gt;
&lt;br /&gt;
Near the edge of the Ruins, explorers might find a few buildings that are still reasonably intact, having not yet entirely succumbed to decay. The remains of some buildings look as if they might have been compromised by the impact of flying debris. The center of the Ruins, however, is a scene of utter devastation, looking for all the world as if some titan had flattened the heart of the city with the ease of a child brushing away an anthill.&lt;br /&gt;
&lt;br /&gt;
The buildings near the edge of the ruins have long ago been looted, and the cataclysm that destroyed the city and caused the mists has eradicated the heart of the city. Still, the sudden destruction of the city and the accompanying catastrophic loss of life had left little time for residents of the city to escape with their wealth. Who knows what treasures are still buried here beneath the ruins, or squirreled away in secret passages in the ruined buildings? That is one thing that keeps adventurers flocking to the Ruins to explore them, and occasionally, some don&#039;t return. Perhaps an ancient building finally gave way, or perhaps they fell victim to ancient elven booby traps, or perhaps the truth is something far worse.&lt;br /&gt;
&lt;br /&gt;
Reports of phantom sounds within the mists are common, as are tales of travelers being followed by shadowy shapes that flit away into the mist when spotted. Some claim that the Ruins are infested with the undead, and others believe that the site is cursed, and that those who venture too deep into the Ruins become hopelessly lost and unable to find their way out again.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5540</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5540"/>
		<updated>2013-06-19T22:03:27Z</updated>

		<summary type="html">&lt;p&gt;Stygian: Undo revision 5526 by Nymphetamine (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Siramap.gif|Lysira&#039;s map of [[Arangoth]], created some time pre-1999. Used as the official map of the kingdom on the BDI site for years.|alt=Lysira&#039;s Map&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] during the Tollorian Civil War (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
File:PanguiArchipelego.jpg|Map of the [[Panguro]] Archipelago|alt=Panguro Map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=5539</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=5539"/>
		<updated>2013-06-19T12:28:19Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Traditional Dress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
&lt;br /&gt;
Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
&lt;br /&gt;
There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
==On the Khalar Tribes==&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
&lt;br /&gt;
The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hashish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
&lt;br /&gt;
==Animal Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
&lt;br /&gt;
The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
&lt;br /&gt;
Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
&lt;br /&gt;
Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
&lt;br /&gt;
==Traditional Dress==&lt;br /&gt;
&lt;br /&gt;
Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
&lt;br /&gt;
Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
&lt;br /&gt;
Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or depictions of daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
&lt;br /&gt;
==The Horse Maidens==&lt;br /&gt;
&lt;br /&gt;
One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
&lt;br /&gt;
The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
&lt;br /&gt;
About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
&lt;br /&gt;
Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
&lt;br /&gt;
==The Great Tribes==&lt;br /&gt;
&lt;br /&gt;
===Hoshk===&lt;br /&gt;
&lt;br /&gt;
One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
&lt;br /&gt;
===Sherkhen=== &lt;br /&gt;
&lt;br /&gt;
Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
&lt;br /&gt;
===Khtarpan=== &lt;br /&gt;
&lt;br /&gt;
The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
&lt;br /&gt;
===Dilakh===&lt;br /&gt;
&lt;br /&gt;
One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
&lt;br /&gt;
===Vekhen=== &lt;br /&gt;
&lt;br /&gt;
Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
&lt;br /&gt;
===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5525</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5525"/>
		<updated>2013-06-17T16:55:01Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Siramap.gif|Lysira&#039;s map of [[Arangoth]], created some time pre-1999. Used as the official map of the kingdom on the BDI site for years.|alt=Lysira&#039;s Map&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] during the Tollorian Civil War (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
File:PanguiArchipelego.jpg|Map of the [[Panguro]] Archipelago|alt=Panguro Map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:PanguiArchipelego.jpg&amp;diff=5524</id>
		<title>File:PanguiArchipelego.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:PanguiArchipelego.jpg&amp;diff=5524"/>
		<updated>2013-06-17T16:54:13Z</updated>

		<summary type="html">&lt;p&gt;Stygian: The Archipelago of Panguro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Archipelago of Panguro&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5523</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5523"/>
		<updated>2013-06-17T16:51:19Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* The Southlands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Siramap.gif|Lysira&#039;s map of [[Arangoth]], created some time pre-1999. Used as the official map of the kingdom on the BDI site for years.|alt=Lysira&#039;s Map&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] during the Tollorian Civil War (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Menxism&amp;diff=5522</id>
		<title>Menxism</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Menxism&amp;diff=5522"/>
		<updated>2013-06-16T17:24:30Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Worship of Menxvan and Menxruk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title        = Menxism&lt;br /&gt;
&lt;br /&gt;
|image        = [[image:Menxruk.jpg|200px]]&lt;br /&gt;
|headerstyle  = background:#C3C3C3;&lt;br /&gt;
|labelstyle   = background:#DEDEDE;&lt;br /&gt;
&lt;br /&gt;
|header5  = Religion Information&lt;br /&gt;
|label6   = Type&lt;br /&gt;
|data6    = Monotheistic (largely)&lt;br /&gt;
|label8   = Deity(ies) Worshipped&lt;br /&gt;
|data8    = Menxvan, [[Guardians of Menxruk|Menxruk]]&lt;br /&gt;
|label9   = Regional Origins&lt;br /&gt;
|data9    = Unknown&lt;br /&gt;
|label10  = Symbol&lt;br /&gt;
|data10   = Various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In the beginning there was only Menxned (All-One). There was no universe as we understand it, since the universe is many, and there was only the One. Menxned was the highest form of being, omniscient, omnipotent, infinite, perfect in unity and simplicity. All things were in it, and all things came from it. As simply as it can be put in terms of mortal understanding, Menxned WAS. Menxned was the purest form of existence, freed of any of the limitations of finite beings.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
At a point in the distant past, Menxned divided into [[Menxvan]] (All-Good) and [[Menxruk]] (All-Evil). The entire universe arose from this division, the Many sprung forth from the One, the complex from the simple, the opposed from the unified. No one knows for sure precisely why this happened, but it is believed that Menxned became bored after eons of of a solitary, static existence, and the tripartite division of Menxned into Menxvan, Menxruk, and the universe occurred because of a desire for something different.&lt;br /&gt;
&lt;br /&gt;
Menxvan and Menxruk are opposed to each other in all things, and have contended with one another since their first moments of existence. In fact, the creation of life stemmed from a desire for someone to settle one of their quarrels. Menxvan and Menxruk are equal in strength, and try as they might, neither can defeat the other. That is why mortals are of such importance to them. Their actions can tip the balance in favor of one or the other. Neither deity can be totally defeated, nor can either of them be destroyed. However, one can gain the upper hand temporarily (whether for minutes, hours, days, months, even years) through the actions of their followers. It is a tenet of both Menxvanic and Menxrukic philosophy that even a single person taking the appropriate action at the appropriate time can shift the balance toward one deity or the other.&lt;br /&gt;
&lt;br /&gt;
Followers of Menxvan believe that the best way to shift the balance in the favor of the good is to do good deeds whenever possible, and to encourage one&#039;s fellows to do good as well. Certain extreme Menxvanic sects have interpreted this philosophical tenet as a divine mandate for rabid evangelization, but such sects generally do not remain in existence for very long. The majority of Menxvanists are strongly opposed to forced religious conversions.&lt;br /&gt;
&lt;br /&gt;
Menxruk, of course, takes a different approach to trying to tilt the contest in his favor. Among his favorite tactics are sending plagues and natural disasters to destroy groups of Menxvanists; sending his followers to infiltrate and corrupt groups and organizations, subtly working to turn them toward the dark paths; and heaping misfortunes upon followers of Menxvan to try to get them to renounce their faith. Menxvan, for his part, is able to prevent or minimize much of the harm that Menxruk attempts, though not all of it. Similarly, Menxruk can not take away all the blessings that Menxvan bestows on his followers.&lt;br /&gt;
&lt;br /&gt;
Menxvan and Menxruk will never settle their contest with one another, but they will tire of it eventually. In the end, Menxvan and Menxruk will reunite, and the universe as we know it will cease to exist as Menxned is reborn, and all things become One once again.&lt;br /&gt;
&lt;br /&gt;
While Menxvan and Menxruk are opposed in all things, their dominion overlaps in many places. The Cosmos is not simply divided up between them; most things have a dual nature and are shared by both. Each deity has their preferences: Menxvan prefers light while Menxruk prefers darkness, Menxvan prefers order while Menxruk prefers chaos, etc. This is not to say that Menxvan is the god of light, or that Menxruk is the god of chaos. Many things can be good or evil, helpful or harmful, and this is why both gods have such wide spheres of influence. Fire can provide warmth and light, as well as cause death and destruction. Laws can protect the people, or oppress them. As stated before, many things are without an inherent inclination toward good or evil, and the intent behind a particular action or event is what places it under a particular god&#039;s dominion. The only things that can be placed directly under either god&#039;s dominion are certain abstract concepts. For example, Menxvan is associated with good, purity, justice, virtue, etc; Menxruk is associated with evil, corruption, injustice, vice, etc.&lt;br /&gt;
&lt;br /&gt;
Male terminology is frequently used for referring to Menxvan and Menxruk, a custom dating back to some of the earliest stories about Menxvan and Menxruk. These tales comes from Menxism&#039;s roots as a primitive, tribal folk religion that portrayed both deities as anthropomorphic beings (essentially, very powerful humans). Current thought holds that both deities are sexless entities, or at least have no sex in the sense that mortals do. Menxned was all things, and Menxvan and Menxruk came forth from Menxned. Both deities contain elements of both the masculine and the feminine, and have manifested themselves as either sex as need or desire suited them. Interestingly, Menxvan is almost exclusively referred to as feminine in devotions that deal with fertility and agriculture among certain rural Menxvanic sects.&lt;br /&gt;
&lt;br /&gt;
In general, people pray to Menxvan to bring good things, and to Menxruk to avoid misfortune, or to bring misfortune on someone else. Menxruk is not shunned, but rather given a certain respect even by the most devout Menxvanists. Evil has its place in the cosmic order, even if one does not wish it to dominate, and Menxruk is given at least some minor devotion to placate him and try to convince him not to send misfortune. This does not mean, however, that followers of Menxvan are passive toward evil, or particularly tolerant toward servants of evil gods. In many mythoi, gods of evil can not create, merely pervert and twist what already exists to serve their purposes. This is not true of Menxruk. While he prefers destruction to creation, he is more than capable of creating when he feels the desire to do so. Similarly, Menxvan is capable of destruction, but simply chooses not to do harm.&lt;br /&gt;
&lt;br /&gt;
Menxvan and Menxruk are both quite tolerant of other faiths, as far as deities go, and this extends down to the clergy and followers of both deities. The theory behind this is that anyone that does good helps Menxvan, while anyone that does evil helps Menxruk. The only followers of foreign deities that are not welcome are followers of neutral gods that seek balance in all things (as such individuals would work to bring the contest to a stalemate), and militant faiths that are hostile toward other religions. Menxruk has even gone so far as to impersonate other deities in the past to gain the devotion of certain powerful followers of evil deities from other worlds. It should be noted, however, that certain extreme sects (such as the now-defunct Cult of the Silver Flame) are militantly opposed to foreigners and foreign deities, but these people represent a small minority.&lt;br /&gt;
(Note: The various sects of Menxvanism are open to further development, as are more detailed explanations of religious beliefs and practices, as well as further stories for the religious mythology.)&lt;br /&gt;
&lt;br /&gt;
=Fate= &lt;br /&gt;
&lt;br /&gt;
A belief in an absolute fate or destiny would presuppose the existence of another divine entity or agency, or would presuppose a pre-agreement between Menxvan and Menxruk over the fate of a particular mortal. Rather, both branches of Menxism have a philosophy of self-determination, that one makes one&#039;s own fate to a degree. No child is born inherently good or evil, but rather, their upbringing and their own actions determine who they will be. This is not to say that all things are under the control of the person. It is freely acknowledged that there are many things beyond the control of mortals, but it is everyone&#039;s lot in life to make the most of what they have. Many people do, however, believe in the existence of a limited sort of fate, and intercede with Menxvan to alter fate. Left as they are, things will resolve themselves in a certain way. The outcome of things under these circumstances is perceived as &amp;quot;fate.&amp;quot; Intercession with higher powers might bring them to act on one&#039;s behalf, or show one how to alter one&#039;s own fate.&lt;br /&gt;
&lt;br /&gt;
=The Afterlife= &lt;br /&gt;
&lt;br /&gt;
In all, there are ten levels of existence to the universe. All non-divine beings begin life as mortals in the first level, the world of the living. The other nine levels are known collectively as the other world, or the afterlife. Death is the passing from the mortal realms into eternity. To a Menxvanist, life truly is a first, temporary stage of a much longer journey. The afterlife is sometimes colloquially referred to as the nine heavens or the nine hells, though both names are something of a mistranslation of the concept. The Arangothian language does not have separate words for heaven and hell, only degdrelth, the &#039;other-world.&#039; Mortals know very little about most of these. The first, and lowest, is the Dreamworld, which mortals visit when they are dreaming. It is to this world that mortal spirits first gravitate when they have died in the living world. This is why one can meet the recently deceased in dreams.&lt;br /&gt;
&lt;br /&gt;
Once there, perhaps, spirits can see (in something similar to &amp;quot;dreaming&amp;quot; here) into the second, next-highest level of the other world. One way in which the first heaven is different from earth is that the forces of Menxvan and Menxruk are physically disparate there, having resolved into something like two vast empires. Thus a person might, indeed, end up in one or another &amp;quot;region&amp;quot; of the Dreamworld. This might also be associated with the difference between dreams and nightmares, and between dreams that correctly predict the future, and those that deceive. People &amp;quot;die&amp;quot; in the first heaven as well, and pass on into subsequent heavens, but little is known about these. Dying is admittedly a rather inaccurate analogy, but the process does involve a passing from one state of existence, and the beginning of a new existence on a new plane. It is not known precisely what is involved in this process of transcendence, but it apparently has something to do with strength of character and devotion to one&#039;s deity. Few living mortals ever catch a glimpse into the higher heavens, and those that do often can not comprehend what they see. A &amp;quot;holy&amp;quot; person in the world of the living is perhaps one of those who is believed to be able to dream while still living into the higher heavens, enabling contact with powerful beings and some degree of ability to foretell things to come. Each plane or level of the other world increases in proximity to one&#039;s deity, and becomes increasingly dissimilar to the world of the living. In the ninth and highest level of the other world reside very powerful beings that have advanced that high; each ascent presumably brings greater powers over the lower heavens and the mortal world. The ninth heaven/hell brings mortals into the closest proximity to the deities possible. They can communicate with Menxvan or Menxruk &amp;quot;face-to-face,&amp;quot; as we talk among ourselves.&lt;br /&gt;
&lt;br /&gt;
Certain beings that have ascended to the upper levels of the other world maintain an active interest in the affairs of mortals in the world of the living, doing what they can to help the followers of their particular deity. These figures are sometimes mistakenly referred to as demigods, or even minor deities by those unfamiliar with the tenets of Menxism, though neither description is entirely accurate. They are simply figures with a closer proximity to Mexvan or Menxruk, who intercede between mortals and the deities.&lt;br /&gt;
&lt;br /&gt;
One of the most widely known of such benevolent intercessor figures is Gigsin, the founder of a sect of Menxvanism widely followed in Hornath-ul-Marfed and the surrounding area. She was a Menxvanic priestess in the days after the [[Igmerinds]] subjugated the less sophisticated [[Goxal]]. Renowned for her great beauty, she was forced to marry the Igmerind ruler, the Sithire Kengail, against her will. She was also known for her formidable intellect, and became the first great Menxvanic theologian. She made the best of her situation, using her position as the Sithire&#039;s wife to aid the poor, and convert the conquering Igmerinds to the Goxal religion. In the end, Kengail died without an heir, a punishment said to be visited upon him by Menxvan for his impiety. The spot where Gigsin&#039;s house used to stand in Hornath-ul-Marfed is now a shrine with several dedicated Menxvanic priestesses who entreat her to bring the deity&#039;s favor upon the city and its people. [This has featured subtly in the Arlok storyline.]&lt;br /&gt;
&lt;br /&gt;
Gigsin is by no means the only such figure, and other powerful beings are known to have an interest in the mortal realm. Another is Naarundil, who is said to have encouraged the formation of the Templars of Menxvan and taught the Templar disciplines to Metrarin. Stories portray Naarundil as a wandering hero, turning up in unexpectedly to work mighty deeds and protect Menxvan&#039;s faithful, and then leaving as suddenly as he came. Lartha (sometimes called Larfa) is traditionally said to be Menxvan&#039;s personal bard and the greatest incarnation of poetic virtuosity. Inora the Snake Maiden is said to have revealed the arts of medicine and healing magics to mortals. Much to the annoyance of Father [[Kylus Dragonsbane]], many Menxvanic theologians consider Pallodain one of these entities in Menxvan&#039;s service.&lt;br /&gt;
&lt;br /&gt;
Among Menxruk&#039;s most infamous servants is Kolpetir the Faithless, who raises up servants for Menxruk in the lower worlds and grants them various powers in Menxruk&#039;s name, only to abandon them whenever doing so will cause them the greatest harm. The name Galgroth the Witherer is particularly feared, an entity who delights in plagues and famines above all else. When he chooses to manifest himself visibly, he has the appearance of a corpse writhing with maggots that spread disease wherever they fall.&lt;br /&gt;
&lt;br /&gt;
Menxvanic teaching holds that Menxvan and Menxruk are transendent beings, and mortal minds are not capable of comprehending direct communication with the deities. Thus, they communicate with their mortal followers through these powerful servants. Many followers of Menxruk believe that this is nonsense, but the the fact that there are often multiple individuals claiming to be Menxruk&#039;s high priest or chosen champion may indicate that Menxruk&#039;s servants are either pretending to be the All-Evil when interacting with mortals, or are pursuing their own agendas using Menxruk&#039;s name. Regardless of the source of this confusion, Menxruk seems to at least tolerate it, or may even encourage this division to weed out weak followers.&lt;br /&gt;
&lt;br /&gt;
=Worship of Menxvan and Menxruk= &lt;br /&gt;
&lt;br /&gt;
The structure and hierarchy of organized Menxvan worship is open to development. Perhaps it is governed by a council of the leaders of the largest sects in the kingdom. (Or perhaps it isn&#039;t. This is something that will need to be worked out in the future.) As both deities have such wide spheres of influence, there are a variety of Menxvanic and Menxrukic sects, and a wide variety of worship. (This has a lot of potential here for player innovation.) Menxvan worship in rural areas tends to focus more on nature and fertility aspects due to importance of agriculture. In contrast, Menxvanic worship in urban areas tends to be more philosphical and intellectual, overall more complex than many of the folkish rural sects. The varying sects can take widely different philosophies and approaches toward the same subject. For example, on the subject of warfare, sects can vary in philosophy from militaristic to pacifistic, or any stance in between.&lt;br /&gt;
&lt;br /&gt;
In the absence of any authoritative &amp;quot;sacred writ&amp;quot; of the Menxvanic faith, the poetic work &#039;&#039;[[Dream of the Nine Otherworlds|Mintrat ul Pinquo Degdrelthoss]]&#039;&#039; (Dream of the Nine Otherworlds) has often been considered the closest thing to this. Note that this account is not accepted by all followers of Menxvan or Menxruk, but that it is widely referred to as an authority and has considerable cultural weight.&lt;br /&gt;
&lt;br /&gt;
Worship of Menxruk is much more disorganized, and individualized, with little in the way of a formal theology. Large gatherings of Menxrukists would be a glaring target for Menxvanic warriors. Indeed, worship of Menxruk need not take any specific form, and depends largely on the whims of the priest leading the ritual. Cannibalism, human sacrifice, blood drinking, and bacchic orgies are have been practiced by sects claiming loyalty to Menxruk, but there are other, more subtle ways to do Menxruk&#039;s will. Menxruk accepts blatant atrocities as acts of devotion, though he prefers subtlety. Such overt acts are merely a distraction from the true source of evil, and intended to be as much. True evil is darker, more mysterious, and more difficult to track down. The worst mischiefs are done out of sight by Menxruk&#039;s more insidious agents while the heroes of the land are off battling obvious foes. The surest way to destroy something is not through brute force, but rather by corrupting it. Even the strongest, purest things things will rot and fall apart if infiltrated by perverting influences.&lt;br /&gt;
&lt;br /&gt;
Two distinct groups exist out of the differing worships:&lt;br /&gt;
&lt;br /&gt;
The [[Templars of Menxvan]] and the [[Guardians of Menxruk]].&lt;br /&gt;
&lt;br /&gt;
=Symbology=&lt;br /&gt;
&lt;br /&gt;
There are a variety of symbols that have become associated with Menxvan over the years. The color green is a very important symbolic color, representing life, prosperity, and fertility. Serpent imagery is also common, especially of a serpent swallowing its tail. (See Pat Feaster&#039;s file on Arangothian customs and note the uses of both serpent imagery and the color green in weddings and funerals) Third, the sun is also a symbol associated with Menxvan, due to the ancient creation myth. Finally, the character in the Arangothian alphabet that stands for the letter V (first letter of van, the word for good) is also used a symbol, though this is a fairly recent development. It is frequently used in religious jewelry, carved into stone in religious sites, or used in combination with other symbols. In addition, there are a number of other religious symbols; these are infrequently used, or associated only with particular rituals or holidays.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, green is an important color in Menxvanic worship. Typical garb for performing religious rituals is a green robe, often with accents of other colors depending on the type of ceremony (white for purifications, black for funerals, etc). There is considerable variation in the priestly accoutrements among the various sects. (Modes of dress for particular sects is open to development).&lt;br /&gt;
&lt;br /&gt;
Since Menxruk&#039;s faith is largely underground and scattered, there is an even greater variety of symbols used by Menxruk&#039;s faithful in their worship. Menxrukic symbols tend to be inversions of Menxvanic symbols, preferably ones that are innocuous looking and easily concealed. The Arangothian letter R (for Ruk) is common, as are broken or incomplete circles, venomous snakes, crescent moons (since Menxruk is said to have created the moon), and sometimes mushrooms (which look harmless, but may in fact be deadly). There are many others which may be used only in certain areas or by certain sects, or are the mark of a particular priest.&lt;br /&gt;
&lt;br /&gt;
=The Priesthood=&lt;br /&gt;
&lt;br /&gt;
It is equally possible for men and women to become servants of Menxvan or Menxruk. (The specifics of the religious training are open for development). There are two major divisions of the Menxvanic priesthood: priests and priestesses, and holy men and holy women. Both receive the same religious training, and both have the same spiritual authority to perform religious ceremonies and rituals. The simple difference is that priests and priestesses are associated with one of the various temples throughout the land, while holy men and women are not. Holy men and women are wanderers, traveling throughout the kingdom, and even into other lands, to minister to people not within traveling distance of a temple. They perform an invaluable service in remote, rural areas, or in foreign lands with Menxvan-worshipping populations. Priests are allowed to marry and have children. In some sects, priests are expected to have a family, in others, staying single may be seen as a more virtuous calling, devoting oneself completely to Menxvan as it were.&lt;br /&gt;
&lt;br /&gt;
=Temples= &lt;br /&gt;
&lt;br /&gt;
Temples originally started out as an appropriately purified place where rituals can take place without the possibility of corruption. In the earliest days, they were simply caves or small huts, but they have evolved over the years into larger buildings devoted entirely to religious purposes, and sometimes entire complexes of buildings. Some temples have been built on sites associated with close communion with the other world, and others are repositories of relics, such as the mortal remains, or important possessions of particularly holy individuals. This is thought to make it more likely that the prayers of those within the temple are more likely to receive the intercession of Menxvan.&lt;br /&gt;
&lt;br /&gt;
In addition, the temples also serve as repositories of knowledge and history, containing accounts of the deeds of the faithful, and the collected teachings of particularly holy people, to be passed on for the edification of the people. In many areas, temples are the only source of education available. Menxvanic temples will teach literacy and basic mathematics to any person, provided that they are willing to work in the service of the temple for the duration of their studies. Temples also serve the function of hospitals in many areas of the kingdom, housing the sick, the injured, and the dying. Menxvanic priests are well versed in the arts of medicine and healing, and a number of them are also versed in the ways of magical healing.&lt;br /&gt;
&lt;br /&gt;
=The Origin of Things=&lt;br /&gt;
&lt;br /&gt;
A little while after the separation of the parts of the world out of Menxned, Van worked iron upon his anvil, and struck it with his hammer, and made out of it a great iron plate. Ruk was envious of Van for having this plate, and he decided to take it for himself. He seized it with both his hands, but Van held tight to it, and the more Ruk pulled, the firmer grew Van&#039;s grip. Finally the plate broke into a million pieces, and these pieces were scattered throughout the sky by a great wind. Ruk then said, &amp;quot;I can make a better plate myself,&amp;quot; and went off to make a plate of his own. In the meantime, Van made another iron plate upon his anvil, brighter and bigger than the first one. Ruk made a plate as well, but he made his out of stone and bone, and as he was making on it he kept thinking of the first plate, which had broken, and so the plate he made kept breaking and coming back together again. Finally, Van and Ruk came together and compared their plates, but they could not agree on which was the better plate. So Van and Ruk together made the first Man to judge which plate was the better of the two.&lt;br /&gt;
&lt;br /&gt;
Man looked first at Van&#039;s plate and then at Ruk&#039;s plate, and then he said, &amp;quot;I&#039;m thirsty, and I can&#039;t decide which plate is better until I have something to drink.&amp;quot; And so Van and Ruk together made the Sea and the Lakes so that Man would have something to drink, so that they could hear from him which was the better plate.&lt;br /&gt;
&lt;br /&gt;
Man looked first at Van&#039;s plate and then at Ruk&#039;s plate, and then he said, &amp;quot;I&#039;m hungry, and I can&#039;t decide on an empty stomach which plate is better.&amp;quot; And so Van and Ruk together made all the edible animals and all the edible plants so that Man would have something to eat, so that they could hear from him which was the better plate. Man looked first at Van&#039;s plate and then at Ruk&#039;s plate, and then he said, &amp;quot;I&#039;m lonely, and I can&#039;t decide which plate is better while I&#039;m feeling depressed.&amp;quot; And so Van and Ruk together made another person, and called the person Woman, so that Man would not be lonely, so that they could hear from him which was the better plate.&lt;br /&gt;
&lt;br /&gt;
Man and Woman looked first at Van&#039;s plate and then at Ruk&#039;s plate. And then, finally, Man said that in his opinion Van&#039;s plate was the better one. But Woman said that in her opinion Ruk&#039;s plate was the better one. So Van and Ruk pulled their hair and cried out that they still had not learned which was the better plate. And so they decided they needed yet another person to break the tie, and gave the Man and the Woman their distinctive features, so that they would have a child.&lt;br /&gt;
&lt;br /&gt;
The first time Woman gave birth, she gave birth to twins, a boy and a girl, and the boy agreed with his father, and the girl with her mother. And so Van and Ruk waited.&lt;br /&gt;
&lt;br /&gt;
The second time Woman gave birth, she gave birth to quadruplets, two boys and two girls, and the two boys agreed with their father, and the two girls with their mother. And so Van and Ruk waited. The third time Woman gave birth, she gave birth to sextuplets, three boys and three girls, and the three boys agreed with their father, and the three girls with their mother.&lt;br /&gt;
&lt;br /&gt;
Ruk finally grew impatient of waiting, and he took both of the plates and flung them into the sky, cursing, &amp;quot;Let you fly off into the sky like a bird, let you hide under the ground like a root!&amp;quot; Van&#039;s plate became the Sun, and Ruk&#039;s plate became the Moon, and because Ruk had cursed them both to fly like birds and burrow like roots, they keep rising through the sky and falling under the ground, day after day, year after year. And this is also how Man and Woman first came to be, and even to this day they often do not agree about what is best.&lt;br /&gt;
&lt;br /&gt;
-- This story was collected from an illiterate peasant woman in the Sresar Vale by Professor Kenglith of the Royal Arangothian University, a close colleague of Serisious Blendwythe. &lt;br /&gt;
&lt;br /&gt;
[[Category:Arangothian Customs and Rituals]] [[Category: Menxism]]&lt;br /&gt;
{{Navbox Religion}}&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Old_Arangothian_Currency&amp;diff=5521</id>
		<title>Old Arangothian Currency</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Old_Arangothian_Currency&amp;diff=5521"/>
		<updated>2013-06-16T17:02:21Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Prices of Goods and Services in Drache */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With no central government authority to regulate the issuance of currency during the Interregnum, Arangoth&#039;s monetary system became a hodge-podge of local and foreign currencies. This led bankers and moneylenders to create the [[#Drachean Bank Crowns|Bank Crown]] as an accounting unit to deal with this confusing situation. King [[Arlok ul-Dorn]] recognized the need for reform, and addressed the problem shortly after his coronation with his Currency Decree of Evening Star of 469. The decree states:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Be it herewith decreed that a new monetary system is and shall be established in the Kingdom of Arangoth. We are aware that the current monetary system is flawed, insofar as the coinage of the realm has had no fixed weight or value. It has come to Our attention that many unscrupulous persons, on having prices quoted in &amp;quot;gold coins,&amp;quot; for example, have paid with extraordinarily small, lightweight coins, while demanding coins thrice this same weight whenever payments are made to them. We have also examined many coins in circulation and have discovered that many &amp;quot;gold&amp;quot; and &amp;quot;silver&amp;quot; coins are in fact made of a base metal alloy, often containing much tin and/or nickel. We therefore decree the introduction of a new monetary system, according to which:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
100 quaspins = 1 rixtle&amp;lt;br&amp;gt;&lt;br /&gt;
100 rixtles = 1 lurinthoon&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The banking unit known as the &amp;quot;Arangothian Crown&amp;quot; is to be deemed equivalent to a half-rixtle or 50 quaspins. Thus:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
1 quaspin = 0.02 crown&amp;lt;br&amp;gt;&lt;br /&gt;
1 rixtle = 2 crowns&amp;lt;br&amp;gt;&lt;br /&gt;
1 lurinthoon = 200 crowns&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gold Coins=&lt;br /&gt;
&lt;br /&gt;
The smaller gold coins have on their obverse a picture of a tower or fortification with the inscription ARLOK APTENTROD UL FLUNBRANTH (Arlok, Guardian of the East). The reverse shows a different weapon&lt;br /&gt;
(sword, axe, etc., depending on denomination) with the inscription: SIGOVATH NE GINTELIMIL (Death to Our Enemies).&lt;br /&gt;
&lt;br /&gt;
The larger gold coins (two and five lurinthoons) bear a joint portrait of the King and Queen enthroned, with the text ARLOK GOSSATH LA MELINXA GOSPINOTH (King Arlok and Queen Melinxa). The reverse of the two-lurinthoon piece portrays the Royal Palace of Tagrana, with merely the inscription TAGRANA. The reverse of the five-lurinthoon piece shows the castle of Hornath-ul-Marfed with both sun and double-moon in the sky. The inscription is: GORDONTH BEN BAN PIR (A lantern constantly). &lt;br /&gt;
&lt;br /&gt;
==Gold Denominations==&lt;br /&gt;
&lt;br /&gt;
Gold coins in Arangoth are called lurinthoons, from the Arangothek word for gold.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Five Lurinthoon&#039;&#039;&#039; piece = 1000.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Two Lurinthoon&#039;&#039;&#039; piece = 400.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Lurinthoon&#039;&#039;&#039; = 200.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Half Lurinthoon&#039;&#039;&#039; = 100.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Quarter Lurinthoon&#039;&#039;&#039; = 50.00 Bank Crowns&lt;br /&gt;
&lt;br /&gt;
=Silver Coins= &lt;br /&gt;
&lt;br /&gt;
The silver coins bear the royal portrait together with the text, ARLOK ME MENXVAN GOSSATH UL ARANGOTH (Arlok, with Menxvan, King of Arangoth). The reverse shows a mountain with a dove sitting at its top, and bears the inscription TETHRA TIN RUTHMARNA (Peace in Ruthmarna). The ten-rixtle piece shows the King standing in full armor and bearing a sword. The twenty-rixtle piece is similar, but shows the King with a Ruthmarna bandit kneeling before him. The detail on the reverse varies depending on size: on the twenty-rixtle piece a village can be seen on the mountainside.&lt;br /&gt;
&lt;br /&gt;
==Silver Denominations==&lt;br /&gt;
&lt;br /&gt;
Silver coins in Arangoth are called Rixtles, from the Arangothek word for silver. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Twenty Rixtle&#039;&#039;&#039; piece = 40.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Ten Rixtle&#039;&#039;&#039; piece = 20.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Four Rixtle&#039;&#039;&#039; piece = 8.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Double Rixtle&#039;&#039;&#039; = 4.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Rixtle&#039;&#039;&#039; = 2.00 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Half-rixtle&#039;&#039;&#039; or &amp;quot;Crown&amp;quot; = 1.00 Bank Crown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Base Metal Coins=&lt;br /&gt;
&lt;br /&gt;
The base-metal coins portray on the obverse the Arangothian crown surrounded by the text (abbreviated on smaller coins): ARLOK ME MENXVAN GOSSATH UL ARANGOTH (Arlok, with Menxvan, King of Arangoth). The reverse&lt;br /&gt;
bears the inscription TISPAT TA GOXODELOTH (Food for the People), together with a picture of a bundle of grain. The 40 and 20 quaspin pieces instead show a cart of grain on their reverse.&lt;br /&gt;
&lt;br /&gt;
==Base Metal Denominations==&lt;br /&gt;
&lt;br /&gt;
Base Metal coins in Arangoth are called Quaspins, from the Arangothek word for copper. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Forty Quaspin&#039;&#039;&#039; piece = 0.80 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Twenty Quaspin&#039;&#039;&#039; piece = 0.40 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Ten Quaspin&#039;&#039;&#039; piece = 0.20 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Four Quaspin&#039;&#039;&#039; piece = 0.08 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Double Quaspin&#039;&#039;&#039; = 0.04 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Quaspin&#039;&#039;&#039; = 0.02 Bank Crowns&lt;br /&gt;
# &#039;&#039;&#039;Half-quaspin&#039;&#039;&#039; = 0.01 Bank Crowns&lt;br /&gt;
&lt;br /&gt;
=Other Provisions of the Currency Decree=&lt;br /&gt;
&lt;br /&gt;
==Legal Penalties==&lt;br /&gt;
&lt;br /&gt;
*The denominations are clearly marked on all coins. Counterfeiting the money of the realm shall be punished with swift death. &lt;br /&gt;
*Anyone found clipping metal from coins of the realm shall have his or her fingers and toes &amp;quot;clipped.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
==Regarding Foreign Currencies==&lt;br /&gt;
&lt;br /&gt;
Foreign moneys, which have long circulated in Arangoth and caused great confusion, shall no longer be deemed legal tender. All future tolls, duties, fines, and other official payments must be made&lt;br /&gt;
using this new currency. The sole exception to this shall be within the boundaries of the city of Drache.&lt;br /&gt;
&lt;br /&gt;
==Disposition of Obsolete Currency==&lt;br /&gt;
&lt;br /&gt;
Old coins may be exchanged for the new currency by weight and metal, with a 4% re-minting fee. The money taken in from this fee is to go directly into a royal fund to purchase grain for the starving poor of Drache. &lt;br /&gt;
&lt;br /&gt;
=Drachean Bank Crowns=&lt;br /&gt;
&lt;br /&gt;
Drache is a port city that thrives on commerce, so there are almost as many currencies in circulation in Drache as there are foreign visitors to the city. To make transactions easier with this baffling array of coinage, the most common financial unit in Drache is the Bank Crown, which is a banking unit used for accounting and moneychanging. Most businesses and even the government in Drache sets values in Bank Crowns, which are then either collected or paid out in various currencies. In Arangoth, the half-rixtle piece, a silver coin, is equivalent to the value of a Bank Crown. &lt;br /&gt;
&lt;br /&gt;
=Prices of Goods and Services in Drache=&lt;br /&gt;
&lt;br /&gt;
According to the Drache Census of 469, the average resident of the Wharf District has a &amp;quot;monetary value&amp;quot; of 23 bank crowns; in the Red Lantern District it&#039;s 14. That&#039;s basically the amount of money these people could get if they sold everything they owned (except very basic things like the clothes off their backs) and combined that with all their cash on hand. These people don&#039;t really have &#039;&#039;any&#039;&#039; savings and very little property, and would probably be destitute in a week or so without working or stealing. Therefore, the minimum cost for food and lodgings in Drache for a week is about 15 bank crowns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a suggested breakdown of how someone might spend that sum:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Quantity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Price&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Total Cost (in Bank Crowns)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| loaf of bread&lt;br /&gt;
| 7&lt;br /&gt;
| 20 quaspins&lt;br /&gt;
| 2.80&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| glass of ale&lt;br /&gt;
| 14&lt;br /&gt;
| 10 quaspins&lt;br /&gt;
| 2.80&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| water&lt;br /&gt;
| --&lt;br /&gt;
| Free from public fountains&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| bowl of stew&lt;br /&gt;
| 3&lt;br /&gt;
| 30 quaspins&lt;br /&gt;
| 1.80&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| whole chicken&lt;br /&gt;
| 1&lt;br /&gt;
| 1 rixtle&lt;br /&gt;
| 2.00&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| nightly rent (small room)&lt;br /&gt;
| 7&lt;br /&gt;
| 40 quaspins&lt;br /&gt;
| 5.60&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| Total&lt;br /&gt;
| 15 Bank Crowns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All these same things probably cost one and a half to two times as much in the Blkdragon District.&lt;br /&gt;
&lt;br /&gt;
Actually owning a house in Drache would cost perhaps a year&#039;s rent on the same property, hence: 0.8 bank crowns per night X 365 = 292 bank crowns per room. A typical small Arangothian house has basically a main room and a raised second-story platform, so maybe about 375 bank crowns. A larger extended-family house might be around 1200 crowns. (Note: prices include basic furnishings: chairs, rugs, bed, etc.) Houses in more desirable areas of the city and built of better quality materials will cost more. &lt;br /&gt;
&lt;br /&gt;
Other rough estimates for not-very-fancy examples of the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;horse&#039;&#039;&#039; = 65 crowns&lt;br /&gt;
*&#039;&#039;&#039;knife&#039;&#039;&#039; = 20 crowns&lt;br /&gt;
*&#039;&#039;&#039;basic clothing&#039;&#039;&#039; = 18 crowns&lt;br /&gt;
*&#039;&#039;&#039;pair of shoes&#039;&#039;&#039; = 12 crowns&lt;br /&gt;
*&#039;&#039;&#039;skin of wine&#039;&#039;&#039; = 3.5 crowns [bottle extra]&lt;br /&gt;
*&#039;&#039;&#039;day&#039;s work (unskilled)&#039;&#039;&#039; = 2 1/2 crowns&lt;br /&gt;
*&#039;&#039;&#039;bowl or cup&#039;&#039;&#039; = 1/2 crown&lt;br /&gt;
&lt;br /&gt;
Obviously a good Khalar horse, a finely-crafted dagger, or a night&#039;s work for a courtesan at [[the House of the Silver Swan]] would be much in excess of the given figures. Note that an unskilled laborer makes roughly 17.5 crowns per week if he/she works every day. Based on living expenses of 15 crowns per week, that permits a weekly savings of 2.5 crowns; without scrimping, it would take almost five weeks to save up enough money to buy a new pair of shoes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Currency]] [[Category: Arangoth]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Millabratel&amp;diff=5520</id>
		<title>Millabratel</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Millabratel&amp;diff=5520"/>
		<updated>2013-06-16T16:46:12Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Millabratel&lt;br /&gt;
| image         = Millabratel.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         =&lt;br /&gt;
| province      = [[Transdariania]]&lt;br /&gt;
| population    = Approximately 10,000&lt;br /&gt;
| race1         =&lt;br /&gt;
| race2         =&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  =&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = Monarchy&lt;br /&gt;
| head_of_state = [[Arlok ul-Dorn]]&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Millabratel is the second largest city in [[Transdariania]], though it is much older than [[Drache]]. Situated on the eastern side of the River Lathri at the crossroads that connects Drache, [[Arania]], and the [[Sresar Vale]], Millabratel was the capital of Transdariania before [[BLKDRAGON]] and [[AngelSin]] founded their new capital in Drache. It was the former home of the [[Royal University]], now located in Drache.&lt;br /&gt;
&lt;br /&gt;
Though the city has declined somewhat since the foundation of Drache, it still remains an important cultural and religious center in the southern part of the kingdom. The population of Millabratel is only approximately ten thousand today, though this figure can double during important religious holidays due to the presence of the [[Menxism|Menxvanic Cathedral]], a temple complex located at the heart of the city where the three roads converge. This temple complex is the home of a [[Templars of Menxvan]] stronghold, the last one remaining in the south, and the resting place of a number of important religious relics.&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
A description of Millabratel is given in the following excerpt of a story about Ultharin, a young Templar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Millabratel was as ancient as the Templars of Menxvan themselves, a fortress that had a town that gradually grew around its walls, and even three roads that were built to accommodate the traffic of worshipers in Menxvan&#039;s house. However, those tall walls had far more age than the oldest house outside of its walls. Showing the architecture of an age gone by, when Arangoth had been plunged into many a war and when the Templars had participated in them, the stones themselves bore the pits and scars of siege engines and the elements themselves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For all the obviousness of Millabratel&#039;s service as a hold for warriors, it bore within its walls a quiet serenity. Those that trod the grasses of the courtyard or even Millabratel&#039;s extensive gardens felt compelled to silence, for Millabratel was, in more prosperous days for the Menxvanic Templars, where the powerful High Templars would exercise and learn their disciplines and teach them to young and aspiring Acolytes. Millabratel was sparsely manned even at the apex of Templar influence and power, and now it was even more understaffed. The discipline based abilities of high Templars were hard to master and the capacity to learn them was a rare one even in the ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laid out in a circular pattern, as if to do homage to the snake symbol of Menxvan, Millabratel&#039;s walls contained a maze of gardens, a library, a school and orphanage for youngsters, and living quarters. However, the primary appeal of Millabratel was the soaring cathedral of Menxvan, the last of its kind. The Royal Church was perhaps more famous, but the cathedral of Millabratel was a feature of the skyline that simply soared up and tapered off into a open-topped tower, circular in shape. It was up in this tower that one of Menxvan&#039;s holiest books, the Book of Metrarin, was stored. Open to any that might peruse it, it nonetheless was gibberish to the uninitiated. Even to those Templars who could read it, the book contained many inconsistencies and confusing passages. The sign of a Patriarch or Matriarch to be in the Templars was understanding this most mysterious of books.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was on the open top of this tower that one of the newest of Templars, Ultharin Tagran Sanskaranth, sat as he tried to exercise what he had read in the book. It was a slow process, gathering the amount of concentration that was apparently necessary. But the book detailed the methods by which one could contact one&#039;s ancestors and other spirits. It was this medium of guidance that Ultharin sought in this time of trials. He knew not which spirit to contact, but he was going to try nonetheless. Surely there was someone that he might seek guidance from. At his wits end, he decided that calm and wisdom were what were needed. The book and the meditation spire would accomodate these things.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bathed and blessed by a priest many stories below, he climbed the spiral stairs up the spire, garbed in robes of green that did little to ward off the chill or conceal the scars on his arms and collar area, borne in defense of the King himself at his coronation. Indeed, even at this young age he had suffered horrendous wounds in battle against some manner of thing that he still could not identify. Now he faced a trial of loyalty and honor as well as his moral courage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He reached the round top of the spire and sat in the middle of it. From here there was nothing to distract the eyes below, and the stars above were hardly a distraction. The wind carried sound away from the spire, sound that generally would not reach the top anyway. It was the most potent meditative area that the Templars had, built for the purpose of the deepest meditations that were known to reach the spirit world and even the realms of death. This was Menxvan&#039;s holiest ground, the greatest of the Templar strongholds in pure spiritual energy and spiritual activity.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5519</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5519"/>
		<updated>2013-06-16T16:37:49Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Arangoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Siramap.gif|Lysira&#039;s map of [[Arangoth]], created some time pre-1999. Used as the official map of the kingdom on the BDI site for years.|alt=Lysira&#039;s Map&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Siramap.gif&amp;diff=5518</id>
		<title>File:Siramap.gif</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Siramap.gif&amp;diff=5518"/>
		<updated>2013-06-16T16:36:16Z</updated>

		<summary type="html">&lt;p&gt;Stygian: Lysira&amp;#039;s Map of Arangoth, created some time pre-1999.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lysira&#039;s Map of Arangoth, created some time pre-1999.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5517</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5517"/>
		<updated>2013-06-16T16:31:07Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Veth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Veth-political.jpg|Version of the 2006 Map with political boundaries highlighted.|alt=Political Map&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Veth-political.jpg&amp;diff=5516</id>
		<title>File:Veth-political.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Veth-political.jpg&amp;diff=5516"/>
		<updated>2013-06-16T16:29:29Z</updated>

		<summary type="html">&lt;p&gt;Stygian: Version of the 2006 Map with political boundaries highlighted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version of the 2006 Map with political boundaries highlighted.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Korthai_Language&amp;diff=5510</id>
		<title>Korthai Language</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Korthai_Language&amp;diff=5510"/>
		<updated>2013-06-16T03:47:55Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Noun Suffixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The common [[Korthai]] language. combines phrases and concepts from several languages, attributed to the high degree of cultural intermixing. &lt;br /&gt;
&lt;br /&gt;
=Numbers=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; = natt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; = datt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039; = khatt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039; = komma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; = gemma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039; = temma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; = dakka&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039; = konn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039; = latann&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; = tatt&lt;br /&gt;
&lt;br /&gt;
=Grammar=&lt;br /&gt;
&lt;br /&gt;
==Verb Suffixes==&lt;br /&gt;
&lt;br /&gt;
Various suffixes can be added to a root verb to form to make nouns, adjectives, and participles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paradigm:&#039;&#039;&#039; &#039;&#039;kokh-&#039;&#039; = to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-al&#039;&#039;&#039; = nomen agentis, someone who does something. &#039;&#039;kokhal&#039;&#039; = the seer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-lash&#039;&#039;&#039; = negative form of the above, someone who does not do something. &#039;&#039;kokhlash&#039;&#039; = the non-seer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-az&#039;&#039;&#039; = someone to whom something is being done. &#039;&#039;kokhaz&#039;&#039; = the one who is seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-sash&#039;&#039;&#039; = negative form of the above, someone to whom something is not done. &#039;&#039;kokhsash&#039;&#039; = the one who is unseen.&lt;br /&gt;
&lt;br /&gt;
The following, when used as adjectives, take the ending -o; as substantives, they take no ending.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-alg&#039;&#039;&#039; = active participle. &#039;&#039;kokhalg&#039;&#039; = [the] seeing [person].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-laksh&#039;&#039;&#039; = negative form of the above. &#039;&#039;kokhlaksh&#039;&#039; = [the] unseeing [person]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-azg&#039;&#039;&#039; = passive participle. &#039;&#039;kokhazg&#039;&#039; = [the] seen [person].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-saksh&#039;&#039;&#039; = negative form of the above. &#039;&#039;kokhsaksh&#039;&#039; = [the] unseen [perso]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-onn&#039;&#039;&#039; = able to do something. &#039;&#039;kokhonn&#039;&#039; = &#039;able to see&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-mash&#039;&#039;&#039; = unable to do something. &#039;&#039;kokhmash&#039;&#039; = &#039;unable to see,&#039; &#039;blind&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-alann&#039;&#039;&#039; = able to have something done to it. &#039;&#039;kokhalann&#039;&#039; = &#039;able to be seen, visible&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-lamash&#039;&#039;&#039; = unable to have something done to it. &#039;&#039;kokhlamash&#039;&#039; = &#039;unable to be seen, invisible.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-yat&#039;&#039;&#039; = abstract noun. &#039;&#039;kokhyat&#039;&#039; = &#039;sight,&#039; a &#039;vision&#039; or &#039;image&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-alyat&#039;&#039;&#039; = the act of doing something. &#039;&#039;kokhalyat&#039;&#039; = &#039;the act of seeing&#039; -- etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-mat&#039;&#039;&#039; = ability to do something. &#039;&#039;kokhmat&#039;&#039; = &#039;vision,&#039; &#039;ability to see&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-mashet&#039;&#039;&#039; = inability to do something. &#039;&#039;kokhmashet&#039;&#039; = &#039;inability to see,&#039; &#039;blindness&#039;&lt;br /&gt;
&lt;br /&gt;
==Noun Suffixes==&lt;br /&gt;
&lt;br /&gt;
Gender-based suffixes: &#039;&#039;&#039;-id&#039;&#039;&#039; (male) and &#039;&#039;&#039;-enn&#039;&#039;&#039; (female).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paradigm:&#039;&#039;&#039; &#039;&#039;khonn&#039;&#039;, a type of ship. (Note that -nn changes to -mm- before a vowel, Y excluded.)&lt;br /&gt;
khommai, ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-va&#039;&#039;&#039;, &#039;of the ship&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khommai-va&#039;&#039;&#039;, &#039;of the ships&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-valt&#039;&#039;&#039;, something which is of the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-te&#039;&#039;&#039;, &#039;to the ship&#039; [the ending -te may be related to the Assi vocative case]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khommai-te&#039;&#039;&#039;, &#039;to the ships&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-shi&#039;&#039;&#039;, &#039;from the ship&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khommai-shi&#039;&#039;&#039;, &#039;from the ships&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonnshilt&#039;&#039;&#039;, something which is from the ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-la&#039;&#039;&#039;, &#039;the place of the ships&#039; or &#039;shipdom&#039; or &#039;the world navigable by sea.&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn-ya&#039;&#039;&#039;, &#039;the group of ships&#039; or &#039;navy&#039;&lt;br /&gt;
&lt;br /&gt;
==Compounding Suffixes==&lt;br /&gt;
&lt;br /&gt;
These endings can combine with the above in various ways, e.g.:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhazva&#039;&#039;&#039; = &#039;of the person who is seen&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhalte&#039;&#039;&#039; = &#039;to the seer&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kokhalannya&#039;&#039;&#039; = &#039;the realm of the invisible&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhalann khommai&#039;&#039;&#039; = &#039;the invisible ships&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhalva khonn&#039;&#039;&#039; = &#039;the seer&#039;s ship&#039;&lt;br /&gt;
&lt;br /&gt;
=Vocabulary=&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;balatt&#039;&#039;&#039; = serpent, snake&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;banto&#039;&#039;&#039; = new&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bel&#039;&#039;&#039; = to rain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;belann&#039;&#039;&#039; = a cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;benno&#039;&#039;&#039; = short&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;berash&#039;&#039;&#039; = a cow (term of insult) &#039;&#039;(cf. Assi boishai, Old Arangothian barra)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dado&#039;&#039;&#039; = green&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dar&#039;&#039;&#039; = to travel by ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;daral*&#039;&#039;&#039; = a sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dakka&#039;&#039;&#039; = seven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dalann&#039;&#039;&#039; = a woman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dalo&#039;&#039;&#039; = bright&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dann&#039;&#039;&#039; = a sail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;darm&#039;&#039;&#039; = a head&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;datt&#039;&#039;&#039; = two&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;daz&#039;&#039;&#039; = saltwater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dazla*&#039;&#039;&#039; = the Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dekh&#039;&#039;&#039; = to navigate a ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;deld&#039;&#039;&#039; = a swan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;desh&#039;&#039;&#039; = a kind of fish&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dev&#039;&#039;&#039; = land&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;devshilt*&#039;&#039;&#039; = a landlubber&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;galo&#039;&#039;&#039; = tall, long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gann&#039;&#039;&#039; = a leg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gashatt&#039;&#039;&#039; = to look for &#039;&#039;(cf. Assi agahai, &#039;to hunt&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gatann&#039;&#039;&#039; = the prow of a ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gatt&#039;&#039;&#039; = to walk; to go &#039;&#039;(cf. Assi agai, &#039;to go,&#039; egaite, &#039;to walk&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gedd&#039;&#039;&#039; = drinkable water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gel&#039;&#039;&#039; = the sun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gelid&#039;&#039;&#039; = a man &#039;&#039;(archaic *dalid)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gemma&#039;&#039;&#039; = five&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;geshekh&#039;&#039;&#039; = to watch, oversee &#039;&#039;(cf. Assi agahi)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gurann&#039;&#039;&#039; = a storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;guranno*&#039;&#039;&#039; = angry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;gurannoyat*&#039;&#039;&#039; = anger&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;jor&#039;&#039;&#039; = yes, affirmitive&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kadd&#039;&#039;&#039; = a type of boat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kakk&#039;&#039;&#039; = a wall; the side of a ship; a hull&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kakkshilt*&#039;&#039;&#039; = a barnacle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;karo&#039;&#039;&#039; = dark&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;karoyat*&#039;&#039;&#039; = darkness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kato&#039;&#039;&#039; = strong&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;katoyat*&#039;&#039;&#039; = strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kelo&#039;&#039;&#039; = good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;keloyat*&#039;&#039;&#039; = goodness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kekor&#039;&#039;&#039; = the captain of a ship &#039;&#039;(cf. Assi ceicoi, &#039;warrior of high rank&#039;; caicon, &#039;male war leader&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kesset&#039;&#039;&#039; = a ceremony &#039;&#039;(cf. Assi ceesai, &#039;a celebration&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khad&#039;&#039;&#039; = the moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khanor&#039;&#039;&#039; = cloth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khatt&#039;&#039;&#039; = three&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kherm&#039;&#039;&#039; = a hand&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khol&#039;&#039;&#039; = an eye&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;khonn&#039;&#039;&#039; = a type of ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kimma&#039;&#039;&#039; = four&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kisho&#039;&#039;&#039; = white&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokh&#039;&#039;&#039; = to see&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhalid&#039;&#039; = the (male) seer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;kokhalenn&#039;&#039;&#039; = the (female) seer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;konn&#039;&#039;&#039; = eight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korth&#039;&#039;&#039;, plural &#039;&#039;&#039;Korthai&#039;&#039;&#039; = the self-designation of this race of seafarers. &#039;&#039;(cf. Assi coite, &#039;man&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthla&#039;&#039;&#039; = the collectivity of places inhabited by the Korthai, as a geographical expression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthya&#039;&#039;&#039; = the Korthai in general, Korthaidom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthyava&#039;&#039;&#039; = of the Korthai in general, &#039;Korthaian&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthyate&#039;&#039;&#039; = &#039;to the Korthai&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthyashi&#039;&#039;&#039; = &#039;from the Korthai&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthyava khommai&#039;&#039;&#039; = the Korthai ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthid&#039;&#039;&#039; = a male Korth, plural &#039;&#039;&#039;Korthidai&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Korthenn&#039;&#039;&#039; = a female Korth, plural &#039;&#039;&#039;Korthemmai&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;koyann&#039;&#039;&#039; = shark&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lak&#039;&#039;&#039; = wine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lako*&#039;&#039;&#039; = sweet (like wine)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lal&#039;&#039;&#039; = no, negative&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lalo&#039;&#039;&#039; = bad, evil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;laloyat*&#039;&#039;&#039; = evil (noun)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lant&#039;&#039;&#039; = an elder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lanto*&#039;&#039;&#039; = old&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lantya*&#039;&#039;&#039; = the body of elders, council, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;larth&#039;&#039;&#039; = to land a ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;larthla*&#039;&#039;&#039; = a dock or dockyard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;latann&#039;&#039;&#039; = nine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lath&#039;&#039;&#039; = the sky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lathshilt*&#039;&#039;&#039; = a star&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;makh&#039;&#039;&#039; = an arm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;masett&#039;&#039;&#039; = to attack &#039;&#039;(cf. Assi amsei, &#039;to act (upon)&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;meredd&#039;&#039;&#039; = to kill &#039;&#039;(cf. Assi imeirith, &#039;to wound, damage&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;meredeld*&#039;&#039;&#039; = a weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mestev&#039;&#039;&#039; = to come &#039;&#039;(cf. Assi emeiste)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;murann&#039;&#039;&#039; = to die &#039;&#039;(cf. Assi amormi)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nak&#039;&#039;&#039; = a whale&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nakh&#039;&#039;&#039; = the hold of a ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nard&#039;&#039;&#039; = someone who is not Korthai&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nardya*&#039;&#039;&#039; = the non-Korthai world&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;narm&#039;&#039;&#039; = beer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;naro&#039;&#039;&#039; = bad, lousy, unskilled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;narth&#039;&#039;&#039; = an oar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;natt&#039;&#039;&#039; = one&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nedd&#039;&#039;&#039; = to fly &#039;&#039;(cf. Assi ineith, &#039;to fly&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;neddal*&#039;&#039;&#039; = a bird&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nesho&#039;&#039;&#039; = black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;neth&#039;&#039;&#039; = a type of ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nett&#039;&#039;&#039; = to stop &#039;&#039;(cf. Assi anei, &#039;to stop&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nettal*&#039;&#039;&#039; = an anchor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nettla*&#039;&#039;&#039; = a port-city&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;nott&#039;&#039;&#039; = the keel&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sanor&#039;&#039;&#039; = hardtack &#039;&#039;(cf. Assi sainoi, &#039;bread&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sasheld&#039;&#039;&#039; = overcoat &#039;&#039;(cf. Assi saihalt, &#039;clothing, usualy made from wool&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shekh&#039;&#039;&#039; = alarm, danger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shett&#039;&#039;&#039; = a mast &#039;&#039;(cf. Assi aite, &#039;tree&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shetez&#039;&#039;&#039; = to flee, to escape &#039;&#039;(cf. Assi aitesi, &#039;to run&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tar&#039;&#039;&#039; = to give &#039;&#039;(cf. Assi ati)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tashett&#039;&#039;&#039; = a face&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tatann&#039;&#039;&#039; = the deck of a ship; a floor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tatt&#039;&#039;&#039; = ten&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;teld&#039;&#039;&#039; = a seagull&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;temma&#039;&#039;&#039; = six&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tisho&#039;&#039;&#039; = cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tivar&#039;&#039;&#039; = to take &#039;&#039;(cf. Assi atui, &#039;to take&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tivaraz*&#039;&#039;&#039; = to be taken, i.e., adopted into Korthai society&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tivarazg*&#039;&#039;&#039; = one who has been adopted by the Korthai&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tivarazyat*&#039;&#039;&#039; = the act of being adopted into Korthai society&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vak&#039;&#039;&#039; = blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vakshilt*&#039;&#039;&#039; = a native-born Korthai&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vako*&#039;&#039;&#039; = red&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;varo&#039;&#039;&#039; = young&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vaz&#039;&#039;&#039; = to do battle &#039;&#039;(cf. Assi avasi, &#039;to fight&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vazal*&#039;&#039;&#039; = a warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vazald*&#039;&#039;&#039; = a warship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vazalya*&#039;&#039;&#039; = an army&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;vazyatva*&#039;&#039;&#039; = military&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ventev&#039;&#039;&#039; = an island &#039;&#039;(cf. Assi uimte, &#039;stone, earth, soil&#039;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ventevshilt*&#039;&#039;&#039; = an islander&lt;br /&gt;
&lt;br /&gt;
[[Category: Languages]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alesian_Military&amp;diff=5491</id>
		<title>Alesian Military</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alesian_Military&amp;diff=5491"/>
		<updated>2013-06-13T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glossary of Terms=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akrovok&#039;&#039;&#039;: (plural Akrovosok) Falvarniok standard, like a banner. Akrovosok are both holy relics and magic artifacts, and play important roles both in the worship of the war god Hepheran and in Alesian battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bavaso&#039;&#039;&#039;: the command for archers and slingers in the Alesian auxilliaries to loose their projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cargothoradt&#039;&#039;&#039;: Alesian for &amp;quot;Siege&amp;quot; or &amp;quot;Encirclement&amp;quot;. Only seven Cargothoradt battles have ever been fought, the most recent which was in the fight against the Aslarian Army at Dulsi. The fortification process includes the digging of ditches, diverting water and creating trapped, boxed in killing grounds to engage an enemy&#039;s relief while the main force is starved out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falvarniok&#039;&#039;&#039;: (plural Falvarniosok) The typical professional army formation of the Alesian Imperium, consisting of six thousand trained heavy infantry. Each province of the Imperium ideally has three Falvarniok, two tasked to assault roles and one as a constabulary force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forvo dos (lat)&#039;&#039;&#039;: Battlefield command to advance (toward something)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haskatho&#039;&#039;&#039;: a catapult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hepheran daltoss do&#039;&#039;&#039;: &amp;quot;Hepheran watches you!&amp;quot; A battlefield exhortation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hevarnin&#039;&#039;&#039;: (plural Hevarniok) A battle priest of the war god Hepheran. The senior priest of the Falvarniok is called the Ve-Hevarnin and serves on the general&#039;s command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hithos&#039;&#039;&#039;: (plural Hithosok) Alesian general in command of a Falvarniok. The commanding general of a campaign is titled Ve-Hithos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kaso lat akrovok&#039;&#039;&#039;: &amp;quot;Raise the standard.&amp;quot; A signal to prepare to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kosoth dos (lat)&#039;&#039;&#039;: Battlefield command to fall back (toward something).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kovarnin&#039;&#039;&#039;: (plural Kovarniok) Martial Wizards of the Falvarniok. At the expense of the ability to cast higher magics, Kovarnin fight with blade and magic and are integrated into a Falvarniok. The senior wizard of the Falvarniok is called the Ve-Kovarnin and serves on the general&#039;s command staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliros&#039;&#039;&#039;: (plural Llirosok) Alesian military unit of 500 men. There are 12 Llirosok in a Falvarniok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motos&#039;&#039;&#039;: A message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School of Arms&#039;&#039;&#039;: Institutions where Varnin are trained, usually for a year, to march in formation, as well as learn other skills of the Falvarniok. Known far and wide for the brutal training meant to train men into units, as opposed to producing individual elite warriors. The primary and best known School of Arms is in Prine, in Terlind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarim&#039;&#039;&#039;: (plural Tarimok) Alesian fortified camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tavarnin&#039;&#039;&#039;: The commander of a Tavros of Varniok. Also generally used as a trainer of Varnin. A Ve-Tavarnin is the second in command of a Falvarniok, while a Li-Tavarnin commands a Lliros (500 men).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tavros&#039;&#039;&#039;: (plural Tavrosok) Alesian military unit of 100 men. There are five Tavrosok in a Lliros.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thovaratos&#039;&#039;&#039;: Victory, a common Alesian battle cry; also used as a salutation among soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varnin&#039;&#039;&#039;: (plural Varniok) Alesian soldier of the ranks.There are 100 Varniok to a Tavros.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virsekos&#039;&#039;&#039;: &amp;quot;Beast of War,&amp;quot; an orcish abomination that is typically an aggregate creation built up from the bones and sinew of a variety of creatures to the shaman&#039;s taste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viskatho&#039;&#039;&#039;: An archer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Honed through centuries of combat, the Alesian Falvarniok is an institution whose effectiveness is unrivaled in the field, when ably led. Heavy infantry by nature, the Alesian Varnin is a hardened man who has been trained in one of the Imperium&#039;s various Schools of Arms, whose quality is uniform due to personal oversight by the Emperor. The School of Arms is a full year of intense, brutal training designed to mold men into the machine by which Alesia lives and thrives.&lt;br /&gt;
&lt;br /&gt;
Under the watch of grizzled Tavarniok, raw recruits are drilled endlessly and mercilessly to give them the physical and mental conditioning required for life in the Falvarniok. In addition to the basic training in arms and tactics all Varnin receive, most receive specialized training to maximize a Falvarniok&#039;s autonomy and minimize its need for support staff and other noncombatants.&lt;br /&gt;
&lt;br /&gt;
Two out of every ten men are also trained as archers, equally capable of fighting in the ranks or leaving their shields behind to wield a bow and arrows. Men with knowledge of carpentry, masonry, or mining become engineers, taught how to design and supervise the construction of bridges, roads, ramps, fortifications and siegeworks. Men with knowlege of smithcraft or fletching learn the ways of combat armorers to keep the Falvarniok&#039;s equipment in fighting trim in the field. Still others are trained as artillerists, scouts, healers, etc.&lt;br /&gt;
&lt;br /&gt;
When a yearling graduates from the School of Arms, he is assigned to one of the Falvarniosok, and is tattooed with the symbol of the legion he enters on his right hand. This ritual consecrates him to the Falvarniok&#039;s totemic spirit, and bonds him to his brother Varniok in ways that most Varniok have little awareness of. Training continues for the yearlings in their new Falvarniok to help integrate them into the ranks and further prepare them for combat. During periods of inactivity, Hithosok often have Varniok with specialized training impart their skills to other Varniok. This has a triple benefit: it helps a Falvarniok to continue to function despite casualties, staves off boredom and restlessness among the troops, and provides the men with valuable skills that prove useful in civilian life. A surprising number of Varniok are literate for this reason.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
At full strength, a Falvarniok has six thousand Varniok. A Falvarniok breaks down into Llirosok of 500 soldiers, and Tavrosok of 100 soldiers. A Tavros breaks down into 12 octets of eight varniok each, plus the Tavarnin, Hevarnin, Kovarnin, and a Tavarnin&#039;s aid, who acts as a runner and carries orders and messages. There are three Hevarniok and Kovarniok per Tavros in the Silver Arm, which is composed entirely of veterans drawn from the other Falvarniosok. Artillerists, Engineers, and Archers are mixed in with the ordinary Varniok, and counted in among a Falvarninok&#039;s full number. Alesians make little use of cavalry, and cavalry units with Falvarniosok are generally either auxilliary militia units, or foreign mercenaries. Constabulary Falvarniosok sometimes make use of chariots.&lt;br /&gt;
&lt;br /&gt;
The Lliros is the smallest tactical unit of the Falvarniok considered capable of functioning with total autonomy in the field. A Lliros breaks down into one Tavros of skirmishers, three tavrosok of line troops, and one tavros of reserves. The skirmishers are usually the youngest and fleetest soldiers in the Lliros, a way of giving new Varniok combat experience while leaving the heaviest fighting for the veterans. They often utilize local specialties of the various peoples that make up the Imperium, so the armament and fighting style of skirmising forces varies from one Falvarniok to the next. Javelins, slings, and throwing axes are typical, though not the only weapons utilized. The reserve Tavros is composed of veteran troops, and frequently operate artillery and siege engines until needed to relieve the line troops.&lt;br /&gt;
&lt;br /&gt;
They are led by veterans on the company level, known as Tavarniok, and by veterans or appointees on higher levels (Tavarniok are identified by the plumes upon their helms). Unfortunately, the higher level command can hamper the effectiveness of a Falvarniok, but most are well maintained on company-to-company level. Tavarniok appoint subordinate officers in their tavros on an ad-hoc basis, and entirely at their discretion. As a military force, their training emphasizes group tactics and this results in the Varnin individually being stalwart and bolstered in formation. However, personal combat training has not been neglected. A Varnin can march farther than the average soldier (Upwards at 30 miles a day in good weather and with a forty-five pound pack) and fight every bit as hard, if not harder and more fiercely.&lt;br /&gt;
&lt;br /&gt;
In times of peace, the Varniok are set to working on civic projects to keep the commanders of the Falvarniosok from considering the idea of fomenting rebellion, as well as keeping the men in a fighting trim and giving them valuable skills for use when on the march to war. Most of these projects are construction oriented in nature.&lt;br /&gt;
&lt;br /&gt;
Alesian men enlist in the Falvarniosok for five year terms. After the first five years, he becomes eligible to take the civil service entry exams. After twenty years, the Varnin receives a land grant from the Emperor and he and his family receive Grenadorsok status if they do not already hold it. After twenty years, a Varnin is allowed to retire at any time. All former Varniok remain eligible to be conscripted for active reserve duty in emergencies.&lt;br /&gt;
&lt;br /&gt;
An experiment is underway in Elluria, where cavalry has been made an integral part of a Falvarniok for the first time in history. Recognizing the greater role that cavalry plays on the battlefield in the Southlands than it does in the Alesian homeland, Etaudus Paralor structured the Roaring Lions with 4,500 infantry, and 1,500 cavalry. The cavalry breaks down into units of 300 called a Li-Kavallos, and further into two units of 150 called a Kavallos, the Alesian rendering of the word cavalry. A Kavallos subdivides into troops of twenty five, and lances of five when the need arises. Li-Kavallosok and Kavallosok are commanded by a Li-Tavarnin and a Tavarnin, respectively. Leaders of troops and lances are appointed by the Tavarniok in the same way as the infantry.&lt;br /&gt;
&lt;br /&gt;
The Kavallosok utilize Ellurian chargers, which are known for being both athletic and even tempered. Horsemen are armored in the same manner as infantry Varniok, except that all cavalry wear greaves to protect their shins. They do not yet make use of barding for their mounts. Varniok in a Kavallos are typically armed either with a lance and a medium shield, or with a short recurved bow. They also carry a longer version of the infantry sword and a dagger, and are fully trained to fight on foot if dismounted. Currently, there is at least one experienced horseman of Ellurian, Arangothian, Khalar, Thon, or Bahijan extraction in each lance within a Kavallos to help train the inexperienced horsemen.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Varniok are typically armed with an open faced helm, a curiass of segmented armor, a square tower shield, three javelins, a short sword, and sometimes a spear. Some Varnin are also armed with slings and compound bows. Varniok wear a skirt of leather strips that hangs to the knees to protect their legs, sometimes reinforced with metal studs. Varniok wear blood red tunics under their armor, and short or long brown trousers are worn under the skirts, depending on the season. Varniok wear sandals in the warm months, and boots in the winter. Officers (Tavarniok and higher) also wear greaves to protect their shins, as well as heavy bracers on their wrists. Officers ranked Li-Tavarnin and higher may wear a solid cuirass, and may also have chainmail backing sewn to their leather skirts. Varniok bear the Imperial Seal on their belt buckles and sword hilts, and the symbol of their particular Falvarniok on their shields. In rainy or cold weather, Varniok wear crimson cloaks made from the fleece of a particular breed of sheep from Terlind, known for its waterproof quality because of the dense, oily nature of its wool. &lt;br /&gt;
&lt;br /&gt;
=Magical Support=&lt;br /&gt;
&lt;br /&gt;
Another aspect of the Falvarniok is the specialized nature of the priests, also known as Hevarnin, who worship the god Hepheran the Eternal Warrior. The legion totems are aspects of Hepheran. Calling down blessings to their brother Varniok as needed and bolstering their courage, these men are part of the machinery that keeps a Falvarniok operating. A Hevarnin being killed can evoke two reactions: wrath or panic. Hevarnin are identified by the white tabard they wear over their chestplates in addition to the usual trappings of a Varnin. They are also identifiable by the engraved metal rods that they wield, which also function as maces.&lt;br /&gt;
&lt;br /&gt;
A third addition to the Falvarniok is the Kovarnin. A battle wizard, they are specially trained to hurl their magic and wield the blade in concert with the rest of their brother Varniok. Though the focus of their magic is offensive in nature, they also are able to sometimes work other magical feats against their foes. They are identified by the robe of the Falvarniok&#039;s main color they wear over their armor in place of a cloak and their lack of a shield. They are also identifiable by the metal skull-faced masks they wear. Instead of the standard Varnin&#039;s gladius, a Kovarnin may be armed with a Mage Spear, which is essentially a slightly modified gladius blade mounted on a six foot shaft.&lt;br /&gt;
&lt;br /&gt;
Tavarniok, Hevarniok and Kovarniok are all drawn from the ranks of veterans. All three are also capable of utilizing the battle standards of the Falvarniosok, blessed artifacts that function differently in the hands of each of the three groups. In the hands of a Tavarnin, the Akrovok can rally demoralized or exhausted troops, utilizing the standard&#039;s connection to the totemic tattoo that all Varnin possess. In the hands of a Hevarnin, it can be used to protect Varniok from the terrible magic of orcish shamans and also to destroy the undead monstrosities created by orcish necromancers. Kovarniok can use an Akrovok as a point of focus to allow multiple battle mages to combine their powers, compensating for the limited magical training of individual Kovarniok.&lt;br /&gt;
&lt;br /&gt;
=The Silver Arm=&lt;br /&gt;
&lt;br /&gt;
The Silver Arm is a special case as the Imperial Guard. It typically has between twelve and fifteen thousand members, all drawn from veterans of other Falvarniosok. The Silver Arm has three Hevarniok and Kovarniok per Tavros. Varniok of the Silver Arm wear Imperial Blue tunics with black trim and silver embroidery, and cloaks of Imperial Blue. Half of the Silver Arm&#039;s number are stationed in Charnath to protect the capital and the Emperor, while the rest are scattered throughout the Imperium and the world. The Emperor may grant the Ve-Hithos of a campaign a Lliros or two of Silver Arm troops as elite shock troops as a sign of his favor. In addition, the Silver Arm acts as a bodyguard to the Imperial family, guards Alesian ambassadors in other countries, and oversees the Schools of Arms.&lt;br /&gt;
&lt;br /&gt;
=Current Falvarniosok=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Falvarniok&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Home City&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Province&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Symbol&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1st&lt;br /&gt;
| Silver Arm&lt;br /&gt;
| Imperial Guard&lt;br /&gt;
| Charnath&lt;br /&gt;
| Alesia&lt;br /&gt;
| Mailed arm with clenched fist&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2nd&lt;br /&gt;
| Ivory Boar&lt;br /&gt;
| Assault&lt;br /&gt;
| Theno&lt;br /&gt;
| Alesia&lt;br /&gt;
| White boar&#039;s head on black field&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3rd&lt;br /&gt;
| The Chimera&#039;s Claw&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Loros&lt;br /&gt;
| Alesia&lt;br /&gt;
| Chimera&#039;s paw with claws extended&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4th&lt;br /&gt;
| The Storm&#039;s Fury&lt;br /&gt;
| Assault&lt;br /&gt;
| Trith&lt;br /&gt;
| Osk&lt;br /&gt;
| Crossed lightning bolts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5th&lt;br /&gt;
| The Obsidian Pegasus&lt;br /&gt;
| Assault&lt;br /&gt;
| Kristin&lt;br /&gt;
| Osk&lt;br /&gt;
| Black pegasus head and wing in profile&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6th&lt;br /&gt;
| Hepheran&#039;s Hammer&lt;br /&gt;
| Assault&lt;br /&gt;
| Yor&lt;br /&gt;
| Terlind&lt;br /&gt;
| Warhammer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7th&lt;br /&gt;
| Talons of the Raven&lt;br /&gt;
| Assault&lt;br /&gt;
| Terlind&lt;br /&gt;
| Terlind&lt;br /&gt;
| Diving raven with claws outstretched&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8th&lt;br /&gt;
| Tigersharks&lt;br /&gt;
| Assault&lt;br /&gt;
| Sul&lt;br /&gt;
| Granar&lt;br /&gt;
| Shark&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 9th&lt;br /&gt;
| Blood Peregrines&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Jarvod&lt;br /&gt;
| Hith&lt;br /&gt;
| Falcon&#039;s head on crimson field&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 10th&lt;br /&gt;
| Crimson Fox&lt;br /&gt;
| Assault&lt;br /&gt;
| Arazo&lt;br /&gt;
| Alesia&lt;br /&gt;
| Fox&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 11th&lt;br /&gt;
| Stone Dragons&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Holt&lt;br /&gt;
| Terlind&lt;br /&gt;
| Two dragons rampant&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 12th&lt;br /&gt;
| Ghosts of Grolliro&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Grolliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Death&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 13th&lt;br /&gt;
| Dogs of War&lt;br /&gt;
| Assault&lt;br /&gt;
| Corith&lt;br /&gt;
| Hith&lt;br /&gt;
| Mastiff&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 14th&lt;br /&gt;
| Orca&#039;s Teeth&lt;br /&gt;
| Assault&lt;br /&gt;
| Gror&lt;br /&gt;
| Granar&lt;br /&gt;
| Leaping orca&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 15th&lt;br /&gt;
| Wolves of Winter&lt;br /&gt;
| Assault&lt;br /&gt;
| Ug&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Silver Wolf&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 16th&lt;br /&gt;
| Blizzard Wind&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Orin&lt;br /&gt;
| Osk&lt;br /&gt;
| Hawk&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 17th&lt;br /&gt;
| Golden Panther&lt;br /&gt;
| Assault&lt;br /&gt;
| Org&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Panther&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 18th&lt;br /&gt;
| Serpent&#039;s Fangs&lt;br /&gt;
| Assault&lt;br /&gt;
| Alliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Striking viper&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 19th&lt;br /&gt;
| Firewalkers&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Thoral&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Flames&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 20th&lt;br /&gt;
| Unbreakable Shield&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Loth&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Shield with bull&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 21st&lt;br /&gt;
| Raging Hydra&lt;br /&gt;
| Assault&lt;br /&gt;
| Dornmoth&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Five-headed Hydra&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 22nd&lt;br /&gt;
| The Blade&#039;s Edge&lt;br /&gt;
| Assault&lt;br /&gt;
| Griphos&lt;br /&gt;
| Hith&lt;br /&gt;
| Crossed gladii&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 23rd&lt;br /&gt;
| Granite Rams&lt;br /&gt;
| Assault&lt;br /&gt;
| Kurvo&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Ram&#039;s head in profile over a mountain&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 24th&lt;br /&gt;
| Terrors of the Deep&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Feir&lt;br /&gt;
| Granar&lt;br /&gt;
| Kraken&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 25th&lt;br /&gt;
| Great Bear&lt;br /&gt;
| Assault&lt;br /&gt;
| Rolliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Dire Bear&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 26th&lt;br /&gt;
| Roaring Lion&lt;br /&gt;
| Assault&lt;br /&gt;
| Garusk&lt;br /&gt;
| Elluria&lt;br /&gt;
| Golden lion&#039;s head on green field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alesian_Military&amp;diff=5490</id>
		<title>Alesian Military</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alesian_Military&amp;diff=5490"/>
		<updated>2013-06-13T16:20:05Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Current Falvarniosok */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glossary of Terms=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akrovok&#039;&#039;&#039;: (plural Akrovosok) Falvarniok standard, like a banner. Akrovosok are both holy relics and magic artifacts, and play important roles both in the worship of the war god Hepheran and in Alesian battlefield tactics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bavaso&#039;&#039;&#039;: the command for archers and slingers in the Alesian auxilliaries to loose their projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cargothoradt&#039;&#039;&#039;: Alesian for &amp;quot;Siege&amp;quot; or &amp;quot;Encirclement&amp;quot;. Only seven Cargothoradt battles have ever been fought, the most recent which was in the fight against the Aslarian Army at Dulsi. The fortification process includes the digging of ditches, diverting water and creating trapped, boxed in killing grounds to engage an enemy&#039;s relief while the main force is starved out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falvarniok&#039;&#039;&#039;: (plural Falvarniosok) The typical professional army formation of the Alesian Imperium, consisting of six thousand trained heavy infantry. Each province of the Imperium ideally has three Falvarniok, two tasked to assault roles and one as a constabulary force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forvo dos (lat)&#039;&#039;&#039;: Battlefield command to advance (toward something)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haskatho&#039;&#039;&#039;: a catapult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hepheran daltoss do&#039;&#039;&#039;: &amp;quot;Hepheran watches you!&amp;quot; A battlefield exhortation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hevarnin&#039;&#039;&#039;: (plural Hevarniok) A battle priest of the war god Hepheran. The senior priest of the Falvarniok is called the Ve-Hevarnin and serves on the general&#039;s command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hithos&#039;&#039;&#039;: (plural Hithosok) Alesian general in command of a Falvarniok. The commanding general of a campaign is titled Ve-Hithos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kaso lat akrovok&#039;&#039;&#039;: &amp;quot;Raise the standard.&amp;quot; A signal to prepare to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kosoth dos (lat)&#039;&#039;&#039;: Battlefield command to fall back (toward something).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kovarnin&#039;&#039;&#039;: (plural Kovarniok) Martial Wizards of the Falvarniok. At the expense of the ability to cast higher magics, Kovarnin fight with blade and magic and are integrated into a Falvarniok. The senior wizard of the Falvarniok is called the Ve-Kovarnin and serves on the general&#039;s command staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliros&#039;&#039;&#039;: (plural Llirosok) Alesian military unit of 500 men. There are 12 Llirosok in a Falvarniok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motos&#039;&#039;&#039;: A message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School of Arms&#039;&#039;&#039;: Institutions where Varnin are trained, usually for a year, to march in formation, as well as learn other skills of the Falvarniok. Known far and wide for the brutal training meant to train men into units, as opposed to producing individual elite warriors. The primary and best known School of Arms is in Prine, in Terlind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarim&#039;&#039;&#039;: (plural Tarimok) Alesian fortified camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tavarnin&#039;&#039;&#039;: The commander of a Tavros of Varniok. Also generally used as a trainer of Varnin. A Ve-Tavarnin is the second in command of a Falvarniok, while a Li-Tavarnin commands a Lliros (500 men).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tavros&#039;&#039;&#039;: (plural Tavrosok) Alesian military unit of 100 men. There are five Tavrosok in a Lliros.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thovaratos&#039;&#039;&#039;: Victory, a common Alesian battle cry; also used as a salutation among soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varnin&#039;&#039;&#039;: (plural Varniok) Alesian soldier of the ranks.There are 100 Varniok to a Tavros.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virsekos&#039;&#039;&#039;: &amp;quot;Beast of War,&amp;quot; an orcish abomination that is typically an aggregate creation built up from the bones and sinew of a variety of creatures to the shaman&#039;s taste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viskatho&#039;&#039;&#039;: An archer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Honed through centuries of combat, the Alesian Falvarniok is an institution whose effectiveness is unrivaled in the field, when ably led. Heavy infantry by nature, the Alesian Varnin is a hardened man who has been trained in one of the Imperium&#039;s various Schools of Arms, whose quality is uniform due to personal oversight by the Emperor. The School of Arms is a full year of intense, brutal training designed to mold men into the machine by which Alesia lives and thrives.&lt;br /&gt;
&lt;br /&gt;
Under the watch of grizzled Tavarniok, raw recruits are drilled endlessly and mercilessly to give them the physical and mental conditioning required for life in the Falvarniok. In addition to the basic training in arms and tactics all Varnin receive, most receive specialized training to maximize a Falvarniok&#039;s autonomy and minimize its need for support staff and other noncombatants.&lt;br /&gt;
&lt;br /&gt;
Two out of every ten men are also trained as archers, equally capable of fighting in the ranks or leaving their shields behind to wield a bow and arrows. Men with knowledge of carpentry, masonry, or mining become engineers, taught how to design and supervise the construction of bridges, roads, ramps, fortifications and siegeworks. Men with knowlege of smithcraft or flectching learn the ways of combat armorers to keep the Falvarniok&#039;s equipment in fighting trim in the field. Still others are trained as artillerists, scouts, healers, etc.&lt;br /&gt;
&lt;br /&gt;
When a yearling graduates from the School of Arms, he is assigned to one of the Falvarniosok, and is tattooed with the symbol of the legion he enters on his right hand. This ritual consecrates him to the Falvarniok&#039;s totemic spirit, and bonds him to his brother Varniok in ways that most Varniok have little awareness of. Training continues for the yearlings in their new Falvarniok to help integrate them into the ranks and further prepare them for combat. During periods of inactivity, Hithosok often have Varniok with specialized training impart their skills to other Varniok. This has a triple benefit: it helps a Falvarniok to continue to function despite casualties, staves off boredom and restlessness among the troops, and provides the men with valuable skills that prove useful in civilian life. A surprising number of Varniok are literate for this reason.&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
At full strength, a Falvarniok has six thousand Varniok. A Falvarniok breaks down into Llirosok of 500 soldiers, and Tavrosok of 100 soldiers. A Tavros breaks down into 12 octets of eight varniok each, plus the Tavarnin, Hevarnin, Kovarnin, and a Tavarnin&#039;s aid, who acts as a runner and carries orders and messages. There are three Hevarniok and Kovarniok per Tavros in the Silver Arm, which is composed entirely of veterans drawn from the other Falvarniosok. Artillerists, Engineers, and Archers are mixed in with the ordinary Varniok, and counted in among a Falvarninok&#039;s full number. Alesians make little use of cavalry, and cavalry units with Falvarniosok are generally either auxilliary militia units, or foreign mercenaries. Constabulary Falvarniosok sometimes make use of chariots.&lt;br /&gt;
&lt;br /&gt;
The Lliros is the smallest tactical unit of the Falvarniok considered capable of functioning with total autonomy in the field. A Lliros breaks down into one Tavros of skirmishers, three tavrosok of line troops, and one tavros of reserves. The skirmishers are usually the youngest and fleetest soldiers in the Lliros, a way of giving new Varniok combat experience while leaving the heaviest fighting for the veterans. They often utilize local specialties of the various peoples that make up the Imperium, so the armament and fighting style of skirmising forces varies from one Falvarniok to the next. Javelins, slings, and throwing axes are typical, though not the only weapons utilized. The reserve Tavros is composed of veteran troops, and frequently operate artillery and siege engines until needed to relieve the line troops.&lt;br /&gt;
&lt;br /&gt;
They are led by veterans on the company level, known as Tavarniok, and by veterans or appointees on higher levels (Tavarniok are identified by the plumes upon their helms). Unfortunately, the higher level command can hamper the effectiveness of a Falvarniok, but most are well maintained on company-to-company level. Tavarniok appoint subordinate officers in their tavros on an ad-hoc basis, and entirely at their discretion. As a military force, their training emphasizes group tactics and this results in the Varnin individually being stalwart and bolstered in formation. However, personal combat training has not been neglected. A Varnin can march farther than the average soldier (Upwards at 30 miles a day in good weather and with a forty-five pound pack) and fight every bit as hard, if not harder and more fiercely.&lt;br /&gt;
&lt;br /&gt;
In times of peace, the Varniok are set to working on civic projects to keep the commanders of the Falvarniosok from considering the idea of fomenting rebellion, as well as keeping the men in a fighting trim and giving them valuable skills for use when on the march to war. Most of these projects are construction oriented in nature.&lt;br /&gt;
&lt;br /&gt;
Alesian men enlist in the Falvarniosok for five year terms. After the first five years, he becomes eligible to take the civil service entry exams. After twenty years, the Varnin receives a land grant from the Emperor and he and his family receive Grenadorsok status if they do not already hold it. After twenty years, a Varnin is allowed to retire at any time. All former Varniok remain eligible to be conscripted for active reserve duty in emergencies.&lt;br /&gt;
&lt;br /&gt;
An experiment is underway in Elluria, where cavalry has been made an integral part of a Falvarniok for the first time in history. Recognizing the greater role that cavalry plays on the battlefield in the Southlands than it does in the Alesian homeland, Etaudus Paralor structured the Roaring Lions with 4,500 infantry, and 1,500 cavalry. The cavalry breaks down into units of 300 called a Li-Kavallos, and further into two units of 150 called a Kavallos, the Alesian rendering of the word cavalry. A Kavallos subdivides into troops of twenty five, and lances of five when the need arises. Li-Kavallosok and Kavallosok are commanded by a Li-Tavarnin and a Tavarnin, respectively. Leaders of troops and lances are appointed by the Tavarniok in the same way as the infantry.&lt;br /&gt;
&lt;br /&gt;
The Kavallosok utilize Ellurian chargers, which are known for being both athletic and even tempered. Horsemen are armored in the same manner as infantry Varniok, except that all cavalry wear greaves to protect their shins. They do not yet make use of barding for their mounts. Varniok in a Kavallos are typically armed either with a lance and a medium shield, or with a short recurved bow. They also carry a longer version of the infantry sword and a dagger, and are fully trained to fight on foot if dismounted. Currently, there is at least one experienced horseman of Ellurian, Arangothian, Khalar, Thon, or Bahijan extraction in each lance within a Kavallos to help train the inexperienced horsemen.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Varniok are typically armed with an open faced helm, a curiass of segmented armor, a square tower shield, three javelins, a short sword, and sometimes a spear. Some Varnin are also armed with slings and compound bows. Varniok wear a skirt of leather strips that hangs to the knees to protect their legs, sometimes reinforced with metal studs. Varniok wear blood red tunics under their armor, and short or long brown trousers are worn under the skirts, depending on the season. Varniok wear sandals in the warm months, and boots in the winter. Officers (Tavarniok and higher) also wear greaves to protect their shins, as well as heavy bracers on their wrists. Officers ranked Li-Tavarnin and higher may wear a solid cuirass, and may also have chainmail backing sewn to their leather skirts. Varniok bear the Imperial Seal on their belt buckles and sword hilts, and the symbol of their particular Falvarniok on their shields. In rainy or cold weather, Varniok wear crimson cloaks made from the fleece of a particular breed of sheep from Terlind, known for its waterproof quality because of the dense, oily nature of its wool. &lt;br /&gt;
&lt;br /&gt;
=Magical Support=&lt;br /&gt;
&lt;br /&gt;
Another aspect of the Falvarniok is the specialized nature of the priests, also known as Hevarnin, who worship the god Hepheran the Eternal Warrior. The legion totems are aspects of Hepheran. Calling down blessings to their brother Varniok as needed and bolstering their courage, these men are part of the machinery that keeps a Falvarniok operating. A Hevarnin being killed can evoke two reactions: wrath or panic. Hevarnin are identified by the white tabard they wear over their chestplates in addition to the usual trappings of a Varnin. They are also identifiable by the engraved metal rods that they wield, which also function as maces.&lt;br /&gt;
&lt;br /&gt;
A third addition to the Falvarniok is the Kovarnin. A battle wizard, they are specially trained to hurl their magic and wield the blade in concert with the rest of their brother Varniok. Though the focus of their magic is offensive in nature, they also are able to sometimes work other magical feats against their foes. They are identified by the robe of the Falvarniok&#039;s main color they wear over their armor in place of a cloak and their lack of a shield. They are also identifiable by the metal skull-faced masks they wear. Instead of the standard Varnin&#039;s gladius, a Kovarnin may be armed with a Mage Spear, which is essentially a slightly modified gladius blade mounted on a six foot shaft.&lt;br /&gt;
&lt;br /&gt;
Tavarniok, Hevarniok and Kovarniok are all drawn from the ranks of veterans. All three are also capable of utilizing the battle standards of the Falvarniosok, blessed artifacts that function differently in the hands of each of the three groups. In the hands of a Tavarnin, the Akrovok can rally demoralized or exhausted troops, utilizing the standard&#039;s connection to the totemic tattoo that all Varnin possess. In the hands of a Hevarnin, it can be used to protect Varniok from the terrible magic of orcish shamans and also to destroy the undead monstrosities created by orcish necromancers. Kovarniok can use an Akrovok as a point of focus to allow multiple battle mages to combine their powers, compensating for the limited magical training of individual Kovarniok.&lt;br /&gt;
&lt;br /&gt;
=The Silver Arm=&lt;br /&gt;
&lt;br /&gt;
The Silver Arm is a special case as the Imperial Guard. It typically has between twelve and fifteen thousand members, all drawn from veterans of other Falvarniosok. The Silver Arm has three Hevarniok and Kovarniok per Tavros. Varniok of the Silver Arm wear Imperial Blue tunics with black trim and silver embroidery, and cloaks of Imperial Blue. Half of the Silver Arm&#039;s number are stationed in Charnath to protect the capital and the Emperor, while the rest are scattered throughout the Imperium and the world. The Emperor may grant the Ve-Hithos of a campaign a Lliros or two of Silver Arm troops as elite shock troops as a sign of his favor. In addition, the Silver Arm acts as a bodyguard to the Imperial family, guards Alesian ambassadors in other countries, and oversees the Schools of Arms.&lt;br /&gt;
&lt;br /&gt;
=Current Falvarniosok=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Falvarniok&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Home City&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Province&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Symbol&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 1st&lt;br /&gt;
| Silver Arm&lt;br /&gt;
| Imperial Guard&lt;br /&gt;
| Charnath&lt;br /&gt;
| Alesia&lt;br /&gt;
| Mailed arm with clenched fist&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2nd&lt;br /&gt;
| Ivory Boar&lt;br /&gt;
| Assault&lt;br /&gt;
| Theno&lt;br /&gt;
| Alesia&lt;br /&gt;
| White boar&#039;s head on black field&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 3rd&lt;br /&gt;
| The Chimera&#039;s Claw&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Loros&lt;br /&gt;
| Alesia&lt;br /&gt;
| Chimera&#039;s paw with claws extended&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4th&lt;br /&gt;
| The Storm&#039;s Fury&lt;br /&gt;
| Assault&lt;br /&gt;
| Trith&lt;br /&gt;
| Osk&lt;br /&gt;
| Crossed lightning bolts&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 5th&lt;br /&gt;
| The Obsidian Pegasus&lt;br /&gt;
| Assault&lt;br /&gt;
| Kristin&lt;br /&gt;
| Osk&lt;br /&gt;
| Black pegasus head and wing in profile&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 6th&lt;br /&gt;
| Hepheran&#039;s Hammer&lt;br /&gt;
| Assault&lt;br /&gt;
| Yor&lt;br /&gt;
| Terlind&lt;br /&gt;
| Warhammer&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 7th&lt;br /&gt;
| Talons of the Raven&lt;br /&gt;
| Assault&lt;br /&gt;
| Terlind&lt;br /&gt;
| Terlind&lt;br /&gt;
| Diving raven with claws outstretched&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 8th&lt;br /&gt;
| Tigersharks&lt;br /&gt;
| Assault&lt;br /&gt;
| Sul&lt;br /&gt;
| Granar&lt;br /&gt;
| Shark&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 9th&lt;br /&gt;
| Blood Peregrines&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Jarvod&lt;br /&gt;
| Hith&lt;br /&gt;
| Falcon&#039;s head on crimson field&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 10th&lt;br /&gt;
| Crimson Fox&lt;br /&gt;
| Assault&lt;br /&gt;
| Arazo&lt;br /&gt;
| Alesia&lt;br /&gt;
| Fox&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 11th&lt;br /&gt;
| Stone Dragons&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Holt&lt;br /&gt;
| Terlind&lt;br /&gt;
| Two dragons rampant&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 12th&lt;br /&gt;
| Ghosts of Grolliro&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Grolliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Death&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 13th&lt;br /&gt;
| Dogs of War&lt;br /&gt;
| Assault&lt;br /&gt;
| Corith&lt;br /&gt;
| Hith&lt;br /&gt;
| Mastiff&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 14th&lt;br /&gt;
| Orca&#039;s Teeth&lt;br /&gt;
| Assault&lt;br /&gt;
| Gror&lt;br /&gt;
| Granar&lt;br /&gt;
| Leaping orca&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 15th&lt;br /&gt;
| Wolves of Winter&lt;br /&gt;
| Assault&lt;br /&gt;
| Ug&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Silver Wolf&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 16th&lt;br /&gt;
| Blizzard Wind&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Orin&lt;br /&gt;
| Osk&lt;br /&gt;
| Hawk&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 17th&lt;br /&gt;
| Golden Panther&lt;br /&gt;
| Assault&lt;br /&gt;
| Org&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Panther&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 18th&lt;br /&gt;
| Serpent&#039;s Fangs&lt;br /&gt;
| Assault&lt;br /&gt;
| Alliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Striking viper&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 19th&lt;br /&gt;
| Firewalkers&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Thoral&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Flames&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 20th&lt;br /&gt;
| Unbreakable Shield&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Loth&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Shield with bull&#039;s head&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 21st&lt;br /&gt;
| Raging Hydra&lt;br /&gt;
| Assault&lt;br /&gt;
| Dornmoth&lt;br /&gt;
| Algrarth&lt;br /&gt;
| Five-headed Hydra&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 22nd&lt;br /&gt;
| The Blade&#039;s Edge&lt;br /&gt;
| Assault&lt;br /&gt;
| Griphos&lt;br /&gt;
| Hith&lt;br /&gt;
| Crossed gladii&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 23rd&lt;br /&gt;
| Granite Rams&lt;br /&gt;
| Assault&lt;br /&gt;
| Kurvo&lt;br /&gt;
| Hrungarth&lt;br /&gt;
| Ram&#039;s head in profile over a mountain&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 24th&lt;br /&gt;
| Terrors of the Deep&lt;br /&gt;
| Constabulary&lt;br /&gt;
| Feir&lt;br /&gt;
| Granar&lt;br /&gt;
| Kraken&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 25th&lt;br /&gt;
| Great Bear&lt;br /&gt;
| Assault&lt;br /&gt;
| Rolliro&lt;br /&gt;
| Tosco&lt;br /&gt;
| Dire Bear&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 26th&lt;br /&gt;
| Roaring Lion&lt;br /&gt;
| Assault&lt;br /&gt;
| Garusk&lt;br /&gt;
| Elluria&lt;br /&gt;
| Golden lion&#039;s head on green field&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Tollor&amp;diff=5489</id>
		<title>Tollor</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Tollor&amp;diff=5489"/>
		<updated>2013-06-10T20:42:32Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Geographical Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Tollor&lt;br /&gt;
| image          = &lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Ruflin City&lt;br /&gt;
| language1      = Tollorian,&lt;br /&gt;
| language2      = Ellurian,&lt;br /&gt;
| language3      = Aslarian&lt;br /&gt;
| race1          = Humans&lt;br /&gt;
| race2          = &lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = [[Ellurian Religion]]&lt;br /&gt;
| government     =  Monarchy&lt;br /&gt;
| ruler          = King Treshire V&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tollor is an area of agricultural and marine abundance, with a well-educated and civilized populace. The majority are humans, being primarily fair and tall, with a scattering of elves and giants. Celery is its primary crop and main export. Though the region has suffered much during a five year period of wars from 466 to 471 (996-1001 in Ellurian reckoning), the resilient Tollorians have worked to rebuild from the devastation of the wars. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;Main Article: [[History of Elluria|History of Tollor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kel Ellure became the first Queen of Tollor in 196 BT (334 ER) after liberating the Southlands from the Aslarians, and the Ellure Dynasty ruled Tollor for the next three centuries. When King Regari died without issue, the Vilgren family seized power in the year 91 (621 ER). King Treshire I instituted an oppressive, autocratic style of rule that favored the Tollorian peoples over the closely related Ellurians, and was especially harsh toward the J&#039;Lontz of the Northland. The Vilgren dynasty ruled until 466 (996 ER), when Winthorpe II and his Imperialist forces were defeated at the battle of Potter&#039;s Hill by Sir Charles Ruflin and the Loyalists. What followed was five years of war and turmoil that completely re-drew the map of the peninsula several times. At the conclusion of the bloody Southland War, a new Tollor was divided from the new Alesian protectorate of Elluria to serve as a buffer state. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kel Ellure&#039;&#039;&#039;: The great hero of the Ellurian and Tollorian peoples. Kel Ellure drove the Aslarians out of the Southland and became the first Queen of Tollor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treshire I&#039;&#039;&#039;: Founder of the Vilgren Dynasty, King Treshire dissolved the Tollorian High Council and instituted the oppressive Rules of Conduct. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Charles Ruflin&#039;&#039;&#039;: Leader of the Loyalist faction in the Tollorian Civil War that overthrew King Winthorpe II. Sir Charles was deeply affected by the high price of his victory and the loss of several close comrades in arms during the battle of Potter&#039;s Hill. He declined a seat on the newly formed Tollorian High Council, and retired from public life. He came out of retirement briefly to lead troops during the Tyranori War, and was instrumental in forcing the surrender of General Redsword. Following the death of his adopted son, King Eldryn I, he retired to a life of religious contemplation. His last known whereabouts were in [[Secca]], to which he&#039;d travelled to spread the word of Gitaro to the [[Lilism|Lilist]] western nations of Veth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Eldryn Ruflin&#039;&#039;&#039;: Also known as Eldryn the Chosen. Eldryn was the son of Katerin, a priestess of the goddess Ekki, and he was adopted and raised by Sir Charles Ruflin after his mother&#039;s death. His natural father was Uril Grendeck, a half-giant J&#039;Lontz warrior who was Sir Charles&#039; second in command during the Tollorian Civil War, and who perished saving Sir Charles&#039; life in the Battle of Potter&#039;s Hill. Young Sir Eldryn distinguished himself with his eloquent oratory and skillful mediation of the secession crisis that followed the Civil War, and was elected as the King of the Tollorian and Ellurian peoples. When he married Laravel of Marland, the nations of Tollor, Elluria, and Emil were briefly united into a single kingdom. King Eldryn died a year after his coronation in a tragic accident, and the new Pan-Ellurian kingdom proved short-lived.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
[[File:Southlands.jpg|thumb|Tollor is located on the [[Southland Peninsula]] ]]&lt;br /&gt;
&lt;br /&gt;
Tollor is a roughly wedge-shaped country in the center of the [[Southland Peninsula]]. It is bordered on the north by Aslar, on the south by the Rainbow River, on the east by the woods of the Northland. Much of the country is gently rolling hills dotted with farmland. The Green Hills region in the northeast is some of the kingdom&#039;s most productive farmland, and grows great quantities of wheat, oats, barley, and the famous Tollorian celery, which is exported throughout Veth. The delicious vegetable is a staple around the continent in its raw form, blanched, in soup, and even in ‘moonshine’ and strange ales. Dulsi is a major city in the northwest, and is the center of overland trade with Aslar.&lt;br /&gt;
&lt;br /&gt;
Ellure is located on the coast and is the city&#039;s primary port. The city is famous for its shellfish, and also its salt. A system of channels along the coast lets seawater into shallow pools, where the water evaporates and leaves the salt behind to be harvested. Kelsville is located on the banks of the Rainbow River, and acts as the port town for the capital of Ruflin City.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
When Treshire Vilgren I ascended to the throne in the year 91 (621 ER), he dissolved the Tollorian High Council and instituted the restrictive Rules of Conduct, granting nearly unlimited power to the monarchy. After Winthorpe II was deposed in the Tollorian Civil War, the new ruling High Council abolished the Rules of Conduct. When Prince Treshire Vilgren became King Treshire V of the revived Tollorian Kingdom, he made the deliberate choice to rule in the traditions of the founding Ellure dynasty, and has continued to govern with the aid and counsel of the Tollorian High Council.&lt;br /&gt;
&lt;br /&gt;
==Notable Government Officials==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King Treshire Vilgren V&#039;&#039;&#039;: is the son of the late King Winthorpe II of Tollor. Most critics trace the instability of the peninsula from the civil war in which the unpopular King Winthorpe was driven from his throne. Treshire lived in exile in Aslar, and worked ceaselessly to attempt to ameliorate the condition of the Ellurians resettled in northeastern Aslar during the Southland War. He is a direct lineal descendant of Kel Ellure through his mother&#039;s line. Unlike his autocratic father, Treshire is popular among the people of Tollor and Elluria, and was acceptable to both the Alesians and Aslarians when they negotiated the recreation of the Kingdom of Tollor as a buffer state between Aslar and Elluria. Treshire has been a hard working and energetic king, and has spent the years since the war rebuilding and trying to return Tollor to prosperity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Janil of the Green Hills&#039;&#039;&#039;: Speaker of the Tollorian High Council, and high priestess of the Temple of Gitaro in Ruflin City.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Tollor has been a traditional military and naval power in the region for centuries. Tollor&#039;s naval might reached its zenith during the [[History of Elluria#The Silver Age|Tollorian Silver Age]], but its dominance of the seas ended with the [[History of Elluria#The Brackish War|Brackish War]]. &lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&#039;&#039;Main Article: [[Ellurian Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Tollor worship the Ellurian Pantheon. Priests of the god Gitaro are respected leaders and often serve as advisors to the government. &lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
Most people people of Tollor speak Tollorian, a language similar to but not entirely identical to Ellurian. There is also now a significant minority population of Aslarian speakers in Tollor as a result of the Southland War. Due to the depopulation caused by the war, plagues, and refugees fleeing to other nations, King Treshire V allowed the Aslarian ethnic minority groups that had been resettled in Tollor after the Aslarian conquest to remain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=5488</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=5488"/>
		<updated>2013-06-10T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Notable Settlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
&lt;br /&gt;
Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
&lt;br /&gt;
There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
==On the Khalar Tribes==&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
&lt;br /&gt;
The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hashish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
&lt;br /&gt;
==Animal Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
&lt;br /&gt;
The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
&lt;br /&gt;
Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
&lt;br /&gt;
Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
&lt;br /&gt;
==Traditional Dress==&lt;br /&gt;
&lt;br /&gt;
Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
&lt;br /&gt;
Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
&lt;br /&gt;
Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
&lt;br /&gt;
==The Horse Maidens==&lt;br /&gt;
&lt;br /&gt;
One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
&lt;br /&gt;
The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
&lt;br /&gt;
About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
&lt;br /&gt;
Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
&lt;br /&gt;
==The Great Tribes==&lt;br /&gt;
&lt;br /&gt;
===Hoshk===&lt;br /&gt;
&lt;br /&gt;
One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
&lt;br /&gt;
===Sherkhen=== &lt;br /&gt;
&lt;br /&gt;
Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
&lt;br /&gt;
===Khtarpan=== &lt;br /&gt;
&lt;br /&gt;
The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
&lt;br /&gt;
===Dilakh===&lt;br /&gt;
&lt;br /&gt;
One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
&lt;br /&gt;
===Vekhen=== &lt;br /&gt;
&lt;br /&gt;
Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
&lt;br /&gt;
===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5487</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5487"/>
		<updated>2013-06-10T19:38:18Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]] from 2006|alt=Map of Veth&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5486</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5486"/>
		<updated>2013-06-10T19:37:58Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]]from 2006|alt=Map of Veth&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5485</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5485"/>
		<updated>2013-06-10T19:37:04Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]]|alt=Map of Veth&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathol&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5484</id>
		<title>Maps Archive</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Maps_Archive&amp;diff=5484"/>
		<updated>2013-06-10T19:36:21Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s been a lot of maps made for use in the channel, many of which have been retired from active use due to revisions and updates made over time. They are collected here. &lt;br /&gt;
&lt;br /&gt;
=World=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Oldworld-1.jpg|The world map, ca. 1997-1998|alt=old map 1997 or 1998&lt;br /&gt;
File:World-jan2000.jpg|The world as of Jan 2000|alt=old map from Jan 2000&lt;br /&gt;
File:Oldestworld.jpg|The oldest world map, drawn prior to 2000|alt=oldest world map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veth=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original-veth.jpg|Original expanded map of [[Veth]]|alt=Map of Veth&lt;br /&gt;
File:Northeast-map-2000.jpg|Northeast of [[Arangoth]], circa 2000|alt=Northeast of Arangoth&lt;br /&gt;
File:Northwest-map.jpg|Northwest of [[Arangoth]], circa 2000|alt=Northwest of Arangoth&lt;br /&gt;
File:Secca.gif|[[Secca]]|alt=Secca map&lt;br /&gt;
File:Leturia-ga.gif|[[Leturia]] &amp;amp; [[Griffon&#039;s Aerie]]|alt=Leturia &amp;amp; Griffon&#039;s Aerie map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arangoth==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Arangoth-provincial-road.gif|[[Arangoth]] with provincial borders and major roads|alt=Arangoth map&lt;br /&gt;
File:Drache.jpg|One of the oldest maps of the city of [[Drache]]|alt=Drache map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Southlands==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Elluria-tollor-pre-reunification.gif|An old map of [[Elluria]] and [[Tollor]] during the Civil War that resulted in the unification of Elluria|alt=Old Southlands map&lt;br /&gt;
File:Elluria-pre-tyranori-war.gif|[[Elluria]] before the Tyranori War|alt=Elluria before the Tyranori War&lt;br /&gt;
File:Tollorcity.gif|[[Tollor]] City in [[Elluria]] (this map does not reflect the current state of the region)|alt=Tollor City map&lt;br /&gt;
File:Mutoria-lithalle.gif|Mutoria &amp;amp; Lithalle, provinces of [[Aslar]]|alt=Mutoria &amp;amp; Lithalle map&lt;br /&gt;
File:El-ekki.gif|[[El-Ekki]], an island city of [[Elluria]]|alt=El-Ekki map&lt;br /&gt;
File:Dulsi.jpg|Dulsi, an [[Elluria|Ellurian]] city|alt=Dulsi map&lt;br /&gt;
File:Newsouthlands.jpg|The Southlands post-[[Alesian Imperium|Alesian]]-[[Aslar|Aslarian]] treaty|alt=Southlands map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Isles-of-myst.jpg|The [[Isles of Myst]], a kingdom off the coast of [[Arangoth]]|alt=Isles of Myst map&lt;br /&gt;
File:Pcove-incomplete.jpg|An incomplete map of Pirate&#039;s Cove, off the coast of [[Arangoth]]|alt=Incomplete map of Pirate&#039;s Cove&lt;br /&gt;
File:Pentland.png|[[Pentland]]|alt=Pentland&lt;br /&gt;
File:Alesian-imperium.jpg|Cathor&#039;s map of the Alesian Imperium|alt=Alesian Imperium map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Maps]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Arangoth-provincial-road.gif&amp;diff=5483</id>
		<title>File:Arangoth-provincial-road.gif</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Arangoth-provincial-road.gif&amp;diff=5483"/>
		<updated>2013-06-10T19:34:30Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An older map of Arangoth by Pat Feaster, showing the provincial boundaries and the major roads, ca. 1998-1999.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:Oldworld-1.jpg&amp;diff=5482</id>
		<title>File:Oldworld-1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:Oldworld-1.jpg&amp;diff=5482"/>
		<updated>2013-06-10T19:32:58Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world map drawn in 1997 or 1998, expanding on the previous world map. This map also has the names of a lot of BDI&#039;s old sister-channels, showing how the various RP channels of EFnet were related geographically.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=File:DracheMap2.jpg&amp;diff=5148</id>
		<title>File:DracheMap2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=File:DracheMap2.jpg&amp;diff=5148"/>
		<updated>2013-05-31T01:12:52Z</updated>

		<summary type="html">&lt;p&gt;Stygian: Draft map for the districts of the city by Lex Ericta, ca. 2000.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Draft map for the districts of the city by Lex Ericta, ca. 2000.&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Vuulari&amp;diff=5043</id>
		<title>Vuulari</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Vuulari&amp;diff=5043"/>
		<updated>2013-05-25T14:02:56Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Typical Racial Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
&lt;br /&gt;
| common_name             = Vuulari&lt;br /&gt;
| image                   =&lt;br /&gt;
| alt                     =&lt;br /&gt;
| formal_name             = &lt;br /&gt;
| average_height          =&lt;br /&gt;
| average_weight          =&lt;br /&gt;
| eye_color               = Red, violet&lt;br /&gt;
| hair_color              = White, silver&lt;br /&gt;
| country_of_origin       = [[Elvendeep]]-area&lt;br /&gt;
| significant_populations = [[Chath&#039;z&#039;ress]]&lt;br /&gt;
| language1               = &lt;br /&gt;
| language2               =&lt;br /&gt;
| language3               =&lt;br /&gt;
| religion1               = The Vermin Lords&lt;br /&gt;
| religion2               =&lt;br /&gt;
| religion3               =&lt;br /&gt;
| related_races           = [[Drow]], [[Elves]], [[Gulanadur|Gulanadurians]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Commonly known as dark elves to surface-dwelling races, The Vuulari are a group of elves that splintered away from the rest of the elven nation in the distant past as a result of the ancient wars between elves and the dragons. They turned to a pantheon of insectoid deities and forsook the surface to dwell in the deep places of the World Underneath.&lt;br /&gt;
&lt;br /&gt;
Even many thousands of years later, the Vuulari&#039;s schism is still an open wound in the long elven cultural memory that evokes a great deal of animosity on both sides. Surface elves commonly refer to Vuulari as Lurkers, Apostates, Kinslayers or even less pleasant epithets. Both sides consider the idea of interbreeding repulsive and a sign of deviance.&lt;br /&gt;
&lt;br /&gt;
=Race Origins=&lt;br /&gt;
&lt;br /&gt;
In the most ancient days of elven civilization, when the world was still young, the Vuulari were merely one of the various elven nations scattered across the world. In those days, dragons were far more numerous, and with the aid of tribes of lizardmen that worshiped them as gods, they carved out wide swathes of territory as their domain. The empires of the elves were expanding, and as they claimed new lands, they came into conflict with the dragons and their reptilian minions. The elves felt that the dragons claimed far too much land and did not leave enough for others. The dragons, for their part, resented the intrusion and had no more wish to negotiate with these little pests than a farmer wishes to negotiate with the crows in his field. And as the conflict grew, the elven knowledge of magic flourished as elves looked for a way to battle their foes and even the odds. Eventually, this led some to the exploration of dark magics, such as necromancy and demonology. The Vuulari were at the forefront of the research into the dark disciplines, so heavily besieged by the dragons and their servitors were they that they began to build their cities underground to protect them from dragon&#039;s fire. Maldrathass revealed herself to one such student of fell arts, a sorceress named Vic&#039;inid, offering the Vuulari great power in return for becoming her chosen children. &lt;br /&gt;
&lt;br /&gt;
The terrible powers offered by Maldrathass and the other Vermin Lords allowed the Vuulari to win smashing victories against the dragons, binding them to earth with her black arts so that they could be set upon by Vuulari warriors seeking vengeance. The faith of Maldrathass and the other insect Spirits spread throughout the Vuulari nation, at first existing beside the elves&#039; traditional practices, but gradually eclipsing them. In time, the Vuulari ceased to pay homage even to the great Celestial Divinities, calling the Weaver of Webs their mother. &lt;br /&gt;
&lt;br /&gt;
Due to the far-flung nature of the ancient elven nations, the other elven peoples were not aware of the extent of the changes that were occurring among their brothers and sisters until it was far too late. While elves who were in regular correspondence with the Vuulari expressed concern for their willingness to consort with demons, and about nature of the magical innovations coming from their wizards, the worst tales of what was occurring within their borders were dismissed as wild rumors. The Vuulari noble houses, now dominated by priestesses of Maldrathass, did their best to conceal the truth from the wider world until they could start making converts in other nations&lt;br /&gt;
&lt;br /&gt;
No longer content with merely removing the threat to their borders, the Vuulari went on the offensive against the dragons, attacking their strongholds, and slaughtering the dragons&#039; servitors without quarter. And as the servants of Maldrathass attempted to infiltrate other elven nations and turn others to the worship of the Spider, they were surprised that their advances were rebuffed, and that other elves were repulsed by the change that had come over their brethren. This led to increasing hostility between the Vuulari and other elven nations, whose pleas for the Vuulari to abandon their dark ways and return to the light of the Celestial Court only offended the dark elves. Tensions between the Vuulari and other elven nations escalated until a group of Vuulari soldiers attacked a Symaru settlement under questionable circumstances, shedding the blood of their elven kinsmen.&lt;br /&gt;
&lt;br /&gt;
The alarmed leaders of the elven nations convened a council to resolve their differences and avert the war looming on the horizon. At the council, many distinguished elven orators entreated the representatives Vuulari to see the error of their ways, and to reconcile with their fellow elves. They made empassioned pleas to avoid a fratricidal war that would only weaken them, and leave them open to attack from the dragons. The representatives of the Vuulari sat stone-faced throughout the long hours of orations, and when called upon to give their response, they berated the representatives of the other nations for their stupidity. For had they not offered the means to achieve final victory over their adversary, only to have their gifts spurned? They derided the assembled council for their blind faith in weak and useless gods, and concluded with a litany of blasphemies, rejecting the Celestial Court and each of the great bird Spirits that served them. &lt;br /&gt;
&lt;br /&gt;
As the stunned silence in the council chamber gave way to howls of outrage, the priestesses leading the delegation of the Vuulari announced that they would have nothing further to do with those unworthy of the name of elf, and that they were leaving them to their deaths at the end of a dragon&#039;s claws. They departed from that last council, and not long after, the entire nation abandoned the surface, conducting foul rituals to the Vermin Lords before setting fire to their remaining holdings on the surface. Under the infernal glow of the conflagrations, they turned their back on the sky and the Celestial Court forever, delving deep into the earth to conquer a harsh land pleasing to their terrible gods. &lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
Surface elves refer to the Vuulari pantheon as the Vermin Lords, believing them to be twisted and evil counterparts of the bird Spirits venerated by surface elves. Each of the deities are associated with an insect or arachnid, usually predatory species or carrion eaters. Some human scholars have speculated that a connection exists between the Vuulari deities and the insectoid demons that plague the continent of Mwayambi, though this remains unproven. &lt;br /&gt;
&lt;br /&gt;
==Maldrathass, the Spider==&lt;br /&gt;
&lt;br /&gt;
Known as the First, the Mother of the Vuulari, and the Weaver of Webs, Maldrathass is the queen of the Vermin Lords and most widely venerated of Vuulari deities. She is associated with magic, wealth, power, and victory. Maldrathass was the first of the insect deities to reveal herself to the Vuulari, and the one to put in motion the events that led to the sundering of the dark elves from the other elven peoples. Maldrathass is cunning, patient, and a master manipulator, at the center of a thousand byzantine plots. Worshippers of Maldrathass believe that the cosmos is one grand chess game for the Mother of Spiders, and that they willingly play their part in her schemes for a share of the glory in her victories. The Vuulari are her chosen people, and that they must constantly prove themselves worthy of her blessings. Prayers to Maldrathass do not impore her for aid, as that would be an indication of weakness, but rather offer their triumphs to her that she may be pleased and grant them greater favor. This is not without risk, as Maldrathass is more than willing to sacrifice some of her followers to achieve her ultimate aims. &lt;br /&gt;
&lt;br /&gt;
Priestesses of Maldrathass dominate the noble houses of most Vuulari cities, and therefore occupy a dominant position in the dark elven society. Priestesses of the Great Mother are known for their skill at summoning her infernal minions to possess beasts, slaves, or even occasionally themselves, creating terrifying abominations. The public temple to Maldrathass in any Vuulari city is immediately recognizable by its grandiose architecture and opulent furnishings, and public rituals to Maldrathass are grand spectacles, calculated to fill worshippers with awe for the glory of the Weaver of Webs. &lt;br /&gt;
&lt;br /&gt;
==Wehl&#039;inidia, the Mantis==&lt;br /&gt;
&lt;br /&gt;
Maiden of Destruction, the Patient One. The daughter of Maldrathass and Vierjss, Wehl&#039;inidia is an ambitious deity that one day intends to supplant her mother as ruler of the Vuulari pantheon. Like her insect totem, Wehl&#039;inidia is endlessly patient, and her faith preaches that one must wait for the moment of opportunity, possess the wisdom to recognize it, and the strength to make a decisive strike. Wehl&#039;inidia believes that her mother is enamored with her own cleverness and makes things needlessly complicated with her endless elaborate schemes. Maldrathass, on the other hand, believes that her daughter is too much like her father and lacks imagination and subtlety. While the abilities of Maldrathass&#039; clerics tend to be oriented toward manipulation, control, and conjuration, priestesses devoted to Wehl&#039;inidia command more destructive magic. Wehl&#039;inidia is the patroness of arcane magic, and all Vuulari wizards give her homage. Still, despite their differences in philosophy, Wehl&#039;inidia&#039;s faith is intertwined with that of Maldrathass. While mother and daughter might intrigue against one another, they present a united front against the encroachment of other deities against their position of supremacy. Clerics and sorceresses of Wehl&#039;inidia exist side by side with priestesses of Maldrathass in noble houses, and religious rituals venerating one will also offer praise to the other. &lt;br /&gt;
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==Umraerra, the Ant==&lt;br /&gt;
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The sister of Maldrathass, the power of Umraerra&#039;s faith is second only to that of the Spider. She is known among the Vuulari as the Queen of Cities, Sovereign of the Law, and the Mistress of Battle, and her faith preaches the power of organization and the strength of numbers. While a single ant may seem insignificant, their ability to act in concert allows them to accomplish amazing achievements--like killing prey many times their size and tearing it to pieces to carry back to the nest. Umraerra&#039;s faith is responsible for the rigid, hierarchical nature of Vuulari society, in which each individual has a proper place, and knows who is above them and who is below them. The divine struggle between Maldrathass and Umraerra embodies the constant tension in Vuulari society between each dark elf&#039;s quest for individual power and the strength of the community as a whole. Umraerra is also considered the patroness of common Vuulari, as Maldrathass is so closely associated with the noble houses. Each of Umraerra&#039;s temples supports a militant order called the Ilvaere that maintains order within the city, and acts as the nucleus of the city&#039;s military along with the private armies of the noble houses. Serving as one of Umraerra&#039;s generals is one of the few paths to power in a Vuulari city for a commoner with no clerical or arcane magical abilities.&lt;br /&gt;
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==Orgoll&#039;il, the Beetle==&lt;br /&gt;
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Called the Devourer of the Dead, Orgoll&#039;il is the Vuulari deity of necromancy and death. A foul and bloated deity that is more feared than venerated, Vuulari believe that the Devourer consumes the souls of the dead not claimed by other deities. This is yet another reason behind the Vuulari obsession with accumulating power and wealth, since those who do not impress one of the other deities enough to be taken on as a servitor are doomed to annihilation. Necromancers are viewed with suspicion and mistrust by other dark elves, but there are always those to whom the Devourer&#039;s offers of power are attractive. Intelligent undead are considered the servants of Orgoll&#039;il, granted eternal unlife as a reprieve from his endless hunger. As such, they are ruthlessly exterminated where they are found.&lt;br /&gt;
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==Vierjss, the Scorpion==&lt;br /&gt;
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Known as the Lord of the Wasteland and the Stalker in the Lightless Depths, the Scorpion is the only nature god that the Vuulari worship. The Scorpion represents the harsh and unforgiving expanses of the Depths, and the predatory nature of life in the world underneath. The Scorpion cares little for the intrigues of the other gods, bestowing his favors on anyone strong enough to thrive in the wild regions outside the safety of the cities. For this reason, the Stalker is worshiped in equal measure by trade caravans and the bandits that prey on them. When a supplicant approaches one of the Stalker&#039;s temples, he or she is given a simple test. They must venture out into the wilds of the Underneath with meager supplies and no support, to survive and hunt a trophy impressive enough to win the favor of Vierjss. Success means joining the fellowship of the temple. Failure means a return to the city in shame, or death out in the wilds. Sacrifice is an important part of the Scorpion&#039;s religious worship, though his faith considers the hunt as important as the kill. Sacrificial rituals to Vierjss resemble pit fights in which a member of the temple&#039;s fellowship battles a dangerous beast. Regardless of which combatant is victorious, the loser&#039;s corpse is laid out before the statue of the god as an offering. The Stalker&#039;s temples are usually located just outside the walls of a Vuulari city, and travelers stop to pay homage to the Scorpion at the start of a journey, and perhaps hire one of his rangers as a guide. His temples also organize hunting parties to keep the trade routes clear, and keep monsters from encroaching on the cities. There are reports that the Stalker has gained a foothold on the surface, and that corrupted druids in the Elgar Forest have turned predatory and begun to worship the dark scorpion god. &lt;br /&gt;
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==Shyntril, the Cockroach==&lt;br /&gt;
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Called the Hidden One, Shyntril is a mysterious deity with a thousand faces, each of them equally false. He or she is the god of secrets and deception, the patron of thieves and assassins. While temples to the Cockroach are a constant annoyance to Umraerra&#039;s church, his/her worshipers are as resilent as their patron deity&#039;s totem insect and are impossible to root out. Their continued existence is in part aided by their appeal to the noble houses, who pay handsomely for the services of the Cockroach&#039;s network of spies and assassins to do jobs they don&#039;t want to dirty their own hands with. Shyntril&#039;s church functions more like a criminal syndicate than a religious organization, and also does a brisk business in smuggling (such as providing illicit weapons to the Houseless) and usury. Temples to Shyntril are usually hidden in the homes of followers, and religious objects are made to be quickly disassembled into easily portable and innocuous looking objects. &lt;br /&gt;
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==Solda&#039;tar, the Centipede==&lt;br /&gt;
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While Maldrathass sits at the center of her web of plots and waits for her plans to come to fruition, the Centipede is a constant blur of activity, eternally trying to extend his influence into new spheres and gain more worshipers to increase his power. In artwork, he is depicted as a many-armed individual wielding a variety of weapons, or bearing sorcerous accoutrements and symbolic representations of the four elements. His spheres of influence often border on those of other Vuulari deities, a tactic intended not necessarily to steal worshipers away from other gods, but make his name venerated along with those of other gods. For example, while Maldrathass is associated with wealth, the Centipede is associated with luck and with making money, making his worship popular among merchants, adventurers, and thieves. And while Umraerra is the goddess of war, he is associated with martial prowess. It is something of an open secret in Vuulari society that the Merchant Houses are the backbone of his followers.&lt;br /&gt;
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The Centipede is a thorn in Maldrathass&#039; side, challenging her rule by offering power to males and undermining her established social order. His mythology depicts him as a trickster fixture, always surviving his adventures intact, no matter how impossible the odds might have seemed. Umraerra seems to tolerate his encroachment better than her sister does, perhaps seeing Solda&#039;tar as a welcome distraction that may enable her to supplant her sister as the ruler of the pantheon some day. In a few rare Vuulari cities, worshipers of the Centipede have succeeded in overturning the rule of Maldrathass&#039; priestesses and males hold the positions of power. These cities are if anything more prone to cruelty and paranoia, since Solda&#039;tar&#039;s church is constantly looking for signs of Maldrathass and Wehl&#039;inidia&#039;s resurgence.&lt;br /&gt;
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=Society=&lt;br /&gt;
&lt;br /&gt;
The Vuulari are not a unified nation, but rather a group of loosely allied city-states separated by great distances of lightless wasteland in the Underneath. The locations of several Vuulari cities beneath the continent of Veth are known, and several more are suspected to exist. Cities are known to exist near Drache in Arangoth, near Kazamki in Rashnad, near Bahrkul in Bahr, near Ra&#039;Kuul in Zul Kiras, and beneath the Soranion of Elvendeep. Due to the relative isolation of Vuulari cities, significant differences in law and customs can exist between one city and another. It has been said that the distances between cities do as much to prevent greater conflict among the Vuulari as it does to prevent closer alliances. That said, there are several general observations that can be made about Vuulari society, united as it is by common history and religion. &lt;br /&gt;
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There are relatively few sites in the Underneath capable of supporting a substantial population, and those that possess the right combination of valuable resources are often fiercely contested. Vuulari cities are therefore heavily fortified, designed to repel assaults both by roving predators and other intelligent races. A city may have a few small satellite outposts that protect resources or guard trade routes, but the majority of Vuulari spend their lives safely behind the walls of their birth city and rarely if ever leave. &lt;br /&gt;
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Stone is by far the most common building material used in Vuulari cities since it is in ready abundance. Wealthy Vuulari may live in grand estates within walled compounds or towering fortresses built into cavern walls, while the poorest of the Houseless live in densely packed warrens or even mud brick hovels that are little more than a place to sleep and store their few meager possessions. Timber must be imported from the surface, so its use in construction is rare due to the expense involved. Since the temperature is stable year round and there is no precipitation, shelter from the elements is not a primary concern in Vuulari architecture as much as protection from opportunistic thieves.&lt;br /&gt;
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In the many long millennia of life underground, the Vuulari have adapted to the harsh and sunless world of the Undreneath, and excel in coaxing sustenance from an environment that others would consider a barren wasteland. A significant portion of any Vuulari city&#039;s food supply comes from a network of ponds or tanks where laborers raise fish and shellfish. Edible species of fungi are another staple of the Vuulari diet, raised in compost created from the city&#039;s refuse. More affluent Vuulari also enjoy meat and dairy products from the rauv&#039;eyl. The wealthiest Vuulari supplement their diet with expensive delicacies such as produce and grains from the surface world.&lt;br /&gt;
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They have displayed considerable ingenuity in animal husbandry, selectively breeding a number of species to serve them. The kyorilta is a species of flightless giant bat that Vuulari employ both as a guard animal and a tracker, as its keen sense of smell and echolocation ability makes it ideal for pursuing quarry through the lightless depths. The rauv&#039;eyl is another species of bat that fills a vital niche as a cattle animal in Vuulari settlements. It provides not only meat and milk, but its fur is regularly sheared and spun into yarn, and its hide tanned into leather. Vuulari also commonly employ giant spiders and scorpions as guard animals, and dog-sized giant ants as beasts of burden. &lt;br /&gt;
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Vuulari society is matriarchal in nature due to the influence of the faiths of Maldrathass, Wehl&#039;inidia, and Umraerra. While the difference in status between males and females is most pronounced in the Noble Houses and becomes increasingly irrelevant among the poorer strata of society, even the poorest Houseless Vuulari tends to assume that it&#039;s natural for women to occupy positions of power. &lt;br /&gt;
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The Vuulari have not only survived but thrived in the inhospitable Antipodian world, and their harsh environment has shaped their culture just as much as their devotion to their dark gods. Mercy and compassion are not virtues highly regarded by most Vuulari, and are often perceived as a sign of weakness. While Vuulari might describe themselves as strong and pragmatic, a surface elf would say that they have become cold and cruel like the vermin gods they venerate. Vuulari society is very strictly stratified, and each resident of a dark elven city knows their place in the social hierarchy. Vuulari are driven to raise their station in life and win the favor of their gods with their actions, though avenues for advancement are often limited by the longevity of the elves. Assassination, therefore, has become a time-honored method of social climbing, though Vuulari society is hardly the orgy of bloodletting that some of the more lurid tales circulating on the surface might lead people to believe. Vuulari usually belong to one of four social strata, which are detailed below.&lt;br /&gt;
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==Noble Houses==&lt;br /&gt;
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The Noble Houses dominate a Vuulari city, and control much of the wealth and property within the city&#039;s boundaries. A Noble House is a network of patronage and influence centered upon a ruling Matron Mother. The Matron is almost always a priestess of Maldrathass, who is advised and assisted by the other priestesses of the Spider in the House, often her close blood relatives. Several other important figures make up the House&#039;s inner circle, often males. Among them is the House Wizard, who is the ranking arcane magic user and serves as the Matron&#039;s personal court wizard. The Master of Arms heads the House&#039;s private guards and oversees the security of the House&#039;s property. The House Assassin is the enforcer of the Matron&#039;s will and maintains discipline within the ranks of the House. These positions are generally considered too dangerous to place in the hands of female Vuulari, as it would give them resources to make a bid to take over the House. Males, on the other hand, tend to be more loyal to the Matron because their exalted positions within the House&#039;s hierarchy are entirely dependent on the Matron&#039;s continued favor. Matrons usually rule their Houses with an iron fist, as any sign of weakness could lead to their downfall. Many stories of the excesses of Vuulari cruelty stem from Matrons trying to maintain control of their House. &lt;br /&gt;
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While priestesses of Maldrathass usually dominate the upper echelons of power within a Noble House, exceptions certainly occur. Vuulari believe that power belongs to those who can maintain their hold on it, and that the priestesses of the Weaver of Webs must demonstrate their worthiness to rule. It is commonly considered a rebuke from Maldrathass that her priestesses have been found lacking when someone outside their number seizes control of a House. Most frequently, Vuulari sorceresses have the resources to stage a coup, and these mistresses of arcane power are often derisively called Witch Mothers by other Houses. They are frequently priestesses of Wehl&#039;inidia, or are ordained to the Mantis&#039; clergy shortly after seizing power. Very rarely, a Vuulari with no magical aptitude may rise to the position of Matron, but the interference of Shyntril or Umraerra is often suspected in these cases. &lt;br /&gt;
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Below the Matron&#039;s court are the nobles, several families related to the Matron by blood, and below them are soldiers, artisans, merchants, minor mages, and other commoners who have been adoped into the House and owe their loyalty to the Matron. At the lowest rung are the slaves, who may live lead lives of brutal toil in mines or on farms, or lives of relative comfort in the Matron&#039;s Household. Membership in even the lowest Noble House in a city is highly prized among Vuulari, both for the prestige it brings as well as the protection it offers. &lt;br /&gt;
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The First House of a city enjoys a place of particular prominence. The Matron Mother is granted the right to use the title Basilissa, though her rule over the city is far from absolute. The Basilissa has the right to appoint the temple staff of the city&#039;s public temple to Maldrathass, ensuring a degree of influence over the populace. She also gains the authority to summon and dismiss the city&#039;s ruling council, consisting of the Matrons of the Noble Houses and the High Priestess of Umraerra, who usually only convene to discuss matters of importance to the city as a whole, such as war. &lt;br /&gt;
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While open warfare among the Noble Houses is rare, life in a Vuulari city is rife with subtle conflicts as the Houses attempt to show up their rivals and increase their prestige at the expense of other Houses. Noble Houses commonly make ostentatious displays of wealth to affirm their status in the city, often funding public works or lavish entertainments such as gladiatorial games, religious festivals, or stage plays. In addition, Houses often attempt to covertly sabotage their rivals&#039; business, or humiliate them in the city&#039;s law courts. When violence erupts among Noble Houses, it is often after decades of preparation to make a swift and brutal strike and win a decisive victory before any other parties can intervene. When a Noble House is destroyed, a new one is created at the bottom of the order of precedence, and those who had ranked below the defeated House rise accordingly. The Basilissa of the city has the first choice to divide her property and appoint a Matron of the new House, or can pass it on to another House. This is often a convenient opportunity for a Matron to get rid of troublesome relatives and potential rivals by relegating them to the new House. &lt;br /&gt;
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==Merchant Houses==&lt;br /&gt;
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Below the Noble Houses are the Merchant Houses, whose power derives from wealth. While the Noble Houses often have monopolies on a city&#039;s natural resources and certain prized goods, the Merchant Houses make their fortune in trading and money lending. The enterprising merchants organize the trade caravans that traverse the dangerous paths of the Depths to trade with distant Vuulari cities, other subterranean races, and even the surface. Despite the Vuulari&#039;s well-deserved reputation on the surface, the Merchants always find someone willing to trade with them, and ensure a steady, if covert, flow of goods in both directions. Timber, surface delicacies, and alcoholic beverages fetch high prices in Vuulari cities, while Vuulari goods such as spider silk, precious stones, rare metals, poisons, drugs, slaves, and spell reagents find a ready market on the surface. &lt;br /&gt;
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Even though caravans are required to hire bodyguards from Noble Houses, hire guides at the Temple of Vierjss, and pay taxes to the Church of Umraerra, the Merchant Houses still have little trouble finding ways to make a profit. The internal politics of a Merchant House can be just as byzantine and cutthroat as any Noble House, but since the ability to make money is paramount, Merchant Houses are just as likely to be led by Patron Fathers as Matron Mothers. And although members of Merchant Houses dutifully worship in the temple of Maldrathass and make offerings to Vierjss for safe passage through the Wastes, it is an open secret that Merchant Houses form the core of Solda&#039;tar&#039;s worshipers. &lt;br /&gt;
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==The Church of Umraerra==&lt;br /&gt;
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The Church of Umraerra is a powerful force in any Vuulari city, one that even powerful Noble Houses must take into account. The Church of Umraerra draws its members primarily from the Houseless, periodically holding martial tournaments. These tournaments are public affairs, and the temple staff offers odds and takes bets on the contests. The victors are offered a place in the Ilvaere, and often receive competing offers from Noble Houses to join their private guards. Induction into the Ilvaere is the starting point for any servant of the Mistress of Battle, and the Masters and Mistresses of the Law, the city&#039;s General, and even the High Priestess all began as lowly footsoldiers in the Ilvaere. New recruits are given a harsh indoctrination designed to break down individuality and accustom a Vuulari to thinking and acting as part of a cohesive group. Members of the Ilvaere wear identical arms and armor, giving them an eerie uniformity as they patrol the cities. Life in the temples is highly regimented, and the temple staff all follow a strict communal schedule of meals, prayer, rest, and training. &lt;br /&gt;
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The Temple of Umraerra also contains the city&#039;s courts, and Umraerra&#039;s clergy sit in judgement of trials. Vuulari law is notoriously complex, intentionally designed to be exploited by clever advocates. Trials are theatrical affairs, where oratorical skill and creative interpretation of the law are often far more important than matters of guilt or innocence. The inbuilt loopholes of the law usually ensure that members of Noble Houses will not be convicted of any serious offense unless their crime was particularly odious in nature or incompetent in execution. &lt;br /&gt;
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The priests of the Queen of Cities pride themselves on ensuring that the city&#039;s air and water supply remains pure and clean, as well as keeping track of the passage of time in the unchanging darkness of the Depths. They signal the opening and closing of the city&#039;s markets for the day, as well as mark the progress of the calendar to make sure that religious holidays are celebrated at their proper time. &lt;br /&gt;
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The Church presents itself as a beacon of order in the chaos of the world underneath, dedicated to maintaining the peace and stability of the city at all costs. In the rare instances in which open war breaks out between two Houses, the Ilvaere will look the other way for a finite amount of time. If the conflict is not settled swiftly, the High Priestess will order the Ilvaere to intervene before the fighting threatens to destabilize the city. It is a carefully calculated decision whether to aid the attacking House or the one under attack, but neither House considers it a favorable outcome. The Church of Umraerra will claim a portion of the slaves and spoils of war as the price for their aid, and the victorious House will suffer a loss of prestige because they were not able to win the battle without outside aid. &lt;br /&gt;
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==The Houseless==&lt;br /&gt;
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The very bottom of the Vuulari social ladder, the Houseless are a class of dark elves who do not belong to a House or to a religious organization. Even slaves belonging to a noble house are considered to have a higher status than a Houseless Vuulari. Desperate poverty is the norm among the Houseless, and other Vuulari consider them a rabble to be abused or exploited as need be. Houseless often have few opportunities for employment available, and throngs of Houseless crowd the marketplaces every day for a chance to be hired for menial day labor jobs by the Noble Houses or Merchant Houses. &lt;br /&gt;
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The Houseless are crowded into cramped, crime-infested districts in Vuulari cities, which the Ilvaere patrol with a heavy hand. Vicious crackdowns by the Ilvaere are common when Houseless street gangs become unruly or when the temple treasury needs an infusion of cash. Houseless Vuulari brought before the judges in the temple of Umraerra are often sentenced to outrageous fines, and then sold into slavery to satisfy the debt. The most common way for a Houseless Vuulari to escape their bleak existence is to display magical aptitude, which ensures quick adoption into a House. For those without the blessing of magic, a few rare opportunities exist, and those are fiercely competed over. &lt;br /&gt;
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=Typical Racial Characteristics=&lt;br /&gt;
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Vuulari possess dark skin that ranges anywhere from ashen grey to coal black. Their hair is frequently white or silver, and their eyes most commonly red or purple, but many hair and eye colors found among surface elves have some degree of expression in Vuulari communities. The Vuulari language has diverged significantly from surface elven dialects in their millennia of separation, and the two groups have difficulty communicating with one another when they wish to do more than exchange insults and threats. Many surface races feel that the Vuulari tongue has a much harsher sound than the melodious tones of surface elven races.&lt;br /&gt;
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[[Category: Races]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Pangui_Religion&amp;diff=4674</id>
		<title>Pangui Religion</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Pangui_Religion&amp;diff=4674"/>
		<updated>2013-05-07T00:03:17Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
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&lt;div&gt;{{Infobox Religion&lt;br /&gt;
| name             = Pangui Religion&lt;br /&gt;
| image            = &lt;br /&gt;
| alt              = &lt;br /&gt;
| caption          = &lt;br /&gt;
&lt;br /&gt;
| type             = &lt;br /&gt;
| deity1           = The Celestial Dragons,&lt;br /&gt;
| deity2           = The Beast Gods (among the Odan)&lt;br /&gt;
| deity3           =&lt;br /&gt;
| deity4           =&lt;br /&gt;
| deity5           =&lt;br /&gt;
| deity6           =&lt;br /&gt;
| regional_origins = [[Panguro]]&lt;br /&gt;
| practiced_in     = Panguro&lt;br /&gt;
| symbol           = &lt;br /&gt;
}}&lt;br /&gt;
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=The Celestial Dragons=&lt;br /&gt;
The Three Nations and the Saku Irniqui share a worship of deities they call the Celestial Dragons. These are oriental serpentine dragons who inhabit the Heavens and are associated with the stars in the night sky. Valuing order and honour, this heavenly race watches the descendants of the Ni-So-Gui, their chosen people, and relates their wishes through the stars and constellations. Some Nipangui believe that each star is itself a far off dragon. Others believe the stars are sunlight glinting off their seldom moving forms. The sun and moons are universal constants, like the earth, and have always existed.&lt;br /&gt;
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The immortal dragons, which are not animals but gods, may not come to earth in body as long as it is a chaotic place, but they may send their messages and bestow powers upon humans, elves, and halflings. The patronage of these dragons is expected to be returned by ordering the world, bringing it to such a heavenly state that the dragons might come down and the world might be a paradise with all good peoples happy and everlasting. It is believed that there are many worlds, each with a sun and two moons like ours, which have undergone or are undergoing this passage.&lt;br /&gt;
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=Belief System=&lt;br /&gt;
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==Reincarnation==&lt;br /&gt;
The Nipangui and their cultural fellows also believe in reincarnation. No man’s journey on ‘the wheel’ will truly be complete until the world is entirely wild and chaotic, or ordered and civilized. The deeds one does in life determines in what form he will return in his next. In this way, goodly men who order the land are reborn again and again to do the same, while evil men who foment chaos are dispensed with as they become lower life forms and eventually become the tools of demons, who are identified with wild animal spirits. Demons hate order and heavenliness and would like nothing more than to return the earth to its primordial state.&lt;br /&gt;
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A goodly life is rewarded with longer life in the next, and longevity and good health are honoured highly and prayed for by all. The longer one lives, the more heavenly one’s spirit is considered. Longevity is considered such a heavenly thing to the dragon-worshippers because the dragons are immortal, and anything similarly long-lived is closer to them. Thus elvish long-life is revered as a sign of their superiority, and even elderly humans are much revered. In Saku Irniq, the eldest are asked to lead as long as they are in good health. Because of this medicines and luck charms are immensely important to the Nisogui descendants and a thriving industry in both the real and false varieties have developed.&lt;br /&gt;
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==Order in Nature==&lt;br /&gt;
Untamed nature is where the Nipangui idea of ‘demons’ and evil is centered. A demon will almost always take the form of an animal to mortal eyes. Nature is only safe when it is domesticated, tilled, and ordered – when it is made more ‘heavenly.’ Nipangui will make sure to keep their gardens well kept and neat. Aristocrats often have gardens that are extraordinarily elaborate and beautiful to display their dedication to heavenliness.&lt;br /&gt;
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==Astrology==&lt;br /&gt;
Astrology is a very important pursuit in religious life, as it is the one way of determining the dragons’ will. Most Nipangui have some sense of evil and good portents in the sky, but it is the Priestly orders that excel in astrological divination. This augury may determine everything from personality traits and lifelines of people based on their birthdays and astral phenomena, to the most important: Imperial Divination – in which the date is found upon which the Emperor (of whichever country) has been born upon. Extensive birth registers for elves are then consulted, and that elf whose birthday has been divined is elevated to the Imperial throne.&lt;br /&gt;
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==Monks==&lt;br /&gt;
Religious devotees of the Three Nations are known as Monks. These shaven-headed religious disciples, which may be men or women (more accurately Nuns), are bound permanently to their local chapel or temple. Once enrolled in a Temple, the orange-robed monk may never leave without rare permission from high-ranking Abbots.&lt;br /&gt;
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Men and women may inhabit the same temple on occasion, but are separated into different living quarters and without special dispensation (mostly for elves or lone sons) sexual encounters are forbidden.&lt;br /&gt;
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Larger temples, usually located high up in the mountains (closer to the night sky) are run by Abbotts and occasionally Abbesses – the most revered being elves. Elves often attend temples for their education, in which they are usually instructed by an Elvish mentor of the same sex. Some choose to remain and live the simple life of a monk, and such a disciple is a great mark of honour for the temple.&lt;br /&gt;
&lt;br /&gt;
It is an even greater mark of honour for a temple to have a ‘Sidereal Prophet’ or ‘Speaker of the Dragon Tongue.’ This is an elf who receives oracular visions from the Celestial Dragons and spends his or her life in confinement, the visions they receive being recorded by their fellow monks. These recordings are studied to gain greater enlightenment, and on certain occasions the Speakers will divine answers to specific questions when asked.&lt;br /&gt;
&lt;br /&gt;
Over Panguro’s history, the Priests of the Celestial Dragons have stayed confined in their roles as teachers, and refrained for the most part from political maneuvering. This is mainly attributed to their restrictive rules pertaining to monks and nuns being bound to their monastery – unlike the roaming Gardeners. In addition, the clergy has split from their fellows in each division of the former Nisogui empire, resulting in three different orthodoxies for each of the three central nations. Most have only superficial differences, but are securely tied to national rather than continental interests.&lt;br /&gt;
&lt;br /&gt;
There are various ‘orders’ of monks, each following certain strains of philosophy. Some believe in enlightenment and salvation through focusing on physical perfection and teach the most elaborate and skillful martial arts to their followers. Others focus on the mind, advocating contemplation and mental discipline. This is not to say ‘Body’ monks do not meditate and contemplate, or the reverse, only that they differ in the amount of focus they give certain aspects. Orders will often choose various middle paths as well. &lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
&lt;br /&gt;
==The Saku Irinq==&lt;br /&gt;
&lt;br /&gt;
The Saku Irniqui religion places even more emphasis upon astrology and the constellations, not surprising since these are often the only way to navigate in the monocoloured northern wastes. They also have a similar concept of honor and tradition, but much more relaxed and merry than the other cultures. &lt;br /&gt;
&lt;br /&gt;
Captains of the trading parties are a special class of halfling possessing powers and station similar to paladins of the west. These Captains are titled ‘Walkers of the Path’ (just as Shamans, their tutors are called ‘Finders of the Path’). Although most Saku Irniqui can read the stars for direction purposes, ‘Walkers’ are the undisputed masters of astrological navigation. Without the indispensable paladins, sledge-ship parties can easily get lost in the trackless, endless white of the northern icefields. Their abilities in battle and the power to detect lies further make them the perfect Trading Captains. On those occasions when the halflings must war on other peoples or track down menaces, ‘Walkers’ are often the leaders. Besides the respect for their abilities and opinions, however, these captains hold no innate authority or temporal power.&lt;br /&gt;
&lt;br /&gt;
The Irniqui paladins are marked out by three features. First, their facemasks are expertly carved to resemble closely their actual face – unlike the nearly featureless masks of other crewmembers. Secondly, recognizing their role as principle warriors, their parkas are equipped with certain Nipangui-like armour shingles and instead of a simple parka hood they wear a fur-lined helmet. Thirdly, they are more likely to have a weapon meant strictly for battle (unlike knives and harpoons) than an average halfling, including wakizashi, shortened yari, and western steel spears bought from their trading partners.&lt;br /&gt;
&lt;br /&gt;
==Odan Religion==&lt;br /&gt;
&lt;br /&gt;
Tribes are divided along the lines of which animal totem they worship. The Odan religion is polytheistic, but an Odan ‘nation,’ which might consist of several tribes or villages spread out over a certain territory, owes its allegiance to one animal god, which is represented by all earthly animals of that species. The Raven tribe, for instance, considers all ravens earthly aspects of its totemic protector god.&lt;br /&gt;
&lt;br /&gt;
Worship and prayer is also not restricted according to tribe. While their protector deity is worshipped the most devoutly and most often, an Odan tribesman faced with a situation requiring the skills or province of a specific animal is free to pray to that animal. Woodsmen from the Snake tribe, for instance, might sing a song to Beaver while felling a particularly strong tree. A Frog tribe warrior might beseech Tiger for strength in battle. Monkey is considered shrewd and clever, Frog wise, etc.&lt;br /&gt;
&lt;br /&gt;
The most bizarre aspect of Odan society is that their worship of these totems also allows them to take on physical traits of that particular animal through a religious ritual that, among other things, involves blotting out the light of the stars, sun, and moons. This is performed using spells of inky black fog, but lacking such, clouds or even tarps will suffice. Once the ritual is performed, each tribal warrior undergoes a lycanthropic transformation into a bestial form. It is not known how long this form lasts, but it is maintained even if the tribesmen are exposed to celestial light once more. It is only the ritual, not the form, which must be done out of the ‘sight of the dragons.’ Also unknown is how often the rites and subsequent transformations are performed. Seldom does one see an Odan war group that has not taken on their terrifying animal forms, but it is known that the rites are not just for war, but also for festivals and days of religious significance. It has also been noted that the more complete the darkness, the more bestial and more powerful the tribesmen become. For example, a tribe transformed under a tarp would stand little chance against a tribe transformed on an overcast night.&lt;br /&gt;
&lt;br /&gt;
{{religion}}&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Garusk&amp;diff=4673</id>
		<title>Garusk</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Garusk&amp;diff=4673"/>
		<updated>2013-05-06T23:39:00Z</updated>

		<summary type="html">&lt;p&gt;Stygian: Protected &amp;quot;Garusk&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Garusk&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         = [[Alesian Imperium|Alesian Elluria]]&lt;br /&gt;
| province      = [[Elluria]]&lt;br /&gt;
| population    =&lt;br /&gt;
| race1         = [[Humans]],&lt;br /&gt;
| race2         = [[Dwarves]], &lt;br /&gt;
| race3         = [[Elves]], and [[Giants]]&lt;br /&gt;
| year_founded  = 645 BT (115 BG in Ellurian Reckoning)&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = Empire&lt;br /&gt;
| head_of_state = The Garatos of Elluria, Etaudus Paralor&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      = [[Ellurian Religion|Ellurian]] and [[Alesian Religion|Alesian]] Pantheons&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
The Aslarians founded the city of Garusk in 645 BT (115 BG) to serve as a trading center to the far away lands of Arangoth and Vallaria. After Kel Ellure&#039;s rebellion drove the Aslarians out, it became part of the newly founded Kingdom of [[Tollor]]. Garusk has been a point of contention between Tollor and Emil for centuries, and the two kingdoms have clashed multiple times over control of the city and its port over the last six hundred years. The [[Emil|Emilians]] first tried to assert a claim over the city in 143 BT (387 ER), but Kel Ellure&#039;s forceful response forced King Arnoch of Emil to back down without further conflict. Arnoch found Kel&#039;s son Jeon much less formidable and avenged his earlier embarassment during the Three Years&#039; War from 126 BT (404 ER) to 123 BT (407 ER), and seized Garusk as a result of the war. Garusk remained an Emilian possession until the year 91 (621 ER), when the House of Vilgren triumphed in the Tollorian war of succession over the House of Sor, which had been allied with the Emilian crown. The Emilians made two further unsuccessful attempts to wrest the city from Tollor, in the year 116 (646 ER) and again in  270 (800 ER). The Tollorian victory in the latter conflict ushered in the Silver Age of Tollor, a period of unquestioned naval dominance by the Tollorians, and prosperity for Garusk. The Silver Age was a period of growth for Garusk, and many ambitious public works projects occurred during this time period, including expansion of the city&#039;s defenses. These new fortifications were put to the test during the Brackish War from 314 to 319 (844-849 ER), and the mysterious aggressors were never able to seize Garusk as they were Norlin and Kelsville. Following the Tollorian Civil War of 466-467 (996-997 ER), continued tensions between ethnic Tollorians and Ellurians made Garusk the center of a separatist movement that threatened the secession of the province of West Elluria. Sir Eldryn Ruflin&#039;s skillful mediation of the crisis was a large factor in his election as King of the Tollorians and Ellurians. During the Southlands Wars, the Alesian forces landed their boats near Garusk in the year 470 (1000 ER), and made the city their base of operations for their war with the Aslarians. Following the war, Garusk became the new capital of the newly-created Alesian proctectorate of Elluria. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Alesian Imperium governs Elluria as an Imperial province. Prince Etaudus Paralor is the current Garatos, or governor of Elluria. Following the Alesian custom, he has appointed three Prefects to manage the day to day administration of the city. &lt;br /&gt;
&lt;br /&gt;
=Layout &amp;amp; Architecture=&lt;br /&gt;
&lt;br /&gt;
Garusk is located at the southern end of [[Elluria]], at the foothills of the mountains that divide Elluria from neighboring Emil. The famous Cliffs of Garusk jut out into the sea, creating a sheltered spot on their western side, where the city has grown up around the excellent deep water harbor. A fortress at the top of the cliffs overlooks the bustling harbor and shipyards below, and keeps watch for invaders. The city is an eclectic mix of styles, with traditional Tollorian architecture standing side by side with new Alesian-style buildings erected during the post-war reconstruction. An ancient statue of Kel Ellure stands guard in the square in front of a brand new temple to Jornos. &lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
Alesian soldiers from the legions stationed in Elluria maintain the peace in Garusk.&lt;br /&gt;
&lt;br /&gt;
=Notable Products=&lt;br /&gt;
&lt;br /&gt;
Garusk is famous for a potent alcoholic spirit called Rockscotch, as well as a variety of pepper called the Cliff Pepper that gives a distinctive spice to Ellurian cuisine. &lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Garusk&amp;diff=4672</id>
		<title>Garusk</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Garusk&amp;diff=4672"/>
		<updated>2013-05-06T23:37:14Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   = Garusk&lt;br /&gt;
| image         =&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         = [[Alesian Imperium|Alesian Elluria]]&lt;br /&gt;
| province      = [[Elluria]]&lt;br /&gt;
| population    =&lt;br /&gt;
| race1         = [[Humans]],&lt;br /&gt;
| race2         = [[Dwarves]], &lt;br /&gt;
| race3         = [[Elves]], and [[Giants]]&lt;br /&gt;
| year_founded  = 645 BT (115 BG in Ellurian Reckoning)&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    = Empire&lt;br /&gt;
| head_of_state = The Garatos of Elluria, Etaudus Paralor&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      = [[Ellurian Religion|Ellurian]] and [[Alesian Religion|Alesian]] Pantheons&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
The Aslarians founded the city of Garusk in 645 BT (115 BG) to serve as a trading center to the far away lands of Arangoth and Vallaria. After Kel Ellure&#039;s rebellion drove the Aslarians out, it became part of the newly founded Kingdom of [[Tollor]]. Garusk has been a point of contention between Tollor and Emil for centuries, and the two kingdoms have clashed multiple times over control of the city and its port over the last six hundred years. The [[Emil|Emilians]] first tried to assert a claim over the city in 143 BT (387 ER), but Kel Ellure&#039;s forceful response forced King Arnoch of Emil to back down without further conflict. Arnoch found Kel&#039;s son Jeon much less formidable and avenged his earlier embarassment during the Three Years&#039; War from 126 BT (404 ER) to 123 BT (407 ER), and seized Garusk as a result of the war. Garusk remained an Emilian possession until the year 91 (621 ER), when the House of Vilgren triumphed in the Tollorian war of succession over the House of Sor, which had been allied with the Emilian crown. The Emilians made two further unsuccessful attempts to wrest the city from Tollor, in the year 116 (646 ER) and again in  270 (800 ER). The Tollorian victory in the latter conflict ushered in the Silver Age of Tollor, a period of unquestioned naval dominance by the Tollorians, and prosperity for Garusk. The Silver Age was a period of growth for Garusk, and many ambitious public works projects occurred during this time period, including expansion of the city&#039;s defenses. These new fortifications were put to the test during the Brackish War from 314 to 319 (844-849 ER), and the mysterious aggressors were never able to seize Garusk as they were Norlin and Kelsville. Following the Tollorian Civil War of 466-467 (996-997 ER), continued tensions between ethnic Tollorians and Ellurians made Garusk the center of a separatist movement that threatened the secession of the province of West Elluria. Sir Eldryn Ruflin&#039;s skillful mediation of the crisis was a large factor in his election as King of the Tollorians and Ellurians. During the Southlands Wars, the Alesian forces landed their boats near Garusk in the year 470 (1000 ER), and made the city their base of operations for their war with the Aslarians. Following the war, Garusk became the new capital of the newly-created Alesian proctectorate of Elluria. &lt;br /&gt;
&lt;br /&gt;
==Notable Historical Figures==&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Alesian Imperium governs Elluria as an Imperial province. Prince Etaudus Paralor is the current Garatos, or governor of Elluria. Following the Alesian custom, he has appointed three Prefects to manage the day to day administration of the city. &lt;br /&gt;
&lt;br /&gt;
=Layout &amp;amp; Architecture=&lt;br /&gt;
&lt;br /&gt;
Garusk is located at the southern end of [[Elluria]], at the foothills of the mountains that divide Elluria from neighboring Emil. The famous Cliffs of Garusk jut out into the sea, creating a sheltered spot on their western side, where the city has grown up around the excellent deep water harbor. A fortress at the top of the cliffs overlooks the bustling harbor and shipyards below, and keeps watch for invaders. The city is an eclectic mix of styles, with traditional Tollorian architecture standing side by side with new Alesian-style buildings erected during the post-war reconstruction. An ancient statue of Kel Ellure stands guard in the square in front of a brand new temple to Jornos. &lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
Alesian soldiers from the legions stationed in Elluria maintain the peace in Garusk.&lt;br /&gt;
&lt;br /&gt;
=Notable Products=&lt;br /&gt;
&lt;br /&gt;
Garusk is famous for a potent alcoholic spirit called Rockscotch, as well as a variety of pepper called the Cliff Pepper that gives a distinctive spice to Ellurian cuisine. &lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Nobility_Schemes_-_Political_Factions&amp;diff=3849</id>
		<title>Nobility Schemes - Political Factions</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Nobility_Schemes_-_Political_Factions&amp;diff=3849"/>
		<updated>2013-02-16T19:31:12Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Millabratel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The South=&lt;br /&gt;
 &lt;br /&gt;
Siding with the South will make your characters easier to play, since the channel is set in Drache, the southern capital.&lt;br /&gt;
 &lt;br /&gt;
==Drache==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Sithire (Grand Duke) Marcion ul-Fenduth Tagran Aldenbar&lt;br /&gt;
* Political Alignment: Capital of the South&lt;br /&gt;
* Economy: Major trade center, sea port&lt;br /&gt;
* Best Forces: Royal navy, university mages, elite adventurers&lt;br /&gt;
 &lt;br /&gt;
Drache will be the South’s center of operations – if Drache falls, the South loses. It was once the capital of Arangoth during the reign of King Blkdragon and Queen AngelSin. As the main channel setting, Drache boasts a large number of elite adventuring heroes and Royal University trained mages. It also has a small but respectable navy. Drache has access to Alesian legionnaires assigned to guard their embassy, among other foreigners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transdariania==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Barons, Vassals, Landowners beholden to Aldenbar (Open)&lt;br /&gt;
* Political Alignment: Pro-southern independence&lt;br /&gt;
* Economy: Important agricultural producer required to feed troops.&lt;br /&gt;
* Best Forces: Big part of Southern infantry conscripts led by knights&lt;br /&gt;
 &lt;br /&gt;
Transdarian nobles are turbulent but loyal to Drache, the city being their major market and protector. The area’s grain, meat and alcohol production is critical to the war effort as is the large number of healthy rural conscripts that can join the fight.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Millabratel==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Templar Patriarch (Open)&lt;br /&gt;
* Political Alignment: Uncertain; healers and first responders&lt;br /&gt;
* Economy: Internal&lt;br /&gt;
* Best Forces: Templar holy warriors&lt;br /&gt;
 &lt;br /&gt;
Millabratel is the center of the Templar order. Though the Templars are pro-unity, they will be reluctant to join either the North or the South unless someone gives them a very good reason. They are a powerful and well-trained ally. Before they join a side, they will provide emergency healing services to civilians caught in the battlegrounds.&lt;br /&gt;
&lt;br /&gt;
==Sresar Vale==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Druidic Elders (Open)&lt;br /&gt;
* Political Alignment: Pro Southern independence&lt;br /&gt;
* Economy: Agriculture, timber&lt;br /&gt;
* Best Forces: Druids, bandit raiders&lt;br /&gt;
 &lt;br /&gt;
Sresar vale is not profitable enough for any lord to have a stake. It’s a rustic, mystical area, guided by druidic elders, who can be persuaded to lend their powers to the fight. The area has several notorious bandit orders that have been amenable to working as mercenaries in the past.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Arania==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Senechal Isaacs, beholden to Sithire Aldenbar (Closed)&lt;br /&gt;
* De-facto Leader: Grandmaster of the Watchful Eye&lt;br /&gt;
* Political Alignment: Pro southern independence&lt;br /&gt;
* Economy: Trade with Elvendeep. Timber, limited metallurgy&lt;br /&gt;
* Best Forces: Knights with high level magic equipment, elven mercenaries&lt;br /&gt;
 &lt;br /&gt;
The Beady Eye was formerly a knightly order known as the Watchful Eye, now a secret society of outcasts known for killing the king to take the throne over fifty years ago. Arania had not had a governor since then and Arlok, a survivor of the conflict against the order, doesn’t want them around. The Beady Eye wants to claw back Arania, their ancestral province and still harbors a grudge against Tagrana. They can field knights with ancestral arms and have access to elven separatists who are against Elvendeep being a province under Arlok’s rule.&lt;br /&gt;
 &lt;br /&gt;
=The North=&lt;br /&gt;
 &lt;br /&gt;
Siding with the North will make it hard to play those characters in the main channel unless well-disguised. The North will have a slightly more antagonistic role in the conflict.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Tagrana==&lt;br /&gt;
 &lt;br /&gt;
* Leader: King Arlok ul-Dorn (Negotiable to veteran players/setting nerds)&lt;br /&gt;
* Political Alignment: Capital of the North&lt;br /&gt;
* Economy: Forestry, trade&lt;br /&gt;
* Best Forces: King’s personal guard, elite royal knights, court wizards&lt;br /&gt;
 &lt;br /&gt;
Recently restored after being a ruin for fifty years, Tagrana has once again become the capital of Arangoth. If Tagrana falls, the monarch could take a stand at Hornath ul-Marfed but it would deal a crippling blow to their operations. Tagrana has access to some of the finest knights of inner Arangoth as well as some Khalar tribesmen.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Hornath ul-Marfed==&lt;br /&gt;
 &lt;br /&gt;
* Leader: (Open)&lt;br /&gt;
* Political Alignment: Pro-North&lt;br /&gt;
* Economy: Commerce, manufacture&lt;br /&gt;
* Best Forces: City sentinels, siege engineers&lt;br /&gt;
 &lt;br /&gt;
The biggest city in the realm, a center of commerce and a giant military fortress in one. Hornath is the North’s most important and only second most powerful stronghold. It has many siege engines defending its cyclopean towers and a force of guards ready to defend it. Through trade and the farms around it, Hornath produces most things the Northern war effort needs.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Arlohorna==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Karys Renaven (Closed)&lt;br /&gt;
* Political Alignment: Undecided; loyal to foreign power&lt;br /&gt;
* Economy: Trade with the north, some agriculture&lt;br /&gt;
* Best Forces: Border watch, Khalar mercenaries&lt;br /&gt;
 &lt;br /&gt;
The county seat of the Sitharloth County, located on the eastern side of Song Deep. It is the lynchpin of the border defenses protecting the frontier with Kahlahra, as well as a trading hub for goods moving overland between Arangoth and the nations of northern Veth. Arlohorna has access to Khalar cavalry mercs.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Gessihorna==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Vorfon from the Sanskaranth family (Open)&lt;br /&gt;
* De-Facto Leader: The Lord Templar (Open)&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Military&lt;br /&gt;
* Best Forces: Templar knights, siege engines&lt;br /&gt;
 &lt;br /&gt;
Gessihorna is the largest fortified structure castle in the kingdom, large enough to contain a small town within its walls. Gessihorna&#039;s defenses are a marvel of Arangothain engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold&#039;s original founding. While the Sanskaranth family holds the title of Vorfon ul-Gessihorna, the Lord Templar has acted as the steward of the city and is its effective ruler. To have access to Gessihorna, Templars must be persuaded to join your cause.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
 &lt;br /&gt;
Ruthmarna is the source of most of the gold and other precious metals in the kingdom. It’s a mountainous area in Central Arangoth and may be a major battlefield.&lt;br /&gt;
&lt;br /&gt;
==Lurintheti-Netri==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Prince Emereth ul-Arlok (Negotiable to veteran players/setting nerds)&lt;br /&gt;
* Political Alignment: Pro-North&lt;br /&gt;
* Economy: Gold and gold products exporter, silver, iron and bronze.&lt;br /&gt;
* Best Forces: The provincial guard&lt;br /&gt;
 &lt;br /&gt;
Ruthmarna’s largest city run by the prince’s attendant governor and undoubtedly, opportunistic gold mine owners and bankers that always try to squeeze off extra profits. The provincial guard is there to keep banditry down but the humans largely depend on the dwarves to regulate the area. Control of this city means control of a huge chunk of the gold supply and the king’s army will try to hold it at all costs. Mountainous area means mountainous equipment and tactics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Pro-North Dwarves==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Guild-clan leaders (Open)&lt;br /&gt;
* Political Alignment: Pro-north; conservative&lt;br /&gt;
* Economy: Metals, coal, tools, machines&lt;br /&gt;
* Best Forces: Siege engineers, sappers, dwarven defenders&lt;br /&gt;
 &lt;br /&gt;
Many Ruthmarnan dwarves remember how they suffered under human bandit tribes in the time of troubles during the collapse of old Arangoth. They remember, too, how Perlim Larkspin, the returning prince’s advisor, authorized a military sweep that liberated Ruthmarna. Their loyalty remains to the North.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Pro-South Dwarves==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Guild-clan leaders (Open)&lt;br /&gt;
* Political Alignment: Pro-south; pragmatic&lt;br /&gt;
* Economy: Metals, coal, tools, machines&lt;br /&gt;
* Best Forces: Siege engineers, sappers, dwarven hunters&lt;br /&gt;
 &lt;br /&gt;
Many Dwarves also believe that the North had outlived its usefulness. Drache’s market for their tools, goods and machines is quickly growing to match and outpace Hornath and gives them international access. They also blame the machinations of the northerners for the kingdom’s collapse and think that the city elevated by a dragon and a fallen angel at least have more prestige than mere humans.&lt;br /&gt;
 &lt;br /&gt;
=East=&lt;br /&gt;
 &lt;br /&gt;
The East can go either for the North or for the South. It will be an important ally.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Galanor==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Grand Duke Branth Lurinthmalli&lt;br /&gt;
* Political Alignment: Undecided; capital of the east&lt;br /&gt;
* Economy: Agricultural/timber&lt;br /&gt;
* Best Forces: Sithire’s personal guard and cavalry, royal army detachment&lt;br /&gt;
 &lt;br /&gt;
Galanor is the heart of the east, its economy based mostly on raw resources harvested from its forests and farms. Because it’s not directly menaced by Assi threats, it serves as a command center for its more frontier-based cities. Controlling Galanor will likely lead to controlling the rest of the east, as that’s where the supplies go through.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Angelsin==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Open&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Mixed&lt;br /&gt;
* Best Forces: Royal army detachments, border watch&lt;br /&gt;
 &lt;br /&gt;
It’s named after Queen AngelSin and has become the front line in the battle against frequent Assi attacks. The city rotates its army detachments and those who survive the Assi and don’t develop emotional problems often become skilled at fighting light cavalry and quick infantry attacks as well as fending off archers.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Asprominke (Ravendusk)==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Arkhad ul-Broxobain Severn (Closed)&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Forestry, scavenge, reagents&lt;br /&gt;
* Best Forces: Border watch, mazewood rangers&lt;br /&gt;
 &lt;br /&gt;
The closest province to the Elgar has to repel tainted forces of evil constantly. The locals tend to be hardy rangers with strong survival talents. This area has access to Mazewood elves, at least that minority that chooses to work for human money.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Mercenaries=&lt;br /&gt;
&lt;br /&gt;
(Open)&lt;br /&gt;
 &lt;br /&gt;
==Ruthmarnan Engineers== &lt;br /&gt;
&lt;br /&gt;
Dwarves organize society into profession-based clans with honor rules and initiation rituals. Outcasts from professionally accomplished backgrounds often turn to making siege engines and other war machines for a living. A few can be found around Ruthmarna. &lt;br /&gt;
 &lt;br /&gt;
==Elvendeepish Warriors and Cavalry==&lt;br /&gt;
&lt;br /&gt;
Soranion-dwellers who resent that Elvendeep is technically a province of Arangoth beholden to King Arlok and desire independence. They can be persuaded to join the war against the north for money.&lt;br /&gt;
&lt;br /&gt;
==Mazewood Elven Rangers==&lt;br /&gt;
&lt;br /&gt;
Elgar-dwelling elves, the bulk of whom will probably remain uninvolved. But some can be bought as elite trackers, marksmen and outdoor assassins for enough coin.&lt;br /&gt;
&lt;br /&gt;
==Khalar Light Cavalry==&lt;br /&gt;
&lt;br /&gt;
Khalars produce the finest horses on the continent and some of the best riders, too. They routinely train Arangothian troops for money and will probably fight for the North.&lt;br /&gt;
&lt;br /&gt;
==Orc Deserter Infantry==&lt;br /&gt;
&lt;br /&gt;
Former warriors of the Zul Kiran horde who deserted the battlefield and remained behind in Outer Arangoth and Caern Rhia. Will fight as mercenaries, are trained professionals.&lt;br /&gt;
&lt;br /&gt;
[[Category: Political Storyline]][[Category: Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Nobility_Schemes_-_Political_Factions&amp;diff=3848</id>
		<title>Nobility Schemes - Political Factions</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Nobility_Schemes_-_Political_Factions&amp;diff=3848"/>
		<updated>2013-02-16T19:30:41Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Gessihorna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The South=&lt;br /&gt;
 &lt;br /&gt;
Siding with the South will make your characters easier to play, since the channel is set in Drache, the southern capital.&lt;br /&gt;
 &lt;br /&gt;
==Drache==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Sithire (Grand Duke) Marcion ul-Fenduth Tagran Aldenbar&lt;br /&gt;
* Political Alignment: Capital of the South&lt;br /&gt;
* Economy: Major trade center, sea port&lt;br /&gt;
* Best Forces: Royal navy, university mages, elite adventurers&lt;br /&gt;
 &lt;br /&gt;
Drache will be the South’s center of operations – if Drache falls, the South loses. It was once the capital of Arangoth during the reign of King Blkdragon and Queen AngelSin. As the main channel setting, Drache boasts a large number of elite adventuring heroes and Royal University trained mages. It also has a small but respectable navy. Drache has access to Alesian legionnaires assigned to guard their embassy, among other foreigners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transdariania==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Barons, Vassals, Landowners beholden to Aldenbar (Open)&lt;br /&gt;
* Political Alignment: Pro-southern independence&lt;br /&gt;
* Economy: Important agricultural producer required to feed troops.&lt;br /&gt;
* Best Forces: Big part of Southern infantry conscripts led by knights&lt;br /&gt;
 &lt;br /&gt;
Transdarian nobles are turbulent but loyal to Drache, the city being their major market and protector. The area’s grain, meat and alcohol production is critical to the war effort as is the large number of healthy rural conscripts that can join the fight.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Millabratel==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Lord Templar (Open)&lt;br /&gt;
* Political Alignment: Uncertain; healers and first responders&lt;br /&gt;
* Economy: Internal&lt;br /&gt;
* Best Forces: Templar holy warriors&lt;br /&gt;
 &lt;br /&gt;
Millabratel is the center of the Templar order. Though the Templars are pro-unity, they will be reluctant to join either the North or the South unless someone gives them a very good reason. They are a powerful and well-trained ally. Before they join a side, they will provide emergency healing services to civilians caught in the battlegrounds.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Sresar Vale==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Druidic Elders (Open)&lt;br /&gt;
* Political Alignment: Pro Southern independence&lt;br /&gt;
* Economy: Agriculture, timber&lt;br /&gt;
* Best Forces: Druids, bandit raiders&lt;br /&gt;
 &lt;br /&gt;
Sresar vale is not profitable enough for any lord to have a stake. It’s a rustic, mystical area, guided by druidic elders, who can be persuaded to lend their powers to the fight. The area has several notorious bandit orders that have been amenable to working as mercenaries in the past.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Arania==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Senechal Isaacs, beholden to Sithire Aldenbar (Closed)&lt;br /&gt;
* De-facto Leader: Grandmaster of the Watchful Eye&lt;br /&gt;
* Political Alignment: Pro southern independence&lt;br /&gt;
* Economy: Trade with Elvendeep. Timber, limited metallurgy&lt;br /&gt;
* Best Forces: Knights with high level magic equipment, elven mercenaries&lt;br /&gt;
 &lt;br /&gt;
The Beady Eye was formerly a knightly order known as the Watchful Eye, now a secret society of outcasts known for killing the king to take the throne over fifty years ago. Arania had not had a governor since then and Arlok, a survivor of the conflict against the order, doesn’t want them around. The Beady Eye wants to claw back Arania, their ancestral province and still harbors a grudge against Tagrana. They can field knights with ancestral arms and have access to elven separatists who are against Elvendeep being a province under Arlok’s rule.&lt;br /&gt;
 &lt;br /&gt;
=The North=&lt;br /&gt;
 &lt;br /&gt;
Siding with the North will make it hard to play those characters in the main channel unless well-disguised. The North will have a slightly more antagonistic role in the conflict.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Tagrana==&lt;br /&gt;
 &lt;br /&gt;
* Leader: King Arlok ul-Dorn (Negotiable to veteran players/setting nerds)&lt;br /&gt;
* Political Alignment: Capital of the North&lt;br /&gt;
* Economy: Forestry, trade&lt;br /&gt;
* Best Forces: King’s personal guard, elite royal knights, court wizards&lt;br /&gt;
 &lt;br /&gt;
Recently restored after being a ruin for fifty years, Tagrana has once again become the capital of Arangoth. If Tagrana falls, the monarch could take a stand at Hornath ul-Marfed but it would deal a crippling blow to their operations. Tagrana has access to some of the finest knights of inner Arangoth as well as some Khalar tribesmen.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Hornath ul-Marfed==&lt;br /&gt;
 &lt;br /&gt;
* Leader: (Open)&lt;br /&gt;
* Political Alignment: Pro-North&lt;br /&gt;
* Economy: Commerce, manufacture&lt;br /&gt;
* Best Forces: City sentinels, siege engineers&lt;br /&gt;
 &lt;br /&gt;
The biggest city in the realm, a center of commerce and a giant military fortress in one. Hornath is the North’s most important and only second most powerful stronghold. It has many siege engines defending its cyclopean towers and a force of guards ready to defend it. Through trade and the farms around it, Hornath produces most things the Northern war effort needs.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Arlohorna==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Karys Renaven (Closed)&lt;br /&gt;
* Political Alignment: Undecided; loyal to foreign power&lt;br /&gt;
* Economy: Trade with the north, some agriculture&lt;br /&gt;
* Best Forces: Border watch, Khalar mercenaries&lt;br /&gt;
 &lt;br /&gt;
The county seat of the Sitharloth County, located on the eastern side of Song Deep. It is the lynchpin of the border defenses protecting the frontier with Kahlahra, as well as a trading hub for goods moving overland between Arangoth and the nations of northern Veth. Arlohorna has access to Khalar cavalry mercs.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Gessihorna==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Vorfon from the Sanskaranth family (Open)&lt;br /&gt;
* De-Facto Leader: The Lord Templar (Open)&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Military&lt;br /&gt;
* Best Forces: Templar knights, siege engines&lt;br /&gt;
 &lt;br /&gt;
Gessihorna is the largest fortified structure castle in the kingdom, large enough to contain a small town within its walls. Gessihorna&#039;s defenses are a marvel of Arangothain engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold&#039;s original founding. While the Sanskaranth family holds the title of Vorfon ul-Gessihorna, the Lord Templar has acted as the steward of the city and is its effective ruler. To have access to Gessihorna, Templars must be persuaded to join your cause.&lt;br /&gt;
&lt;br /&gt;
=Ruthmarna=&lt;br /&gt;
 &lt;br /&gt;
Ruthmarna is the source of most of the gold and other precious metals in the kingdom. It’s a mountainous area in Central Arangoth and may be a major battlefield.&lt;br /&gt;
&lt;br /&gt;
==Lurintheti-Netri==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Prince Emereth ul-Arlok (Negotiable to veteran players/setting nerds)&lt;br /&gt;
* Political Alignment: Pro-North&lt;br /&gt;
* Economy: Gold and gold products exporter, silver, iron and bronze.&lt;br /&gt;
* Best Forces: The provincial guard&lt;br /&gt;
 &lt;br /&gt;
Ruthmarna’s largest city run by the prince’s attendant governor and undoubtedly, opportunistic gold mine owners and bankers that always try to squeeze off extra profits. The provincial guard is there to keep banditry down but the humans largely depend on the dwarves to regulate the area. Control of this city means control of a huge chunk of the gold supply and the king’s army will try to hold it at all costs. Mountainous area means mountainous equipment and tactics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Pro-North Dwarves==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Guild-clan leaders (Open)&lt;br /&gt;
* Political Alignment: Pro-north; conservative&lt;br /&gt;
* Economy: Metals, coal, tools, machines&lt;br /&gt;
* Best Forces: Siege engineers, sappers, dwarven defenders&lt;br /&gt;
 &lt;br /&gt;
Many Ruthmarnan dwarves remember how they suffered under human bandit tribes in the time of troubles during the collapse of old Arangoth. They remember, too, how Perlim Larkspin, the returning prince’s advisor, authorized a military sweep that liberated Ruthmarna. Their loyalty remains to the North.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Pro-South Dwarves==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Guild-clan leaders (Open)&lt;br /&gt;
* Political Alignment: Pro-south; pragmatic&lt;br /&gt;
* Economy: Metals, coal, tools, machines&lt;br /&gt;
* Best Forces: Siege engineers, sappers, dwarven hunters&lt;br /&gt;
 &lt;br /&gt;
Many Dwarves also believe that the North had outlived its usefulness. Drache’s market for their tools, goods and machines is quickly growing to match and outpace Hornath and gives them international access. They also blame the machinations of the northerners for the kingdom’s collapse and think that the city elevated by a dragon and a fallen angel at least have more prestige than mere humans.&lt;br /&gt;
 &lt;br /&gt;
=East=&lt;br /&gt;
 &lt;br /&gt;
The East can go either for the North or for the South. It will be an important ally.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Galanor==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Grand Duke Branth Lurinthmalli&lt;br /&gt;
* Political Alignment: Undecided; capital of the east&lt;br /&gt;
* Economy: Agricultural/timber&lt;br /&gt;
* Best Forces: Sithire’s personal guard and cavalry, royal army detachment&lt;br /&gt;
 &lt;br /&gt;
Galanor is the heart of the east, its economy based mostly on raw resources harvested from its forests and farms. Because it’s not directly menaced by Assi threats, it serves as a command center for its more frontier-based cities. Controlling Galanor will likely lead to controlling the rest of the east, as that’s where the supplies go through.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Angelsin==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Open&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Mixed&lt;br /&gt;
* Best Forces: Royal army detachments, border watch&lt;br /&gt;
 &lt;br /&gt;
It’s named after Queen AngelSin and has become the front line in the battle against frequent Assi attacks. The city rotates its army detachments and those who survive the Assi and don’t develop emotional problems often become skilled at fighting light cavalry and quick infantry attacks as well as fending off archers.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Asprominke (Ravendusk)==&lt;br /&gt;
 &lt;br /&gt;
* Leader: Arkhad ul-Broxobain Severn (Closed)&lt;br /&gt;
* Political Alignment: Undecided&lt;br /&gt;
* Economy: Forestry, scavenge, reagents&lt;br /&gt;
* Best Forces: Border watch, mazewood rangers&lt;br /&gt;
 &lt;br /&gt;
The closest province to the Elgar has to repel tainted forces of evil constantly. The locals tend to be hardy rangers with strong survival talents. This area has access to Mazewood elves, at least that minority that chooses to work for human money.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=Mercenaries=&lt;br /&gt;
&lt;br /&gt;
(Open)&lt;br /&gt;
 &lt;br /&gt;
==Ruthmarnan Engineers== &lt;br /&gt;
&lt;br /&gt;
Dwarves organize society into profession-based clans with honor rules and initiation rituals. Outcasts from professionally accomplished backgrounds often turn to making siege engines and other war machines for a living. A few can be found around Ruthmarna. &lt;br /&gt;
 &lt;br /&gt;
==Elvendeepish Warriors and Cavalry==&lt;br /&gt;
&lt;br /&gt;
Soranion-dwellers who resent that Elvendeep is technically a province of Arangoth beholden to King Arlok and desire independence. They can be persuaded to join the war against the north for money.&lt;br /&gt;
&lt;br /&gt;
==Mazewood Elven Rangers==&lt;br /&gt;
&lt;br /&gt;
Elgar-dwelling elves, the bulk of whom will probably remain uninvolved. But some can be bought as elite trackers, marksmen and outdoor assassins for enough coin.&lt;br /&gt;
&lt;br /&gt;
==Khalar Light Cavalry==&lt;br /&gt;
&lt;br /&gt;
Khalars produce the finest horses on the continent and some of the best riders, too. They routinely train Arangothian troops for money and will probably fight for the North.&lt;br /&gt;
&lt;br /&gt;
==Orc Deserter Infantry==&lt;br /&gt;
&lt;br /&gt;
Former warriors of the Zul Kiran horde who deserted the battlefield and remained behind in Outer Arangoth and Caern Rhia. Will fight as mercenaries, are trained professionals.&lt;br /&gt;
&lt;br /&gt;
[[Category: Political Storyline]][[Category: Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arangothek_Vocabulary&amp;diff=3844</id>
		<title>Arangothek Vocabulary</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arangothek_Vocabulary&amp;diff=3844"/>
		<updated>2013-02-14T23:27:51Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: To find words in English quickly, use CTRL+F to bring up the find function in your browser and search for the word you&#039;re looking for.)&lt;br /&gt;
&lt;br /&gt;
=A=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;abrat&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;road, street&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;abor&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;cart&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aboral-ua&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;to move something in a cart; to cart something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aborod&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;carter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ad&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;wheat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ai&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;(preposition marking the direct object of a sentence)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aladar, alathar&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;a rock, a stone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aladarigi&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;a pebble&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alfri&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;tree&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alfrigi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a bush or shrub&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alfrinair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;forest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alfrinairod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;forester&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alp-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;upwards&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alpett-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to come upwards, ascend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alpiss-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to go upwards, ascend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;alpsa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;an&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;be! (imperative)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;angi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;mother&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;angil-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to bear (a child)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ank&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wood&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ankaxod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a carpenter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ankax-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to work with wood, to make something out of wood&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;anketi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wooden, made of wood&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;anquod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;barrel, keg; also a unit of measure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;anquodigi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wooden cup&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ap&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;&amp;quot;over&amp;quot; (preposition); before an adjective, &amp;quot;too much,&amp;quot; in excess&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ap(a)-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;prefix meaning &amp;quot;over&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the top of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apbalthessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;fascinating, riveting, very very interesting&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apbalthix&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;&amp;quot;nosy,&amp;quot; overly inquisitive&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apettire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;commander&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apettod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;master (of a craft or skill)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apett-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to outrank, to be in charge of someone or something, to be &amp;quot;behind&amp;quot; something&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apkelet&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a helmet&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aplallat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a scab or scar (ap-lall-ua)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aplallatigi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a birthmark&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aplallax-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to leave a scar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;appia&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;sky&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;appodar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;roof&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;appodarod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;roofer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aptentr-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to watch over, guard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aptentrixair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;guard (collective noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aptentrod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;guard (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aptix&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;lid&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apsi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;father&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apsil-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to father (a child)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apsir-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to put something over something else&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apsordovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;domination&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apsord-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to dominate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;apturre&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;grandfather&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arang&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;realm&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arangair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;empire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arangairek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;imperial&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arangigi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a province, county&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arangigire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;count/countess&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ard-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to receive, to get&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arlo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;plain (land)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arna&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;land, homeland (related to *arang}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arrovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an attempt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;arr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to try, to attempt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;aspro&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;raven&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;asprolta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;raven-hued, dark black (poetic)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;atnerre&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;grandmother (*ap + *nerre)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;avot&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;four&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;avottax&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a quarter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=B=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;b&#039; &#039;&#039;&#039;&lt;br /&gt;
|   &#039;&#039;(see ben)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;rye&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bain&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wall&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bainair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;fortification&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bainkrinx&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;window (*bain(ek)-*rinx, &amp;quot;eye of the wall&amp;quot;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bak-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to fall down&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;balb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to close&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;balthessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;interesting, peculiar, strange&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;balthix&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;interested, curious&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;balth-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be interested in something, curious about something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ban&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;every&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;banhestek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;ordinary, everyday, usual&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;barra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a cow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;barrad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a bull&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;barradonda&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;beef&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bathrad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;acolyte (Templar rank)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bed&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;one&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bedelta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;only&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;benkronth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a doorhandle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;benkr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to push&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ben&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;by, at (locative preposition - French chez, German bei), during (with times)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bibovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;motion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bib-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to move&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;biden&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a fur, piece of fur&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bideneti&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;made of fur&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;birna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a birch tree&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bitrat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a spar, a competition, a tournament&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bitr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to spar, to compete&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;blan&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a garden&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;blanire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a gardener&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blax&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dull (not sharp)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;blaxadossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dullness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bobalovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;guarding, guard duty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bobal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to guard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bobirair: &amp;lt;br&amp;gt;Gossak Bobirairoth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the Royal Guard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bobire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a guard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bontrarna&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a battlefield&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bontr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to lunge or leap forward&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bortat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a grave&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bortatarna&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;graveyard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bortovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a burial, a funeral&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bort-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to bury&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bra(n)-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;prefix meaning &amp;quot;forth,&amp;quot; eg bibua = to move, brabibua = to move forth ettua = to come,&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branettua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to come forward, to come forth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bradraps-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to dismiss scornfully&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bragalbovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;departure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bragalb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to depart (a ship or boat), to set sail&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brakak-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to prosper, flourish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bralk&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;high&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bralkadossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;height&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branorgat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a letter, missive, notice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branorg-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to send forth, to dispatch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branissat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a journey&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branissatgi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an excursion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branisserpe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hardtack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;braniss-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to journey, to travel&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a path; a way, a direction&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branthal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to guide&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branthire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a guide&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branuntalessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;aforesaid, aforementioned&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branuntalovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a reference to something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;branuntal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to mention, to refer to something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brapemm-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to spurt forth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brased-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to kneel&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brasord-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to volunteer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brasothat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a hilt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brasoth-ua&#039;&#039;&#039;&lt;br /&gt;
|   &#039;&#039;to draw (a sword, etc), to pull forth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brastovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;spite&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brast-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to spite&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bratapovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a posse, a search party&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bratap-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to go out looking for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bratertat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a saucer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bratert-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to spill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bratherpovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an offer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brathrep-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to offer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bravalponthel&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;mourning attire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bravalpovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;mourning&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bravalp-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to mourn&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brog&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;inn&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brogal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to go drinking at an inn&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brogetto&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;bar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brogod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;barkeeper, barmaid&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bronix&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;nail, spike&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;broppi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;stupid, silly, annoying, &amp;quot;bloody&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;brox&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;last, final&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;broxa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;beforehand Broxa kar before (conjunction)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;broxhest&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;yesterday&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;broxmink&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;last night&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;broxo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the front of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bundat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a sound beating&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bundax-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to beat soundly with a cudgel or club; to trounce&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bundonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a club, a cudgel&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;bund-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to beat&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=D=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;da(n)-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;prefix meaning &amp;quot;away,&amp;quot; &amp;quot;hence,&amp;quot; eg sletua = to cut, dasletua = to cut away/off&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dabalbovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;imprisonment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dabalbat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;prison&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dabalbire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;gaoler&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dabalb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to close away, to put in prison&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dalimb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to run away, to bolt, to flee&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;damba&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;tea&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dament-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to fly away&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dan&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;he, she, it&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;danissovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;departure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;daniss-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to depart, to go away&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dapet-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to take away, to snatch, to clinch [a victory]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dara&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;against&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;Daran&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the Darian (river)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;darmat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a possession&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;darmonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a purse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;darmovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;possession (abstract noun), ownership&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;darm-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to have&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;darpat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a building, a built structure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dasarnat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wasteland&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dasarnovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;destruction, obliteration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dasarn-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to wipe out, destroy, obliterate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dasart-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to drink up, drink till something is empty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;daslek-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to eat up, eat till something is gone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;daxkelta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dragon-like&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;daxk&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dragon (from Igmerind dashkon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;debrak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;familial&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;debra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;family&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;deg&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;other, another&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;degdrelth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;other-world, afterlife, heaven/hell&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;degelta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;different&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dekr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to touch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;delin&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;they&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;delvi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a swan&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dendre&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;girl&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;derse&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;derseblan&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a vineyard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;derseblanire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a vintner&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;di&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;will be&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dibe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;cold&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dibepir&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;winter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dibepirolta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wintry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;diggo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hundred&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dinerrek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;pregnant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dinerria&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;pregnancy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dinth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an eye&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dinthal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to stare at something; to eye; to leer at&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dinxo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the waist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dirgat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a bath&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dirgonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a bathtub&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dirg-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to bathe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;diskaxke&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dagger (from Igmerind djashkee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dist&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a board&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dittovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;belief, faith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ditt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to believe, to think (something) to be true&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixannote&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;carpet (from Igmerind djaundee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixaut&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;(1) pipe (from Igmerind djauda); &amp;lt;br&amp;gt;(2) chintzy, cheap (from Igmerind djaute)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixautal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to play (music) upon the pipe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixer&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;music (from Igmerind djeera)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixeralad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a musician&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixeral-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to play music&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixit&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;soup (from Igmerind djida)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixim&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;plum (from Igmerind djima)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixinne&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;garlic (from Igmerind djinga)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixtis&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;sword (from Igmerind djattis)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixtisod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;swordsman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dixtisua-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to fight with swords&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dondair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;philosophy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dondire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;philosopher&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dondovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wisdom&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dondovathek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wise&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dond-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to think (about something), to ponder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;donka&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;meat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;donnovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hope (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;donn-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to hope&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dorn&#039;&#039;&#039; &lt;br /&gt;
|   a rooster&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;state, condition; sort, type, kind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;draps-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to swat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dreki&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;port&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drekod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an import/export merchant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drele&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a brick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drelire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a mason, bricklayer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drelth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;world&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drelthair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;universe, cosmos&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dret-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to scratch, to write (see also stet-ua)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dretessast&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;something written, a piece of writing, a letter, a broadside&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dretod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a scribe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dretto&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;shoulder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dropessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;worn out, tired, exhausted&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;dropnith&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dodo-like bird&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;drop-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to wear against, to exhaust&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=E=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ekro&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;happy, glad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ekrodossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;happiness, pleasure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;elgar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wretched, miserable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;elgarathr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to make someone miserable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;elgaria&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wretchedness, misery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;emblovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;forgiveness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;embl-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to forgive&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;engat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a purchase&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;engovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;shopping (abstract noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;eng-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to buy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;enxe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hand&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;enxel-ua&#039;&#039;&#039;&lt;br /&gt;
|   &#039;&#039;to slap, strike with the hand&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;enxenimmo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wrist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;enxetto&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a mitten, glove&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ens-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;take along, bring&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;er&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;after being; after having been&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;erath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a hammer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;erath-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to hammer, to pound, to flatten&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;erixk&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;general (archaic, from Igmerind erishkon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;erpe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a cake&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;etrovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;greetings, welcome&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;etr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to greet, to welcome&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ett-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to come&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=F=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;feb&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;sausage (from Igmerind pheeba)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fendu&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a goose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fenex&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fenexad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a weapon-maker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fenexessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;armed (adj), in arms&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fenexessair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a militia&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fenex-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to arm (someone)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;language, tongue (see also holk)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flaral-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to speak&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flar-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to say&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flardossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;speech, speaking&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flenth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;fine, delicate, careful, minute, dainty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flenthedossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;detail, fine point&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flin&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;beer (from Igmerind phlina)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flin-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to drink beer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flis&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hair&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flox&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;land, property&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;floxod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;baron/baroness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flun&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;morning&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;flunbranth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;east&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;folva&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;iron (from Igmerind pholpha)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;folvad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a blacksmith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;folvadolt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to forge something (as a blacksmith)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;folvati&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;made of iron&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;folvonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a forge&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;for-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to learn, to study&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;forod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a student&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;foronth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a school&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fost&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;honor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fostak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;honorable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;fost-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to honor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;frath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;tall&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;frinth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a tower&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=G=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ga-&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;prefix indicating the comparative degree of adverbs and adjectives = &amp;quot;gavan ker min,&amp;quot; better than I. &amp;lt;br&amp;gt;The same prefix + kar can be translated as &amp;quot;so that &amp;quot; = &amp;quot;gagalgar kar dan di sigix,&amp;quot; so sick that he is going to die&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gah-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;see ga- (this variant found before words beginning in a vowel)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gakendat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a hunt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gakendessat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;quarry, prey&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gakendod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a hunter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gakend-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to hunt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galbire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a swimmer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galbovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;swim (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to swim&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galebrat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;armor (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galebratek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;armor-plated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galebressa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;covered in armor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galebrod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an armorer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galebr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to cover in armor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galgar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;sick, ill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galgarat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an illness, disease&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galgarod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a pest, creep, unpleasant person&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galgarovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a plague, epidemic, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galgar-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to become sick or be sick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;galt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to disappear, to vanish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gand-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to find&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ganka&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a beam, a rafter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ganxe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;throat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gapiral-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to repeat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gapirxa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;again&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gapt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to break&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gaqui&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a coward&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gaquia&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;cowardice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gask&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a wound or injury&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gaskak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;harmful, injurious&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gaskal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to wound, harm, injure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gasuggat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;life&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gasugg-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to live&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gatra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a bowl&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gatta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a vine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gel&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;comb (from Igmerind keela)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gelal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to comb&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gemarind&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;noble (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gemarindek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;noble (adjective)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gentegi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a candle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gentovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;conflagration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gentak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;firey, burning&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gentat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;fire&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gent-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be on fire, to burn up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gepon&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;(archaic military title, from Igmerind keepon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gessi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;young, new&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gessiod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;initiate (Templar Rank)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gessipir&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;spring&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gethri&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;cloud&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gige&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;barley&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gilg-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gimmo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an arm&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gimmogolat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;armpit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gint&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;enemy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gitonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;tinderbox&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;git-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to set on fire, burn something up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;strong&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glardossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;strength&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glarfolva&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;steel&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glipire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an arbiter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glip-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to pick out, select, choose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;glir-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to need&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;goge&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;finger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gol&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;under (preposition) &amp;lt;br&amp;gt;before an adjective &amp;quot;not enough,&amp;quot; insufficient&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the bottom of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golgossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;viceroy, regent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golkonne&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;grandchild&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golpodar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;cellar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golporre&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;grandson&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;golthratire&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;sustainer (a Templar rank)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gonth-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to think&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gopsad&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a thief, robber&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gopsovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;theft, robbery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gops-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to steal, to rob&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gord&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;bright&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gordedossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;brightness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gordethr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to brighten&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gordonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a lamp, a lantern&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gorrathair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;foundation of a building (*gol- + *rath-air, understonage)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gorrathairalua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to build (a building)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gorrathessa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;based upon something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gort-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to stay, to remain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;goskrinna&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;princess&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gospin&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;queen&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gosporre&#039;&#039;&#039;&lt;br /&gt;
|   &#039;&#039;prince&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;king&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;royal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossalta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;imperious, overbearing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossalt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be imperious, to act in an overbearing, self-important manner&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossanair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the royal family&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossapodar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;royal palace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gossia&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;kingship&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gost&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;rule, law&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gostnair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;code of laws, the Law (taken as a whole, or as an abstract concept)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;gostod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a lawyer, legal expert&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;goxair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;citizenry, public&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;goxalta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;humble&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;goxod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;citizen, subject, person &amp;lt;br&amp;gt;(commonly) a native Arangothian, regular fellow not necessarily human&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;grax&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;merciful, compassionate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;graxia&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;mercy, compassion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;grax-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be merciful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;grobsorkat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;&amp;quot;grubball&amp;quot; (a sport)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=H=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;har&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;as&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;haxke&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a cloak (from Igmerind gashkee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;henquo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a mouth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hest&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a day&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hestabbat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a week&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;het&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;if&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hex&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an owl&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hinx&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a table&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;holk&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;tongue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;holkalat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a speech, lecture&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;holkalovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;speech (abstract noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;holkal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to speak&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;horna&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a fortress, castle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huilon&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;elf, slang term (proper term is nimma) (from Igmerind whilon)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huixon&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wolf (from Igmerind whishon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huixonair&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;pack of wolves; slang for &amp;quot;crowd&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huixonolta&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;wolflike&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huixontenx&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a were-wolf&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurn&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;red&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnaldebra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;&amp;quot;kindred&amp;quot; (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnaldebrak&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;&amp;quot;kindred&amp;quot; (adjective)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnal-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to bleed&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;blood&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnatod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;vampire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnrath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;ruby&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;hurnusso&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a blood vein, vessel, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huthra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a guest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;huthral-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be a guest, to visit or stay with someone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=I=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;in&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;was&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;irre&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a parent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;irr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to beget (also figurative) &amp;lt;br&amp;gt;to bring forth, invent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;isik&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;five&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;iss-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to go&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ixalt&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a shirt (from Igmerind shalta)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ixhest&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;tomorrow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ixo&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the rear, back, behind-part of something &amp;lt;br&amp;gt;ben ixoth ul = behind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=K=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;k&#039;&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;(see kat)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaba&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;an oar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaksovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;hatred&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaks-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to hate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kakovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;growth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kakrovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;help, assistance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kakr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to help&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kak-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to grow, grow up, grow in size, become large&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kalin&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;you (plural)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kalit&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;these (pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kam&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;old&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kambonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a spit (for roasting)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kamb-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to roast&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kamsa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;(adverb) as in olden times&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kanat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a saw&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kanonth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a sawmill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kan-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to saw&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;that (conjunction)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;whether &amp;lt;br&amp;gt;also placed at the beginning of any question&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kax&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;far, far away, distant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaxat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the distance, distant lands, foreign parts, afar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaxatek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;foreign (see also mugoxek, which has negative connotations)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaxatod&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a foreigner (a kinder term than mugoxod)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaxbranth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;north&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kaxtal&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;chest, box&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kebe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a pitchfork; a fork&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kebel-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to use a pitchfork&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kei&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;on, upon (preposition)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kelet&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;head; face&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;keltat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a power&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;keltatek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;powerful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kelt-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to be able to&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;keltek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;possible&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;keltedossa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;ability&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ken&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;you (singular)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kend-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to seek&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kengli&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a lion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kenkrovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;upbringing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kenkr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to raise (animals, crops, children), to bring up (children)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kepe&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;millet (grain)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;keppat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;news, gossip, rumor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kepp-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to gossip, to tell news&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ker&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;from (preposition), than (after a comparative) &amp;lt;br&amp;gt;ker menx, &amp;quot;of all&amp;quot; (superlative)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kerin&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;the moon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kerinat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a month&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kerrat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;stream&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kerr-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to flow, to pass by, to pass along (also of time)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kert-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to win&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kessix&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;please!&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kess-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to request, to ask for, to order&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ket&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;that (pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kete&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;that, those (adjective)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|   &#039;&#039;&#039;ketpir&#039;&#039;&#039;  &lt;br /&gt;
|   &#039;&#039;that time Ben ketpir = then&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ketra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;therefore, for that reason&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ketsa&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;in that way, thus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ketumpi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;that place &amp;lt;br&amp;gt;Ben ketumpi = there&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kisarx&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;lightning, a lightning-bolt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kofra&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;false, untrue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kofralat&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a lie&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kofral-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to lie, tell an untruth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;koi&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;but, however&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;koith&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;two&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;koithax&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;between&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kolp&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;lead (metal)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kolpeti&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;leaden, made of lead&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konkeletek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;dull-witted, foolish (lit &amp;quot;sheep-headed&amp;quot;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konko&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;a sheep&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konkobiden&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;fleece, wool&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konkobideneti&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;made of wool&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konkodonda&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;mutton&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konne&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;child; son; daughter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konnek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;filial&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konnovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;behavior&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;konn-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to act, to behave&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kor&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;before being&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;korkovath&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;thanks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kork-ua&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;to thank&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;Korth&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;Korthai&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kukar&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;courage&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kukarek&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;courageous&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kun&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;brown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;kv-, kw-&#039;&#039;&#039; &lt;br /&gt;
|   &#039;&#039;see qu-&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=L=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;la&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;and&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;laba&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wooden staff, walking-stick, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;labrala&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;&amp;quot;et cetera, and so forth, bla-bla-bla&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;laga&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pole&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lai&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;or&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lakra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a city&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lakrad&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a citizen&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lakrak&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;municipal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lakrakodat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;city seal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lallat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;medicine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lallatek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;medicinal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lallire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;healer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lallovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;recovery (from a wound or illness)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lall-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to heal (someone, something), to fix (an object)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lalt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to talk&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lambor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;skin, leather&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lamboreti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of leather&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lamindra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;&amp;quot;and therefore&amp;quot; (conjunction)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;larka&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;larn-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to wash (something)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;laspara&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stone quarry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lasparod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stonecutter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;laspar-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to cut stone, to quarry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lathra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;pure, unadulterated&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lathria&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;purity&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lathr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to purify&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;larx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;gray&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lebdat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a kiss&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lebd-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to kiss&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lebrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a covering&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lebr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to cover (something)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lelinmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;some things or other (plural)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lelintha&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;some ones or other (plural)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;leptat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a song&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;leptire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a singer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;leptirenair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;choir&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;leptovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;singing (abstract noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lept-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lermat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lermire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dancer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lermovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;dancing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lerm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dance&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lequi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an orange&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lequik&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;orange-colored&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;leski&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a rat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lespe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;great, excellent (slang) (from Igmerind lesphe)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;limbovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;running (abstract noun); a race&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;limb-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to run(on foot)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;limmo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a breast; an udder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;limmol-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to suckle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;some, any&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;linmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;anything, something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;linpir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;some time or other, any time&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lintha&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;someone, anyone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;linumpi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;some place or other&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;linxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;somehow or other&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lirme&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a neck&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lituralask&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Arangothian noodle, similar to linguini&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;loips&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a ford (over a stream)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;loipsal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to ford (a stream, etc), to get through/over something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lorrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a yell or shout&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lorr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to yell, to shout&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;belt, strap&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lurinth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;gold&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lurintheti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;golden&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lurinthod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a goldsmith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lurinthun&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;gold coin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;lurt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to turn&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=M=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malbra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;true, real&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malbraxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;truly, really, indeed, verily&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malbria&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;truth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malgadossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;start, beginning (n)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to start, begin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;malli&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;hair&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;manta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pot, a cauldron&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marfe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(n) price (from Igmerind marphee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marfel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sell&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marfed&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a merchant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marfedarna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;market&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marnu&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;marxi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a tiger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;masgat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a frown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;masg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to frown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;maspe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a nose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;maspel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to smell something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;matt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sit down, take a seat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;this (pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;meke&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;this, these (adj)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mekpir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;this time Ben mekpir = now&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mekumpi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;this place Ben mekumpi = here&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;melek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;these (pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;melx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the sun&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mentat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mentovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;flight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ment-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fly&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;menx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;everything, all&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;menxpir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;all time, forever&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;menxpirek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;immortal, eternal (adj)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;menxpirekist&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an immortal being (not necessarily a god)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;merra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;three&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;merrax&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a third of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;metrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sleep (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;metrovathegi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a nap&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;metr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sleep&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;milla&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;very, much, many&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;millakam&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ancient&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;millaxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(adverb) a great deal, a lot&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;milve&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a lip&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;milvetummo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;moustache&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mil-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to tear, to rip&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mimp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to push&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;min&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;I&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mindra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;for this reason, therefore&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mink&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;night&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;minkbranth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;west&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;minkethr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to get dark (at night)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mintonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a chair&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mintrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dream&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mint-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be sitting down&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mintr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dream&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;minxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;this way, thus&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mirod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a servant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mirodair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;service&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mir-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to serve&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mistovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;hearing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mist-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mitral-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to shoot an arrow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mitri&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an arrow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mitrod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bowman; an archer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mitronth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bow (for arrows)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mit-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to throw&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;morre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sibling; term of address for guild-members&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;morrek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;guild (adjective)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;morrekod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;guild-member&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;morrenair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;guild&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mor-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dig&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;motta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spoon; a scoop&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mottal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to scoop something; to eat with a spoon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mu&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;no, not&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mudossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;nothing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mugoxek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;foreign, alien, un-Arangothian (see also kaxatek, which doesn&#039;t have the negative connotation)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mugoxod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;foreigner, outsider (has negative connotations)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mukeltek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;impossible&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mulintha&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;nobody&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;mun&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spirit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;musigire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an undead creature&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;musigirek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;undead (adj); musigirek pallod = a lich&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;musimpessat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;mystery, something unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;muthropeti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;poor, impoverished&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;muthropetia&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;poverty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;muxion&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;griffon (from Igmerind mushon)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=N=&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;na&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(vocative particle) Na Marnuth! = Hey, Marnuth!&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;naba&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;light, lightweight, easy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nabathr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to make easy, to lighten&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nabr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hang (something)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nandra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;milk&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nangrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;esteem, value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nangr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;narmo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;brass&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;narmoti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of brass; brazen&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ne&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to (preposition)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ne-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(verbal prefix indicating an indirect object; has several uses)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nebranissat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a visit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nebranissire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a visitor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nebraniss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to visit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedekrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;influence&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedekr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to influence, to affect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedixe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sugar (from Igmerind nedjee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedixelta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sugary-sweet&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedondovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;consideration&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nedond-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to take into consideration, consider&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nege&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sharp&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;negedossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sharpness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;negentovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;anger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;negent-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be angry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;negethr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sharpen&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;negit-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to enrage someone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nekaksovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;slander (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nekaks-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to slander, to speak ill of someone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neleptovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;praise (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nelept-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to praise&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nelk&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;deep&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nelkedossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;depth, abyss&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nelxi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a well, a spring&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemasgovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;disfavor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemasg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to disfavor, frown upon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nematt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dine, sit down to a meal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemist-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to listen to something; to hearken&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemitralat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a target for archery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemitralovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;archery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemitral-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hit with an arrow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemu&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;without&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nemukar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;unless&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nenangrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;advice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nenangr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to appraise, to offer advice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepallat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spell&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepallovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;enchantment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepall-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to enchant, use magic upon, cast a spell on&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepellovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;favor (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepell-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to favor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepenxel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to indicate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepipovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;responsibility&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepip-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to see to something, to take responsibility for something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nepse&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a snake, serpent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nequorbat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nequorb-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to attack&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerbo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a fist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerpat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a jump&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to jump&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;mother&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerrek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;maternal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;tin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerxeti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of tin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nerxod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;tinsmith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesartat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a toast&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesart-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to drink a toast to someone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesast-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to spit at someone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neserpire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neserpix&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;good, kind, friendly&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neserpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;kindness, hospitality&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neserp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be kind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesirovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a question&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesir-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to ask&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesithr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to perform a marriage ceremony&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neskovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to wish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neslink-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to treat someone to a meal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesommovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sympathy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesomm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sympathize&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesulat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a royal concession&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nesul-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to grant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netelire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a courtesan (much more positive then sinsedod)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to make love to&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nethrat-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to understand&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netri&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an axe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netrilire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an axeman; executioner&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netrilod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a lumberjack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;netril-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to chop (with an axe)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nevalp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to complain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nevervessat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a posting&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;neverv-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to post (a notice)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nimma&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;elf (see also huilon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nimpe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sweet&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nimpet&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;something sweet, such as a dessert&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nindor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cream&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ninx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a secret&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ninxek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;secret (adj)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nist&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a star&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nistel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sparkle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nixe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a leg&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nixesimmo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;knee&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nixke&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;beautiful (from Igmerind nishke)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;norpix&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;frightened (adj)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;norpothr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to scare, to frighten&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;norpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fear (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;norp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nothonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a poker (for a fire)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;noth-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to poke&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nulx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a game&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;nulxal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to play (a game)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=O=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;obla&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;low&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;obladossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;lowness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;oblalta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;lowly&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;odat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;seal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;odathronod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;chancellor, an official invested with Royal authority (literally, &amp;quot;keeper of the seal&amp;quot;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;odax-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to seal (a letter)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;od-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to press&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ol-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;prefix meaning &amp;quot;apart&amp;quot; eg milua = to rip olmilua = to rip apart, rip to pieces&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olett-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fall to pieces, fall apart&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olglipovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;literature&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olglip-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to read (literally, to &amp;quot;pick out apart&amp;quot; the letters)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olissovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a parting of the ways&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;oliss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to part ways&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ollamboral-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to skin, to flay&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olker&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;with the exception of, apart from&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olker-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to make an exception for; to except&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olkerovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an exception&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olquondal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bite off&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsironth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a sieve&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsirovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;separation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsir-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to separate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olskern-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pick to pieces&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsordovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;disagreement&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsord-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to disagree&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsoth-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pull apart&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olstet-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dismember&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsulovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;distribution&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;olsul-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to distribute&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;opo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a duck&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;opte&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;dark&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;optedossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;darkness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;optenimma&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dark elf; drow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;optepir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;autumn, fall (the season)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;optepirolta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;autumnal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;optest&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;&amp;quot;the dark one&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;orgessirat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an embassy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;orgessire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an emissary&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;orgod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a messenger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;org-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to send&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;oryan&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a hawk&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=P=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pad&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;rank, title, degree&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pallat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pallod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a magician, mage, sorceror, wizard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pallotpin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;she-wizard, witch, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pallovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;use of magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pall-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to use magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pantrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a play (in a game, esp grubball)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pantrire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a musician&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pantronth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a musical instrument&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pantrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;music&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pantr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to play&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parkatire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;judge, magistrate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parkat-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to judge, to decide&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a fish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parmilod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a fisherman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parmilovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fishing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parmil-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parmisilabor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fishing-boat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parponth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a vessel for containing something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;parp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;patro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the chest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pellat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a smile&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pell-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to smile&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pemmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;soft&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pemmidossa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;softness&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pemm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to spurt, spew&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pempovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;appearance (as opposed to reality)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pemp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to seem&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pengovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;desire (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peng-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to want&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;penta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the middle of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pent-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to center upon something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;penxe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;finger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;penxel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to point&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peppo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a shoe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peral&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;green&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peralthrax&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;emerald&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;perl&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;joy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;perlek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;joyous, joyful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;perponth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a basket; a bucket&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;perp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to carry, to bear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peska&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a lake&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;peskagi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pond&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pet-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to take&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pex&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;dog, hound&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pexolta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;doglike, fawning&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pexolt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to act like a dog, to fawn upon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pilbat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a piece of clothing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pilbatel&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;clothes, attire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pilbatire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a clothier&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pilb-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to wrap&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a hood&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pinquo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;nine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pip&#039;&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;&amp;quot;voila!&amp;quot;, behold! Pip&#039; ve, here is!&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pip-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to see&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;time&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pirxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;still, yet, even now&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;podar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;house; home&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;podaral-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to dwell, to reside&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;podarek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;domestic, related to the house/home&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;podarusso&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a chimney&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;porre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;son&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;prakanth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an anvil&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;prakat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a blow, a hit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;prak-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to strike, hit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;prath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;rough, uncultivated, unfinished&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;pubro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a buttock&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;puntrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a step&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;puntr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to step&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;purp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;purpessa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;detested (adjective), damned, blasted &amp;lt;br&amp;gt;ket purpessa pex, that blasted dog!&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=Q=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;black&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quarbessa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;alleged, reputed&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quarb-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to allege, to suggest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quasp&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;copper&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quaspeti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of copper&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quaspire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a coppersmith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quaspin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;copper coin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quex&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;half&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quexanquod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;keg (used as a unit of measure, defined as half an anquod)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quembi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a grape&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quigaladar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a millstone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quigat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;flour&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quigod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a miller&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quigonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a mill&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quig-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to grind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quist&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the stomach&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quob&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;unit of linear measure&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quold&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quond&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;tooth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quondal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bite&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quossat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wheel, a circle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quossatod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wheelwright&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quoss&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;round, circular&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quosuntalovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;description&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quosuntal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to describe, talk about, speak about&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quox-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;about, around&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quoxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;around&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;quoxal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;+ ta, to be about, to concern, to have an impact on, to be of interest to&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=R=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rastro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the wind&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rastronth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a sail; a windsock&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;stone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ratholta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;hard as stone, stonelike&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;relk&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a village&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;relkod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a villager&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rem&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;through (preposition)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;remek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;thorough, complete&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;remma&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;door&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rempsat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a part (of something)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;remps-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to put into pieces&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;remsallat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a glass windowpane&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;renxat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a web; a net&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;renx-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to weave&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;resp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to catch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;reth(e)-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;prefix meaning &amp;quot;across&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bridge&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethapsi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;uncle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethatire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bridgekeeper&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethenerp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to jump over something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethesed-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bridge something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethesul-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to give something over, to relinquish&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethiss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to cross something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethnerre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;aunt&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethporre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;nephew&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethrinna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;niece&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethsenqui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cousin (female)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rethvarqui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cousin (male)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rinna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;daughter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rinx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;eye (see also dinth)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rixte&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;silver&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rixtelun&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a silver coin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rixteti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of silver&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rixtire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a silversmith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;roxe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;roxenair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a skeleton&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ruk&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;bad, evil, malevolent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rukalt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to do evil, to be&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;rukia&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;evil (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ruthmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a cavern, mine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ruthmilovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;mining (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ruthmil-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to mine for something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ruthmire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a miner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=S=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;salk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to creep or crawl, to sneak, to slip&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sall&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;glass (noun - the material)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sallat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bottle; a glass&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;salleti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;made of glass&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sallod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a glazier&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sandr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to lie down&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangli&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a horse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sanglil-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to ride a horse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sanglinth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a (horse&#039;s) saddle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangliod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a horseman, cavalryman, knight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangliodair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cavalry; order of knights&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangrire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;murderer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangrod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;assassin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;killing (abstract noun); murder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sangr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to kill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarde&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a chin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sark&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ice&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarkat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a mirror&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sark-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to shine; to reflect in a mirror&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarla&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;pretty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarmapir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;summer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarmapirolta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;summery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarmat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a fireplace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarmovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;warmth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be warm; to warm something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarnem&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an eagle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarn-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to rub, to polish&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarpolta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;useful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a use for something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sarp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to use&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sartat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a drink&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sart-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to drink&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sast-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to spit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;satsonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a mortar and pestle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sats-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to crush&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;seb-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;downwards&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sebett-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to come downwards, descend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sebiss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to go downwards, descend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sedonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bed&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sed-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be lying down&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;selin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;which? (Plural)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;selinmi?&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;which ones?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;selinoth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;which, who, that (plural relative pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;selintha&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;who (plural)?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sembe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sembesarde&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;earlobe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sende&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a year&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;senderempsat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a season&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;senke&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a knife&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;senqui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sister&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;serpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;love (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;serp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to love&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sert-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to swing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;serx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ten&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sethrod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;teacher, mentor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sethr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to teach&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;setsessat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stew&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sets-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to stew&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;si(n)-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;prefix meaning &amp;quot;together&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibenkr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to knock things together, against each other&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibba&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;eight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibbasinquo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;&amp;quot;octideb,&amp;quot; cross between spider and bee&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibbax&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an eighth of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibontrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a fight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibontrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fighting (abstract noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibontrod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a warrior&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sibontr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sigire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dead person, a disembodied spirit&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sigod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dead body, a corpse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sigovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;death&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sig-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to die&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sil&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the ocean, sea&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silabor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a (small) boat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silad&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a seaman, sailor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silaltat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a conference; a council&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silalt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to confer, convene&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silbranth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;south&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(1) maritime &amp;lt;br&amp;gt;(2) pronoun: something, silek ul  = some&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silgimmo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;(major) river&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silm&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;blue&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silmthrax&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sapphire&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silthrog&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a ship&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silthrogal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to ship&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;silolta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;vast, oceanic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simbra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;war&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simbrod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a soldier&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simbrodair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an army&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simbr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to wage war&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simmat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simmo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an elbow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simpe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;salt (from Igmerind simbee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simpek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;knowledgable&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simpelta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;salty&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;knowledge&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;simp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to know&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;which?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sindra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;why?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinettat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a meeting, congress, union, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinett-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to come together, to meet, to convene&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;singilgat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cloth&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;singilgire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a weaver&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;singilg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to knit; to weave&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;singrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;end, conclusion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;singr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to end, to conclude&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinim&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;clever, smart&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinim-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be clever&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinkonnat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a gang; a guild, group, society, team&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinkonn-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to act as a group&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinme&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;together with (preposition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinmi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;what?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintha&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;who?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinoth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;which, who (relative pronoun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinpantrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a musical ensemble&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinpir&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;what time? Ben sinpir = when?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinquorbat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a battle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinquorb-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to do battle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsartat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a drinking party&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsart-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to participate in a drinking-party&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsatsat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a powder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsats-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to crush with mortar and pestle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsedat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;sex&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsedire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fighting words to any Arangothian speaker Don&#039;t use this in polite company&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsedod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;prostitute, whore (with a decidedly negative connotation)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsedonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;brothel&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsed-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to lie together&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsirat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a combination&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinsir-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to combine, to join (several objects)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinslekat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a feast&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinslek-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to feast&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinstarat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a conspiracy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinstarod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a conspirator&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinstar-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to conspire, to plot&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinterbi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a husband&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintertat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a mixture, a potion&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintert-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to mix (usually liquids)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintespe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wife&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinthranat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a bundle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinthran-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to tie together; to tie a knot&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinthrimat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a scroll&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinthrim-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fold or roll up (as a letter or scroll)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintittat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the entertainers as a group; musicians, dancers, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintittire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an entertainer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintittovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;entertainment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sintitt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to entertain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinumpi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;what place? Ben sinumpi = where?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sinxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;how?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sippa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a heart&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sirgat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a hug&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sirg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hug, to embrace&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sir-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to put&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;siss&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;alternate spelling of sith&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sith&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;big; great; large&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithaladar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a boulder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sitharang&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;province&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithdiggo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;thousand&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithforonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;university&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithgoge&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;thumb&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;governor, regent, palatine&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithrinna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;granddaughter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wedding&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;marriage, matrimony&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to marry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sithuntro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;big toe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sitr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to glow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sisporre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;grandson (=sith+porre) Also gosporre&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skan&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;heavy, difficult&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skanat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;weight, burden&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skanethr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to make difficult, make heavy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skern-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pick, to pluck&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skettat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an opening; a public square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skett-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to open&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skordat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;curse, bane&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;skord-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to curse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slekonthel&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;utensils, cutlery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slep&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the reason for something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slek-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to eat&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sletonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the blade of a knife, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slet-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to cut&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slifra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;constant, ever&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slifraxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;always&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slinkat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a meal&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slink-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to feed someone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;slor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;number&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sloralat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a counting, a census&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sloral-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to count&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sommat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;pain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;somm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hurt, to ache&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sondr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to be standing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sonkovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stop&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sonk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to come to a halt, to stop&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sord-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to stand up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sork&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;round (like a ball)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sorkat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an orb or globe; a ball&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;soth-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pull&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sr-&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;West Arangothian dialect; see thr-&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stapovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a wait&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stap-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to wait&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;starat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a plan&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;starko&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a chicken, rooster&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;star-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to plan&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stebe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a leaf, a page, a piece of parchment or paper&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stebel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to leaf through (a book)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stebenair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a book (as opposed to a scroll)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stetat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a letter or piece of writing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stetonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a writing tool, a pen&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stetovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the act of writing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;stet-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to scratch; to write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;suggat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a breath&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;suggovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;breathing (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sugg-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to breathe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sulk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to stop (something)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sulat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a gift&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sulessast&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a gift&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sulovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;gift-giving&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sul-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to give&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;sunquo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spider&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;suspat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a whisper&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;susp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to whisper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=T=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;for, on behalf of (preposition) &amp;lt;br&amp;gt;in order to (with verbal infinitive)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tabba&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;seven&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;talor&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;church Gossak Taloroth = the Royal Church&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;talorod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;priest, priestess, etc&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tapovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a search&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tap-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to seek, to look for&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tarb&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an apple&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tarra&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a horn&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tarrad&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a trumpeter, bugler&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tarp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bring something (to someone)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;taslepkar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;because (ta slep kar)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;taslep-ul&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;because of&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tatarn&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;thunder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tatarnal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to thunder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tatsonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a dagger&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tatsovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stabbing&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tats-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to stab&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tatovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a (sudden) appearance (somewhere)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tat-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to appear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to love&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;telessist&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;beloved&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;telixist&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;lover&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tentrat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a scene, a sight&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tentrire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a watchman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tentronth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a spyglass&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tentrovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;observation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tentr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to watch&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tenx&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a human being&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tenxek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;human&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;terbi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;man&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;terbik&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;male&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;terbilta&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;manly&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;terixkake* (&amp;quot;terishkake&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;meat in a spicy gravy over dumplings&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tert-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pour&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tespe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;woman&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tespek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;female&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tespin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;lady, Miss&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tess&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;name&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrake&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;handsome&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thranat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a knot&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thran-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to tie&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thratessast&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;knowledge&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrat-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to know (eg a language), to know how to&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrax&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a diamond&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thraxrath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a gemstone&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thraxrathire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a jeweller&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;threlbe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a cheek&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;threpat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a handle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;threp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to hold&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thres&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a farm&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thresarna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;farmland&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thresod&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a farmer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thres-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to farm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrimat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an envelope&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrim-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fold&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thrippix&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;exciting&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thripp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to excite&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thriss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to whistle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;throg&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a carriage&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;throgal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to carry in a carriage&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thron-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to keep&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;throp&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a coin&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thropeti&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;rich, wealthy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;thropparponth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a purse&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;throppodar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a mint (for coins)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tigi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a baby&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tin&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;in (preposition)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the inside of something&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tindarmat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a package&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tindarmonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a container, chest, box&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tindarm-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to contain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinganx-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to swallow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinissat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an entrance, a doorway&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinissovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an entrance (carried out somewhere with pomp and ceremony)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tiniss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to enter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinkeletat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;brain(s)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tinsalk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sneak in, to creep in&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tispat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a loaf of bread; bread; food generally&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tispatel&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;baked goods&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tispire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a baker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tisponth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an oven&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tisp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to bake&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tittatel&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;laughter&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;titt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to laugh&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tix&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a cup&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tixna&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cherry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;toikonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a stairway; a ladder&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;toik-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to climb&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tok&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;water&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tokat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;pool&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tokumpi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;fountain, spring&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tolga&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an oak tree&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tolgati&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;oaken, made of oak&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tom&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;long&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tontr-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to fall, to plummet&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;torro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pig&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;torrodonda&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;pork&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;torropex&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Term of abuse Casts aspersion on one&#039;s ancestry (lit &amp;quot;pig-dog&amp;quot;)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;totto&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the gut&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tuka&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a boy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tummo&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;beard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tunxe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;foot&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tunxenat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ankle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tunxel-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to kick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;turre&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;father&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;turrek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;paternal, fatherly&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;turrenair&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;ancestors, lineage&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;tut-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to drop (something)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=U= &lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ul&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;of (preposition)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ultovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;an action, an event&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ult-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to do sthg&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;umpi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;place&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;umpso&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;six&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;unt&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;word&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;untal-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to say&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;untro&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a toe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;usso&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pipe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
=V=&lt;br /&gt;
&lt;br /&gt;
{{col-begin}}&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;valk&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;white&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;valkat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;snow&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;valpat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a tear&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;valpovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;crying, weeping (noun), lamentation&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;valp-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to cry, weep&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;van&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;good, pleasant&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vanneskovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;congratulations&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vannesk-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to congratulate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vanxa&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;well&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vard&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;friend&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vardia&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;friendship&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vare&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a falcon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vared&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a falconer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;varqui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;brother&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;varquia&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;brotherhood&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vattat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;applause&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vatt-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to clap, applaud&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ve&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;is&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;velot&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;butter (from Igmerind plota)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vervat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a piercing-wound; a pinprick&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vervonth&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a pin, a needle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;verv-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to pierce&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 45%;&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Arangothek&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Definition&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vidixe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cabbage (from Igmerind pidjee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vilkat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;temple&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vilkalathar&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;altar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;Vilkatire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Templar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vilki&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;holy, sacred&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vilkiterbi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;holy man (as opposed to a priest)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vilkitespi&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;holy woman (as oppossed to a&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vindixe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;cheese (from Igmerind pindjee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vingatel&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a merchant&#039;s wares&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vingire&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a seller&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vingovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;the act of selling&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;ving-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to sell&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;viqui&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a panther&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vissat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a shriek or cry&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;viss-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to shriek, cry out&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;voldovath&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;trust (noun)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;voldovathek&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;trustworthy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vold-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to trust&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;volfe&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;rice (from Igmerind pulphee)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vorfon&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;lord, boss, master, sir, ma&#039;am, mistress (from Igmerind porphon)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vorvat&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;a roar&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &#039;&#039;&#039;vorv-ua&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;to roar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arangothek]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Bahija&amp;diff=3843</id>
		<title>Bahija</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Bahija&amp;diff=3843"/>
		<updated>2013-02-14T22:31:39Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Bahija&lt;br /&gt;
| image          = Bahija.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| capital        = Bahija&lt;br /&gt;
| language1      = Southlander Common,&lt;br /&gt;
| language2      = Alesian,&lt;br /&gt;
| language3      = Bahijan Patois&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Other humanoids &lt;br /&gt;
| religion       = Ellurian Pantheon&lt;br /&gt;
| government     = Republic&lt;br /&gt;
| ruler          = Parliament of Merchant Princes&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       = Livre; Escudo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bahija is volcanic archipelago sitting between the [[Southlands]] and Alesia. Their unseasonably warm, turbulent climate comes from the warm ocean current that washes over the islands from the Road of the World. Despite the extreme weather in the mid-southeastern storm zone, Bahija is a flourishing economy, guided by a senate of shrewd and quarrelsome merchant princes. Politically, Bahija is a client state of the [[Alesian Imperium]], allowed a great deal of leeway for the money they bring in. Bahijan traders are known almost everywhere in the South.  &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Bahijans were originally [[Tollor]]ian colonists who settled the fertile islands. The white-skinned colonists ignored that the islands were inhabited by indigenous dark-skinned people. Many of the locals either retreated, hired themselves out to the newcomers or became their involuntary servants. During Tollor&#039;s troubles and eventual dissolution, Bahija&#039;s merchant class flexed its muscles and gained independence. &lt;br /&gt;
&lt;br /&gt;
After some time, the island&#039;s native minority revolted, killing many white Bahijans and entering a prolonged struggle. Bahijans, with their ships, had eventually made contact with the Alesian Imperium, whom they called upon to assist. Alesian legionnaires helped pacify the islands. Slavery, already covering most of the islands, became even more firmly entrenched but the merchants ceded some political control to the Alesian governors, who moved there to oversee the Imperium&#039;s interests. Many governors, seduced by the balmy climate and easy corruption, are dead weights on Alesia&#039;s shoulders. Nonetheless, some minor regulations were put in place that left overly abusive masters without protection at the mercy of their slaves.&lt;br /&gt;
&lt;br /&gt;
Bahijan merchants have attempted to infiltrate most ports in the world, including the Orient. An infamous company, Resque Maessen&#039;s, made contact with the Sword Daimyo of Nipangu, beginning to compete against the Berjeron empire in trading highly lucrative oriental weapons and personal goods. The Bahijan merchant marine occasionally comes up against Berjeron, Pentlander and Seccan competition.&lt;br /&gt;
&lt;br /&gt;
=Geography=&lt;br /&gt;
&lt;br /&gt;
Bahija has one large island and many smaller ones. They each have long, local names but more frequently, use the names of the predominant landowners there. Much of Bahija is plantations for a wide array of cash and food crops that grows especially well in the volcanic soil and wet climate. The largest island has a still-active volcano that had not erupted for the past few centuries. Nonetheless, magma is occasionally visible through the caldera. There are multiple cities across the islands but they are all collectively known as &amp;quot;Bahija.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Bahija sits on the border of the warm tropical stream coming from the [[Road of the World]]. The clashing temperatures generates a powerful storm zone that continually batters the islands with hurricanes and typhoons. Volcanic and tectonic activity sometimes creates tidal surges that can wipe out coastal communities. Nonetheless, Bahijan cities are artisanal marvels that are designed as much to astound visually as to withstand rough weather.&lt;br /&gt;
&lt;br /&gt;
=Politics=&lt;br /&gt;
&lt;br /&gt;
The Bahijans have a kind-of parliament for democratic voting but there is only one body represented: the moneyed elite, many of whom are in the mercantile and trading business. There is a careful code of behavior and what is and isn&#039;t accepted in society, that&#039;s understood by most Bahijans of Quality. Failing to abide by etiquette may incur duels or the loss of guardly protection, which can be fatal in a land where almost everyone has a foe and ethnic hatreds run deep. In extreme cases, people have been thrown into the volcano for their malfeasance.&lt;br /&gt;
&lt;br /&gt;
=Society= &lt;br /&gt;
&lt;br /&gt;
Bahijans are a flamboyant lot and the constant threat of death in the storm zone and from tropical venoms and diseases makes them more inclined to decorate than prolong their life. They love duels, lavish bordellos, high fashion and sharp experiences. Still, just as many enjoy the calmer pleasures of laying in a beach hammock, enjoying a minty drink. More rustic people may be into dancing, feasting, cock fights, etc. Bahijans may seem fatalistic but they are eager to get all of life&#039;s pleasures in today before an unknown death takes them tomorrow. This culture of reckless adventurousness helps explain the breadth of Bahijan exploration and mercantile ties. &lt;br /&gt;
&lt;br /&gt;
Aristocrats are the owners of the largest plantations and shipping concerns. They&#039;re elected to the top tiers of the government. The gentry are small to mid-sized plantation owners, professionals, the civil service and the military. The yeomanry are the working farmers, fishermen and tradesman. The poor are often vagrants, who get rounded up and sent to involuntary workhouses and farms. Bahija is a bad place to be a vagabond.&lt;br /&gt;
&lt;br /&gt;
Bahijan love of their country borders on obnoxious at times. There&#039;s a cultural custom to glorify the islands for being the fairest, the freest and the best. In reality, most of the opulence is built on the backs of dark-skinned slaves and the common poor and Bahija&#039;s vaunted social mobility is mostly smoke and mirrors. Only the luckiest and the most ruthless have been able to sample the archipelago&#039;s best.&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
Most Bahijans worship predominantly [[Ellurian Religion]] gods, especially the Triad of Gitaro, Ekki and Seviro. Since the Alesian intervention, there has been a degree of synthesis between the Ellurian and [[Alesian Religion|Alesian]] religions. Rynia, the Alesian goddess of luck and wealth, is by far the most widely worshipped and has been adopted as the Bahijans&#039; patroness. Natives have some rituals that they do not share with the white colonists.&lt;br /&gt;
&lt;br /&gt;
=Giant Hummingbirds=&lt;br /&gt;
&lt;br /&gt;
Bahija is one of several countries that fields an aerial cavalry (others being Griffon&#039;s Aerie, Elvendeep, Arangoth, Pentland and Zul Kiras.) Bahijan mounts are giant breeds of hummingbirds that evolved to feed from some of the enormous flowering trees in the Bahijan jungle. These mounts are capable of vertical takeoff and can be trained to charge, inflicting serious damage with their lance-like beaks. They are fed a diet of water infused with nectar or sugarcane. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=History_of_Elluria&amp;diff=3800</id>
		<title>History of Elluria</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=History_of_Elluria&amp;diff=3800"/>
		<updated>2013-02-13T02:29:09Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Tollorian Civil War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of [[Tollor]], [[Elluria]], [[Emil]], [[Sevule]], and [[El-Ekki]] do not use the [[Arangothian Calendar]]. The great Ellurian hero Kel Ellure decreed that dates would be reckoned from the year of [[Ellurian Religion|Gitaro&#039;s revelation]] to Polar. Dates before this year are usually noted as BG, or &amp;quot;Before Gitaro&#039;s Revelation.&amp;quot; Tagran founded the city of Tagrana in Arangoth in the year 530 by Ellurian reckoning. The year 470 in Arangoth was the year 1000 in the Southlands. For clarity, dates given are by the Arangothian calendar, with Ellurian dates in parentheses.&lt;br /&gt;
&lt;br /&gt;
=The Beginnings= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2280 BT - 755 BT (1750 BG - 225 BG in Ellurian Reckoning)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What is known today as the Southland Peninsula was at first inhabited by numerous tribes of barbaric peoples. These peoples lived in mud huts and lived from hunting and fishing until the city of Dol was erected around 2280 BT (1750 BG) in the valley of the Rainbow River near the site where Lueril (which would later be renamed Kelsville) would be built in 245 BT (285 AG).  The people of Dol were called Dolluthians, and they built several cities around the Rainbow River valley, which were governed as independent city-states.  &lt;br /&gt;
&lt;br /&gt;
The Dolluthians lived a relatively peaceful life until a mass migration by a people known as the Loquites around 1915 BT (1385 BG). The Loquites overran the Dolluthian cities, but were promptly driven out. The Dolluthians conquered the Loquites after several years of bloody warfare, and subjected them to slavery and servitude. The Dolluthians led a  peaceful life once again until 1553 BT (1023 BG), when they were conquered by the Harons, a barbaric people from what is now  Emil, who had somehow managed to develop the processing of iron ore.  The Harons destroyed much of the Dolluthian civilization.&lt;br /&gt;
&lt;br /&gt;
The Haron Empire lasted only until 1540 BT (1010 BG), and it crumbled into several small kingdoms with a variety of Dolluthian influence. The Dolluthians managed to rebel against the Harons and destroy them after a very bloody war in 1512 BT (982 BG), but the survivors were too few in number to rebuild their civilization, and they scattered to various other places, possibly to what is now Sevule and El-Ekki. The region went through a dark age until 1005 BT (475 BG), when the Teldanari settled in a city called Jorafel. The Teldanari traded with the barbarian descendants of the Dolluthians and Loquites, whom they named the Tollor peoples. These Tollor peoples rose up against their Teldanari neighbors in 938 BT (408 BG) and drove them out of Jorafel, which they renamed Tollor. The city of Tollor thrived peacefully until 755 BT (225 BG), when the Aslarian Empire conquered all of the Southlands.&lt;br /&gt;
&lt;br /&gt;
=Under the Aslarian Empire= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;755 BT - 198 BT (225 BG - 332 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Aslarians introduced the Tollorians--as well as some of the undeveloped peoples of the Southland Peninsula including the J&#039;Lontz and the Emilians--to the methods large scale agriculture and used their city of Tollor (which they renamed New Rispith) as an outpost for trading the region&#039;s vast wealth of grain and lumber. They built the cities of Norlin and Garusk in 658 BT (128 BG) and 645 BT (115 BG) as trading centers to the far away lands of Arangoth and Vallaria. The port city of Pearl (which was later renamed Ellure) was established in 475 BT (55 BG), and thrived as not only a port for Aslarian trade, but a cultural and artistic shrine of the area. The Aslarians taught the Tollorians the use of their alphabet with their Tollorian language instead of the archaic Teldanari hieroglyphs they had been using. The Aslarians also made sure to keep the various tribes of the region separate. In the year 530 BT (1 ER), a poor farmer named Polar had a vision that led him to the island of [[El-Ekki]] to receive a [[Ellurian Religion|revelation from the gods]], which was the origin of El-Ekki&#039;s importance as a sacred place to the Tollorians. &lt;br /&gt;
&lt;br /&gt;
While the Aslarians had ruled with a relatively light hand for centuries, their policies began to change under the influence of a new cabal of Viziers that took power in the 204 BT (326 ER). They enacted policies to mandate the use of the Aslarian language for all public business and commerce, and suppress the native religion in favor of Munism. These policies were deeply unpopular and sparked an uprising. The Aslarians were finally overthrown by the Tollorian people led by the legendary Kel Ellure in 198 BT (332 ER). Tollorians commemorate their liberation on the 21st day of Second Seed, the day that Kel Ellure&#039;s army captured the Tollorian capital. Over the next year and a half, Kel Ellure&#039;s army swelled as more people flocked to her banner, and she pushed the Aslarians back to the great fortress of Dashlirak. Though she wished to destroy the Aslarian fortifications lurking on the doorstep of her fledgeling nation, the siege became too costly to maintain and she was forced to admit defeat for the first time and abandon Dashlirak and return to Tollor City.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Kel Ellure=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;196 BT - 135 BT (334 - 395 ER)&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Kel Ellure was crowned Queen of Tollor in 196 BT (334 ER), and became an icon of the Tollorian people. She declared that the Tollorian Kingdom&#039;s boundaries were to the sea at the west and south, to the mountains at the east, and to the Northland forest to the north. Kel Ellure was a spiritual leader as well as military leader to her people, and dated the new Tollorian calendar from the year of Gitaro&#039;s revelation to Polar rather than the year of her birth or coronation. She declared nine days of thanksgiving to the gods following her coronation and made a pilgrimage to the island of El-Ekki, which became the foundations of the Del-Ot festival. Kel Ellure was not only a female ruler in a patriarchal society, but a legendary figure loved by the entire nation. Many traditional proverbs and popular songs were attributed to Kel Ellure&#039;s authorship. The neighboring Allarian people so loved the Great Kel Ellure that they soon were known as &#039;Ellurians&#039;, and their cities of Lueril and Pearl were renamed Kelsville and Ellure respectively. Her reign was a peaceful one, with only a brief border dispute with the Kingdom of [[Emil]] in 143 BT (387 ER). There was a massive funeral in Tollor City upon her death in 135 BT (395 ER). Stories of her adventures are still told in many different lands to this day.&lt;br /&gt;
&lt;br /&gt;
=The Reign of Jeon Ellure= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;135 BT - 118 BT (395 - 412 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure was the only child of Kel Ellure and was crowned king after her death. He was by no means a great leader like his mother. His poor diplomatic policies lead to a war with Emil from 126 BT (404 ER) to 123 BT (407 ER). Tollor was forced to surrender after many costly battles, and Emil took control of the city of Garusk. Jeon was always overshadowed by the memory of his great mother, and eventually he committed suicide by hanging himself with his bed sheets in 118 BT (412 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Golden Age= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 BT - 82 AR (412 - 612 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Jeon Ellure left three sons and one daughter after his death, and his eldest son Lucus succeeded to the throne. Upon his death, his son Dachard became the new king of Tollor. The reign of Dachard I, his son Alvin, Alvin&#039;s grandson Dachard II were peaceful and prosperous. Following Dachard II was the boy king Regari Ellure who was crowned in the year 82 (612 ER), but several days later he was thrown from the palace tower.&lt;br /&gt;
&lt;br /&gt;
=The Rise of the House of Vilgren and the Elluria Campaign= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 - 91 (612-621 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The Vilgren Family of Norlin, led by Lord Treshire Vilgren, claimed the Tollorian throne after the death of King Regari, who left no heirs. The Sor Family of Ellure disputed this openly, and the provinces of East and West Elluria declared themselves an independent kingdom in 86 (616 ER). The Vilgren&#039;s army attempted to seize Elluria and take it back into Tollorian control, but the Ellurians, aided by the Emilians, fought back, and a very bloody war raged through the Southland until the Tollorian army&#039;s final triumph in the year 91 (621 ER). The Tollorians reclaimed the city of Garusk as their own.     &lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire Vilgren I and the &amp;quot;Dark Age&amp;quot;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;91 - 147 (621-677 ER)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the victory over the Ellurians and Emilians, King Treshire I instated the Rules of Conduct, a list of elaborate laws and protocol. The purpose behind these laws was to control the people, and it gave unrestricted power to the throne. King Treshire I also dissolved the High Council, which he claimed to be against the word of the god Nyl. The High Council fled to the Northland Province and remained under the protection of the J&#039;Lontz giants. King Treshire I was infuriated, and he sent his Royal Guard to find the Council members, but none of the guards returned. Treshire I responded by ordering a siege of the Northland forest, thus preventing food and supplies from reaching the people of the Northland.&lt;br /&gt;
&lt;br /&gt;
The Emilians decided that this would be an opportune time to retake Garusk in 115 (645 ER). This resulted in another bloody conflict called the Rat War, which eventually ended with an Emilian surrender in 116 (646 ER). King Treshire I declared any &amp;quot;anti-Tollorian&amp;quot; peoples to be enemies of the state, and that any Ellurian, Emilian, and J&#039;Lontz that infringed upon any of the Rules of Conduct be put to death. This resulted in the execution of thousands of people between the years between 116 and 147 (646 and 677 ER).&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Winthorpe Vilgren I= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;147 - 199 (677 - 729 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A rise in the Tollorian population led to famine and plague, and as Winthorpe I took the throne, the peasants were already restless. Winthorpe I devised a plan to keep their hatred focused otherwise.  He separated the Ellurian and Tollorian villages and circulated rumors that one people were trying to overthrow the other.  This was the beginning of a hatred that would last over two hundred years. Winthorpe I did, however, sign a peace treaty with the J&#039;Lontz in 179 (709 ER) which stated that he would cease the violence against the J&#039;Lontz tribe if they would resume paying taxes to the Tollorian government. This turned out to be more than the essentially poor J&#039;Lontz could pay, and the Tollorian Army attacked the J&#039;Lontzek stronghold in 181 (711 ER). The battle lasted for 17 days, and a horrifying number of J&#039;Lontz civilians were slaughtered. The Tollorians marched into J&#039;Lontzek to find it empty.  The puzzled army marched back toward Tollor City, and they were annihilated along the J&#039;Lontzek Trail. This was a day to live in infamy as far as the Tollorians were concerned, and it was later known as the Massacre at the J&#039;Lontzek Trail. However, the number of women and children killed during the previous battle outnumbered those Tollorian soldiers lost in the &#039;massacre&#039; five to one. Winthorpe I caught a terrible case of Leturian fever in 199 (729 ER) and became incapacitated. His 17-year-old wife (and cousin) Talya took over his duties as ruler of Tollor.&lt;br /&gt;
        &lt;br /&gt;
=The Reign of Talya Vilgren and the Penede War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;199 - 270 (729-800 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When Talya Vilgren was crowned Queen of Tollor, she was its first woman ruler since Kel Ellure, and the people suddenly became optimistic. Talya was still a Vilgren, however, and she maintained Winthorpe I&#039;s policy of dividing the Tollorian and Ellurian peoples. Some argue that she was the most progress-oriented Vilgren leader.  She oversaw the building of many roads and bridges throughout Tollor, almost all of which are still around to this day. The Emilians came to see the exceptionally long rule of a woman on the throne as a weakness of the Tollorian people, however, and they attacked the city of Garusk in the year 270 (800 ER). They were repelled by the Tollorians who, along with the support of the Kingdom of Tyranor, descended upon Emil and seized the city of Locand. The Emilians surrendered after 3 months of war. Queen Talya never knew about the Tollorian victory, however. She died in her sleep the morning of the Emilian surrender.&lt;br /&gt;
&lt;br /&gt;
=The Silver Age=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;270 - 309 (800 - 839 ER)&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Queen Talya&#039;s grandson was crowned King Treshire II in the year 270 (800 ER). With the Emilian Kingdom defeated, King Treshire II married a Tyranori princess to reinforce the alliance between the two kingdoms. The Tollorians and Tyranori had the south seas to themselves. King Treshire II ordered the building of naval bases in Sevule and El-Ekki in 273 (803 ER) which was used by the two kingdoms to guard their trading routes against pirates. Business boomed in Green Hills and Tollor City. &amp;quot;Half the world&#039;s grain is grown in but a portion of this small kingdom,&amp;quot; wrote a visiting ambassador. The times were not as grand for the Ellurian and Sevulian peoples, who depended on fishing as the staple of their economy. The new safety of the southern waters promoted over-fishing, and soon there was no fish to be found. The Sevulians revolted in 307 (837 ER). There was a series of battles in which both sides took heavy losses, and the Tollorians finally withdrew from Y&#039;Kiomi in 309 (839 ER).&lt;br /&gt;
&lt;br /&gt;
=The Reign of Treshire III= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;309 - 314 (839-844 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Of all the Vilgren rulers King Treshire III was the most well-liked by the Tollorian peasantry. He was a charismatic, adventurous man and an excellent public speaker. His addresses to the Tollorian people were legendary, and his contributions to charity were unmatched. He granted El-Ekki its independence in  313 (843 ER). When Brackish invaders attacked Norlin, Treshire III insisted that he fight against them, despite the advice of his royal court. He was killed in battle in 314 (844 ER).&lt;br /&gt;
&lt;br /&gt;
=The Brackish War= &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;314 - 319 (844-849 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
No one really knew who the Bracks really were, aside from the fact that they were migrant barbarians that had come across the south sea by ship. They viciously attacked the port city of Norlin, paying no attention to the etiquette of warfare. They seized control of the city in 315 (845 ER), and took Kelsville in 316 (846 ER). They were driven out of Kelsville in the same year, however, and expelled from Norlin in 318 (848 ER). By 319 (849 ER), the Tollorian and Tyranori navies, though weakened considerably, had driven away the Brackish savages.&lt;br /&gt;
&lt;br /&gt;
=Recent History=&lt;br /&gt;
&lt;br /&gt;
In the year 374 (904 ER), the J&#039;Lontz giants of the Northland declared their independence from Tollor. The Tollorian crown did not recognize their independence, but made little effort to exert control over the territory. &lt;br /&gt;
&lt;br /&gt;
In the year 462 (992 ER), Winthorpe Vilgren was crowned King Winthorpe II of Tollor. In 466 (996 ER), Tollor and Emil again battle each other in a conflict called the War of the Hordes. This short and indecisive conflict further inflamed the tensions between the Tollorian northern provinces and Ellurian southern provinces.&lt;br /&gt;
&lt;br /&gt;
==Tollorian Civil War== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Also known as The Griffon War) 466-467 (996-997 ER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The southern provinces of Tollor rebelled under the harsh rule of Winthorpe II. Imperialists under King Winthorpe fought the Loyalists under Sir Charles Ruflin. Winthorpe enlisted aid of Griffons from [[Griffon&#039;s Aerie]], but he was defeated at the battle of Potter&#039;s Hill. Sir Charles enlisted the aid of the peoples of the Northland, and a contingent of elven archers and J&#039;Lontz giants countered the griffon assault. Winthorpe went into exile on [[El-Ekki]], where he died not long after. The the capital of Tollor City was renamed as Ruflin City. Sir Ruflin was proclaimed as a hero of the kingdom, but he retired from public life after the war and declined to take a seat on the newly formed High Council. A High Council of nobles ruled briefly, but tensions between the Tollorian northern provinces and Ellurian southern provinces almost led to another war. The Province of West Elluria threatened to secede, and the young Sir Eldryn Ruflin, adopted Son of Sir Charles, impressed many with his eloquent oratory and skillful mediation of the crisis. The High Council offered Sir Eldryn the crown, and he became Eldryn I, King of the Tollorian and Ellurian peoples. In Last Seed of 467 (997 ER) King Eldrich of the nearby kingdom of [[Emil]] died, leaving his lands to his only child, the fourteen-year-old Laravel of Marland. Eldryn wed Laravel to join the Tollorian and Emilian kingdoms for the first time ever. The new Pan-Ellurian kingdom was known simply as Elluria.&lt;br /&gt;
&lt;br /&gt;
==The Tyranori War==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;467-468 (997-998 ER)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A military coup in Tyranor shifted the balance of power to the mad and occasionally demonic General Redsword, who immediately began to build his Dark Army. He attacked [[Teldanar]], the long-time enemy of Tyranor, and took the Teldanari completely by suprise. Within a few days Queen Lieshazionne was thrown into a prison in Yorklawn. The Dark Army then conquered [[Bahr]], and sent an ultimatum to King Eldryn demanding that he surrender or be destroyed. A powerful Tyranori force in the east soon defeated the Emilians, taking the cities of Arausch, Locand, and Marland within a matter of days. The Emilian army scattered and retreated to Lachstan. King Eldryn dispatched troops under Sir Roger Dulrin to Locand to begin the grim task of taking back Emil. Sir Charles Ruflin took command of a second force to relieve Lachstan, and then marched toward Arausch with a mix of Ellurian and Emilian forces. With victories at Arausch and Pine Marsh, the Ellurians were able to descend on the remaining Tyranori position at Marland. Redsword, outnumbered three to one, retreated back to Tyranor, where his forces were pinned against Akulek Ridge by a combined Ellurian-Teldanari force. Redsword&#039;s troops finally turned against their commander and forced his surrender. He was sentenced to death by the victorious allied forces, and his last words before being hanged were an ominous vow to reuturn. Tyranor was divided up between the victorious countries and ceased to exist as an independent kingdom. Those rebellous elements of the Tyranori who could not stand the yoke of their conquerors fled, many to goblinoid Bahr.&lt;br /&gt;
&lt;br /&gt;
==The Southland War==&lt;br /&gt;
&lt;br /&gt;
===468 (998 ER)===&lt;br /&gt;
King Eldryn drowned in the Rainbow River in a tragic accident. The Green Hills Plague erupted in Second Seed of 468 (998 ER), decimating the fertile farmlands of East Elluria. Without sufficient manpower to tend to the year&#039;s crop, there was a poor harvest. This led to famine and riots in the autumn and winter months, which the young Queen Laravel was ill-equipped to deal with. She issued a plea to neighboring countries to come to the aid of her starving people, which some interpreted as a sign of the Queen&#039;s weakness. Central authority in Elluria began to unravel as nobles started setting themselves up as local warlords, especially in the northern parts of the kingdom that had been the base of the deposed Vilgren dynasty&#039;s Imperialist supporters. Some Tollorian nobles referred to Laravel as the Dark Queen and resisted efforts to re-assert royal authority.&lt;br /&gt;
&lt;br /&gt;
===469 (999 ER)=== &lt;br /&gt;
A Tollorian noble named Lord Ciroj attempted to destablize Queen Laravel&#039;s regime in order to make a bid for a throne. He sent ships flying the Ellurian royal colors to make an unprovoked attack by an the Aslarian port of Selrose Bay, burning much of the city to the ground. He also sent a unit of mercenaries to conduct raids along the Ellurian border with Aslar, falsely carrying Aslarian banners. Aslar declared war upon Elluria, and the Ellurian Royal Dragoons under the command of the grizzled General Andros marched north toward the Aslarian border. General Andros&#039;s forces were intercepted by a coalition of Tollorian nobles led by Sir Ekkelrin Maltenel who believed that the threat of war was overblown, and feared that the army&#039;s true objective was to subdue the Tollorians. They refused to grant the troops passage through their lands without concessions from the Queen. Neither side was eager to shed Ellurian blood however, and the two sides came to terms after Sir Ekkelrin was convinced of the Aslarian declaration of war. Drachean Dizzy &#039;Tashli&#039; Longtongue, a kender, was still King of Aslar by lottery but was due to be sacrificed in a few months to make way for the randomly chosen successor. Aslar was considered the more powerful nation, but had not been at war for two centuries, while most Ellurians were well-blooded from several recent wars. Aslar made extensive use of mercenaries in the early stages of the war while their slow and ponderous war machine mobilized. The famous Aslarian scholar, artist, and author Dhakus Maribagh led the Aslarian army as the King&#039;s Supreme Arms-Vizier. Arangoth, Teldanar and most other countries declared themselves neutral, but the Korthai Pirates joined with Aslar and began sinking Ellurian ships.&lt;br /&gt;
&lt;br /&gt;
On the 21st day of Second Seed of 469 (999 ER), Aslarian forces conquered the Ellurian city of Dulsi on the anniversary of Kel Ellure&#039;s victory over the Aslarians six and a half centuries earlier. Lord Ciroj, the city&#039;s defender, was unaccounted for after the battle. It is not known whether he was slain during the sack of the city, or whether he fled into exile. The following month, Queen Laravel succumbed to the Green Hills plague and died. The High Council elected Lord Cyran Eäril-Galindë of Borgeon as the new King of Elluria. The High Council of Emil ordered the Ellurian banners taken down upon Laravel&#039;s death and instead elected the deceased Queen&#039;s kinsman, Prince Dankin of the House of Eber, as King of Emil. Prince Dankin sent a chest of gold to Aslar as tribute and concluded a separate peace with the Aslarians. Sir Ekkelrin was also a candidate for the throne and took offense when Cyran was chosen instead as the new monarch. He instead negotiated with the Aslarian viziers and accepted the position as Aslarian governor of the province of West Elluria.&lt;br /&gt;
&lt;br /&gt;
At the end of the year, Aslarian King Dizzy Longtongue, unsuccessful at stopping the war, was ritually executed and a new King was chosen by lottery: an Assi &#039;savage&#039; from the Nie Valley. The new King concluded an alliance with the Assi, who began harassing Arangoth&#039;s borders, and presumably began aiding Aslar in its war effort. The alliance came to little and did not last past the year&#039;s term of the Assiman. The Assi king reneged on the deal with the Korthai, and they harassed Aslarian shipping in retribution.&lt;br /&gt;
&lt;br /&gt;
===470 (1000 ER)===&lt;br /&gt;
The Southland War continues. By 470 (1000 ER) the tide had turned seriously against the exhausted Ellurians. The Capital of Ruflin City fell to the Aslarians in Sun&#039;s Dawn, and General Andros was slain in battle. King Cyran was captured after the battle and sentenced to death, and conducted himself with dignity and bravery at his execution. Many Ellurians fled to El-Ekki, where the remnants of the Ellurian High Council created a Government in exile. Aslar seized large swaths of Ellurian territory, expelled a great number of Ellurians from their land, and plundered captured cities to compensate their army. This created a refugee crisis, and many Ellurians who were able to book passage on a ship were given refuge in Arangoth and on Myst, creating two new towns in AngelSinHorna and Vekkilmaril respectively. Those unable to flee were forcibly relocated by the Aslarian army to an area of northeastern Aslar infamous for its poor, rocky soil. The Assi King of Aslar was sacrificed to the Muns at the end of the year and replaced with another astonishing candidate, a Zul Kiran orc.&lt;br /&gt;
&lt;br /&gt;
The [[Alesian Imperium]], a nation previously unknown in Veth, arrived in Elluria from far across the Southern Sea in Hearthfire. The Ellurian Government in Exile had sent out emissaries secretly to several countries in search of military aid, and contacted the Alesians through intermediaries in Bahija. These fierce and disciplined warriors were said to have burned their boats on arrival in the Southland, sending a message that they were here to stay. The Ellurians and Alesians were also aided by the privateering Black Sheep airship and its owner, Resque Maessen. Though it was not widely known, the far-ranging Maessen was the one who put the Ellurians in contact with their saviours.&lt;br /&gt;
&lt;br /&gt;
===471 (1001 ER)=== &lt;br /&gt;
&lt;br /&gt;
The Alesians, under the leadership of General Larold Vertonthen and Prince Etaudus Paralor, inflicted a series of defeats on the Aslarians, pushing them back to the Aslarian fortress of Dashlirak. The Aslarians sued for peace, and negotiated a treaty that restored the boundaries of the two countries to their original positions before the war. The treaty recreated the kingdom of Tollor from the former Tollorian province as a buffer state between Aslar and Alesian Elluria. Treshire Vilgren, son of the deposed Winthorpe II, became King Treshire V of Tollor by agreement of the Alesians and Aslarians. The provinces of East Elluria, West Elluria, the former annexed Tyranori territory, and the the Northland became the new Alesian protectorate of Elluria. The peace settlement also acknowledged Emil&#039;s independence, effectively undoing the unification of the late 460s. By this time, the Northland was firmly under the control of the Alesians as well, and is considered part of Elluria. The Alesians made overtures of friendship toward the J&#039;Lontzek giants, a marked change from the treatment they suffered under the Vilgren dynasty of Tollor. The treaty also called for the return of all displaced Ellurians from Aslar, and for all Aslarian troops still on Ellurian soil to return to Aslar.&lt;br /&gt;
&lt;br /&gt;
Aslarian troops mutinied when they heard of the terms of the peace treaty, and they captured and executed the Vizier who signed it. Dhakus Maribagh was recalled from retirement to lead troops to quell the mutiny. Upon meeting up with the mutineers, Maribagh&#039;s troops also mutinied and threatened to execute their commander if he did not join them. The mutineers seized the fortress of Dashlirak, and the Alesians laid siege to the mighty fortress that even Kel Ellure failed to conquer. Dhakus Maribagh led a breakout and escaped with most of his forces, and the Alesians demanded harsher peace terms. In the end, no treaty was officially ratified by either side due to the instability caused by the mutiny and the execution of one of the ruling Viziers, and an uneasy truce remained the status quo. Prince Etaudus Paralor, the new ruler of the Alesian protectorate state, ordered the execution of Sir Ekkelrin for treason, and put the Tollorian noble to death in gruesome fashion to serve as a lesson. Sir Ekkelrin&#039;s left limbs were chained to one cart and his right limbs to another, which were then pulled in opposite directions until he expired. &lt;br /&gt;
&lt;br /&gt;
[[Category: History]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Alesian_Religion&amp;diff=3745</id>
		<title>Alesian Religion</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Alesian_Religion&amp;diff=3745"/>
		<updated>2013-02-06T04:04:55Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Other Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Religion&lt;br /&gt;
| name             = Alesian Pantheon&lt;br /&gt;
| image            = &lt;br /&gt;
| alt              = &lt;br /&gt;
| caption          = &lt;br /&gt;
&lt;br /&gt;
| type             = Polytheistic&lt;br /&gt;
| deity1           = Jornos&lt;br /&gt;
| deity2           = &lt;br /&gt;
| deity3           =&lt;br /&gt;
| deity4           =&lt;br /&gt;
| deity5           =&lt;br /&gt;
| deity6           =&lt;br /&gt;
| regional_origins = [[Alesian Imperium]]&lt;br /&gt;
| practiced_in     = Alesian Imperium, Bahija, Elluria&lt;br /&gt;
| symbol           = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Alesian Imperium|Alesian]] religion is polytheistic, with Jornos the Starfire, birther of the world, as the head of the pantheon. Whether or not Jornos created the world is a subject of debate in other cultures who have their own religions, but among Alesians such heresy is punishable by death in the gladiatorial pits. The Alesian Emperor is the head of the state religion, and High Priest of Jornos. All male members of the Imperial family are priests of Jornos by dint of birth, and all female members are likewise priestesses of Filandria. Some take these responsibilities more seriously than others. Since the involvement of the Alesians in the Southlands Wars and the subsequent creation of Alesian-controlled [[Elluria]], there have been efforts to identify Jornos with the Ellurian chief deity Gitaro, and syncretize the two pantheons and religions.&lt;br /&gt;
&lt;br /&gt;
=Deities=&lt;br /&gt;
&lt;br /&gt;
==Chief Deities==&lt;br /&gt;
&#039;&#039;&#039;Jornos&#039;&#039;&#039; the Starfire, the Celestial Emperor, birther of the world.(head of the pantheon, father of the gods, creator of the cosmos, giver of life, Lord of the Sun, the Moons, and the Stars.) Priests of Jornos wear the Star of Jornos, an eight pointed star made of silver or gold and often set with gemstones, as a symbol of religious and temporal authority. For the daily religious rituals, a sleeveless, knee length open robe of imperial blue is worn over the priest&#039;s usual attire (usually a hooded robe of imperial blue for those in Charnath). Crowns or skullcaps are the appropriate headgear. For important observances, the priest wears a silver brocade robe with a sash of imperial blue around the waist. Over the robe, the priest wears a fur-trimmed hooded cowl of Imperial blue that drapes over the shoulders and hangs down to the elbows. Over this, the priest may wear a great cape of imperial blue with a silver lining, which is long enough to trail on the ground. The cape may be elaborately decorated with embroidery, gems, and other adornments. The Emperor&#039;s cape is so heavy with adornments that it requires two attendants to walk behind him and carry it. The Star of Jornos is always worn for any religious function, and some rites require that the priest carry a scepter or ceremonial weapon as well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Filandria&#039;&#039;&#039; the Celestial Emperess, consort of Jornos, the matriarch of the gods.(wisdom, aristocracy, grace, beauty.) All female members of the Imperial family are priestesses of Filandria, with the Empress as High Priestess. Attire for religious rituals consists of a gown made from a single piece of white cloth (most frequently linen or silk) woven with gold and silver threads, elaborately wrapped and draped. The dress is pinned in place with a silver brooch in the shape of the Star of Jornos worn on the left shoulder. Unmarried women wear a veil over their heads while in the temple; married women wear elaborate headdresses. All are bedecked heavily with gold and jewels in proportion to their standing within the Imperial House.&lt;br /&gt;
&lt;br /&gt;
==Other Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azaera&#039;&#039;&#039; Windwalker, Bringer of the Rains. (Sky, wind, rain, travellers). Portrayed as free-spirited (and at times flighty), depicted as a winged maiden with a spear, or as snow-white hawk. The clergy of the Windwalker prefer flowing garments of white or sky blue, often adorned with white feathers. Priests wear hawk-shaped masks, and priestesses wear elaborate feathered headdresses for solemnities. Prelates both male and female carry ceremonial spears with a silver shaft and a golden head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delanis&#039;&#039;&#039; the Matron, patroness of the family, Handmaid of Filandria.(Love, Birth, Children, Marriage, Healing.) While Jornos and Filandria represent the epitome of Alesian aristocracy, Delanis and Grenadias represent the epitome of common Alesian family life. Their worship is extremely popular among the Alesian peasantry, particularly among farmers. The Matron&#039;s priestesses dress like the clergy of Filandria, though on a much simpler scale. The gowns and veils are ordinary linen or wool, and jewelry is rarely worn. In their daily employment as healers and midwives, the clerics of Delanis simply wear their holy symbols on a leather thong around their necks, which resembles the outline of a house with a fire inside. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadias&#039;&#039;&#039; the Tiller, patron of farmers and those who deal in agriculture.(Farmers, butchers, caravaners) Grenadias is the embodiment of the yeoman farmer - quiet and humble of heart, devoted to his family. He is one of the most benevolent of the Alesian deities. Almost all farms have a shrine to Grenadias (a small stone or wooden structure with a statue or mosaic of Grenadias inside), and farmers offer the first fruits of their harvest to the Tiller each year. Since many of Grenadias&#039;s religious rituals are performed outdoors, their dress tends toward the practical. Clergy for the tiller favor robes of green and brown, often adorned with plant or animal motifs. Priests of Grenadias carry flasks filled with consecrated whiskey or beer for blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hepheran&#039;&#039;&#039; the Eternal Warrior, patron of the legions. (War, Duty, Courage) Alesian mythology holds that Hepheran was originally a dwarven deity, and was adopted into the Alesian pantheon after Orglok&#039;s rebellion. Each Falvarniok (legion) of the Alesian army adopts an aspect of Hepheran as their sacred totem. Hepheran is a soldier&#039;s god rather than a warrior&#039;s god, emphasizing discipline and cohesive tactics over personal glory. Most of the clergy of the Eternal Warrior are either current or retired Hevarniok in the legions. For religious rituals, they wear their Hevarnin&#039;s armor and carry a holy mace. Their normal white tabard may be replaced by one with an embroidered emblem of the Falvarniok&#039;s totem or other religious symbol on important holy days. The Ve-Hevarnin of a Falvarniok may wear a brocaded tabard set with jewels for religious observances, but never in battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Llarm&#039;&#039;&#039; the Greeter of the Dead, Judge of Souls, Steward of the Celestial Palace.(Death, judgement, closure, protection.) Priests of the Greeter dress in white and purple for religious functions, and their dress is often a stylized version of attire worn by civil officials. Many wear medallions, signet rings, and other signs of authority since Llarm is said to be the steward of Jornos&#039; Celestial Palace and the judge of souls. The Gatekeepers, a militant order dedicated to eradicating necromancers and the undead, carry blessed swords at all times. In their daily duty, Gatekeepers wear white headbands or armbands, embroidered with wards against the undead in purple silk thread. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rynia&#039;&#039;&#039; Goldenhair, Lady of Fortune. (Commerce, wealth, merchants, luck) Rynia&#039;s faith is enjoying a period of growth, thanks to the Imperium&#039;s rising merchant class. Several large temples to the Lady of Fortune have been built in port cities in the Imperium in the past few decades. Rynia is said to be the wife of Ultros. Rynia is the patron deity of Bahija.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serathe&#039;&#039;&#039; the Springmaiden. Daughter of Grenadias. (Spring, youth, Represents wild nature, as opposed to her agriculturally inclined father.) Depicted as either a child or a young maiden, barefoot, and with leaves or flowers in her hair. Many Alesians pray to the Springmaiden for a short and mild winter, and an early return of spring. Priests of the Springmaiden dress similarly to the clergy of Grenadias, and often wear wreathes of leaves or garlands of flowers on their heads. They carry flasks of springwater for blessings. &lt;br /&gt;
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&#039;&#039;&#039;Theorus&#039;&#039;&#039;, the God-Emperor. (public servants, law) Took on the form of a human to teach mankind and prepare them for the future conflict with the orcs. Founder of Charnath and first Emperor, from whom all subsequent emperors have claimed descent. Theorus is the Emperor&#039;s official title.&lt;br /&gt;
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&#039;&#039;&#039;Ultros&#039;&#039;&#039; the Stone One, patron of the artisan and the architect. (Workers, artists, builders, miners)&lt;br /&gt;
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&#039;&#039;&#039;Yilvor&#039;&#039;&#039; the Thunderer, render of the land, flooder of the rivers. (Storms, natural disasters, the ocean) Yilvor is more feared that loved by most Alesians, who believe him to be the herald of Jornos&#039;s anger. His worship is most popular among the seafaring Granarians, who have large temples to the Thunderer in all their port cities. Shrines and temples to Yilvor contain deep pools into which sailors cast a coin for safe passage before leaving on a sea voyage. &lt;br /&gt;
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&#039;&#039;&#039;Vashra&#039;&#039;&#039;, She Who Sees All. Wife of Hepheran, Mistress of Magic, the Divine Oracle. (magic, knowledge, prophecy, music) Vashra&#039;s Songs hold together the four basic elements of creation. Alesian wizards cast spells by adding lyrics to Vashra&#039;s melodies. There are several branches of Vashra&#039;s clergy including an order of Inquisitors who hunt rogue magic users, an all-female order of Oracles, and a society of Skalds.&lt;br /&gt;
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==Traitor Deities==&lt;br /&gt;
Alesians believe that the chief deities of the orcs of the Shadowlands were once part of Jornos&#039;s household, but were banished by the Starfire for an attempted coup. Their worship is outlawed in the Imperium, and any adherents they might have among the humans of the Imperium must carefully hide their allegiance. &lt;br /&gt;
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&#039;&#039;&#039;Orglok&#039;&#039;&#039;, the King of Pain and Lord of Traitors. (Chaos, Destruction, Lawlessness, Suffering, Torture, Necromancy.) Also the chief god of the Orcish pantheon. Enemies of the state are frequently accused of worshipping Orglok in secret. Orglok is said to have been original Alesian war god, but was expelled from the pantheon for attempting to usurp Jornos&#039; throne.&lt;br /&gt;
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&#039;&#039;&#039;Arkala&#039;&#039;&#039; the Poisoned Seductress, Mistress of Frost, the Perverse One, Queen of Whores. (Disease, Decay, Deception, Poison, Assassination, Seduction, Manipulation) Patroness of corruption in all its forms, Arkala is Orglok&#039;s consort and the mother of demons. Arkala is believed to steal the life from the land with the onset of winter&lt;br /&gt;
&lt;br /&gt;
=Mythology=&lt;br /&gt;
==The Creation Myth==&lt;br /&gt;
===The Origins of the Cosmos===&lt;br /&gt;
For untold ages, Jornos sat alone in his halls on his throne, contemplating in silence. None save the Great Emperor himself knows for how long, for how can time be measured before the sun and moon marked the days and years? And no one save the Starfire himself knows whence he came, or whence his halls.&lt;br /&gt;
&lt;br /&gt;
Some say that he always was as he is now. Some say that another had created him. Others believe that he simply willed himself into being. Such a secret is not for mortal minds to know.&lt;br /&gt;
&lt;br /&gt;
When at last Jornos roused himself from his musings, he stretched forth his hands, flooding his halls with the fullness of his power and majesty. Even the vast corridors and chambers of the Celestial Palace could not contain his splendor, and his supremacy spilled forth into the darkness beyond the shining walls. Thus it was that the cosmos came into being. Even after the glory of Jornos had receded an echo remained, though it did not have any form yet.&lt;br /&gt;
&lt;br /&gt;
Jornos lowered his hands even as the energy still vibrated at the tips of his fingers. He lifted his head and opened his eyes, and was astounded by what he saw. Filandria, unmatched in stately beauty and graceful bearing, stood before him, clothed in the shining light of Jornos&#039; very splendor. Though he had not intended to make another, he rejoiced for he had grown weary of his solitude. And Jornos loved Filandria, and from his love Delanis came into being. Jornos took Filandria for his wife and crowned her as his Celestial Empress, fashioning for her a crown resplendent with innumerable glittering gems such as the mortal world has never seen.&lt;br /&gt;
&lt;br /&gt;
Filandria bore Jornos many children, the first of whom was Orglok, then Llarm. Vashra, Ultros, Yilvor, Azaera, Grenadias, Theorus, and all the others followed afterward. Delanis served as midwife to Filandria, and afterward as nurse to the children of Jornos.&lt;br /&gt;
&lt;br /&gt;
===The Shaping of the World===&lt;br /&gt;
When the sons and daughters of Jornos had grown, the Starfire called them before his golden throne. He unfolded before them the idea he had conceived in his aeons of contemplation, and bid his children to carry out his designs. He assured them that each would have their part, though he did not make all his plans known at this time so that his children might not leave their first works poorly wrought in haste to begin work on greater splendors.&lt;br /&gt;
&lt;br /&gt;
He chose Orglok, Ultros, Yilvor, and Azaera to be the first to venture beyond the walls of the Celestial Palace and shape the universe as their father had instructed them. The four went forth into the formless abyss and brought order, sculpting it according to the will of Jornos.&lt;br /&gt;
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Orglok was given dominion over fire, for he was headstrong and impetuous. To Ultros went dominion over earth, for he was himself steadfast and unmovable as a mountain. To Yilvor went water, for though he was slow to anger, his wrath was terrible when roused. And to Azaera, the ever free-spirited dancer, dominion over wind was granted.&lt;br /&gt;
&lt;br /&gt;
It was in this first ordering of creation that Orglok first became jealous of his father&#039;s power. He resented that he and his siblings toiled while their father merely watched from his throne. This bitterness grew because Jornos had forbidden them to do either more or less than he commanded. Orglok wished to do as he pleased, and shape creation according to his whim. As the firstborn of Jornos&#039; children, he felt slighted in the dominion granted to him by his father. It seemed to him that fire had a smaller role in their labors than the others, for he did not know all that his father intended. But he hid his jealousy, and said nothing of his thoughts to anyone. The fire burned in his belly, and his anger simmered in secret.&lt;br /&gt;
&lt;br /&gt;
Thus it was that sea, land, and sky were separated from one another. The mountains were raised up and the valleys carved out, and the courses of the rivers were plotted as Jornos intended. The boundaries of lakes and seas were marked off, and the earth was filled with metals and gems. Still, save for the rushing of the waters and the whisper of the winds, all was silent and lifeless.&lt;br /&gt;
&lt;br /&gt;
Their tasks completed, the four returned to their father&#039;s palace and presented themselves before him. Jornos was greatly pleased and gave his approval, commending his children for all they had done. At that time he sent Vashra forth into the silent world to bind the work of the four together with her Songs, and she wove her potent melodies throughout all of creation.&lt;br /&gt;
&lt;br /&gt;
Orglok&#039;s resentment was mollified by his father&#039;s praise, and for a time seemed to forget his grudge. This did not to last long, for he soon discovered that Jornos had made his brother Llarm steward of the Celestial Palace while he was absent. He was stirred to anger and sought out his brother, accusing Llarm of trying to steal his place as firstborn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What cause have you for jealousy, brother? Were you not the first of those chosen by our father to go beyond the walls of the Palace?&amp;quot; Llarm questioned his elder brother, tilting his head to the side. &amp;quot;And were you not given dominion to shape the world, while I remained here within these walls? You say you envy me, but my duties keep me as a prisoner here. I do not know whether I shall ever set foot into the world beyond, so do not be so rash to accuse me. Because you are my brother, I shall forgive this slight, but it shall not be so if you dare to call me thief again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Orglok, silenced by Llarm&#039;s words, left his brother&#039;s presence. But ever after there was enmity between them, and they were never fully reconciled. Now Orglok had greatly desired Delanis, though he had told no one of his feelings. During his toils, his thoughts often turned toward her, and had resolved to claim her hand after returning to the Palace. And so, still stinging from his brother&#039;s rebuke, he sought her out. When he came to her chamber, however, he found her playing with two small children, twin girls. Thinking them Filandria&#039;s children, he said, &amp;quot;Well, I see that my father has not been idle while I labored! Who are my new sisters?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, my Lord,&amp;quot; she replied, &amp;quot;These are not your mother&#039;s children, but mine. Their names are Arkala and Serathe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He was filled with rage upon hearing that Delanis had born children to another, but concealed it with a false smile. He complimented Delanis on the beauty of her daughters and asked who their father was, expecting to hear that Llarm had usurped him a second time. He was much surprised to hear that it was Grenadias, for he was quiet and humble of heart, and plain in appearance in comparison to his siblings. But it seemed now to Orglok that Grenadias had deceived him, and had been waiting for an opportunity to steal his heart&#039;s desire from him. And then, still smiling and speaking sweet words, he inquired about his brother&#039;s whereabouts, saying that he wanted to congratulate him.&lt;br /&gt;
&lt;br /&gt;
While the four were about their business, Jornos had summoned Grenadias and unfolded more of his plan to his son. Grenadias was so overjoyed by what he heard that he pleaded with his father to begin his work early to add to the beauty of the Celestial Palace.&lt;br /&gt;
&lt;br /&gt;
The Starfire consented, and Grenadias labored long and hard to create the famous Celestial Gardens, whose beauty is unmatched in the mortal realms. It was in these gardens that Orglok found his brother. He was not yet so hard of heart that he was unmoved by its beauty, and indeed, Orglok forgot his anger for a moment and marveled at his brother&#039;s work.&lt;br /&gt;
&lt;br /&gt;
He wandered amongst the first trees and flowers, until he found Grenadias tending to a seedling. At once the anger returned and he berated his brother sharply, hurling many curses and vile insults at the Tiller. Grenadias was at first greatly troubled and confused by his brother&#039;s anger, though he would not be goaded into a fight. Orglok&#039;s heart was not yet so blackened that he could strike down his brother, who would make no move to defend himself, nor even return the harsh words. Therefore he stormed away in anger, and left Grenadias alone in his garden again.&lt;br /&gt;
&lt;br /&gt;
Grenadias was again summoned before Jornos, and was commanded to begin his work as he had been instructed. He returned to his wife and daughters, and bid them farewell.&lt;br /&gt;
&lt;br /&gt;
Now, Serathe was greatly attached to her father, and could not bear to be separated from him for long. When she learned that he would be leaving, she wept and begged to go with him. At length, Grenadias gave in and brought his daughter before Jornos to ask the Starfire&#039;s permission to bring his daughter with him. Jornos consented, and father and daughter went forth together. Grenadias labored for a long time to bring forth every plant that grows upon the earth, though they would not grow as they had in the Celestial Palace despite his efforts.&lt;br /&gt;
&lt;br /&gt;
The Tiller returned to his father and explained his difficulty. Jornos had foreseen this problem, and gave Grenadias one of the torches from his throne room to bring the divine light of the Celestial Palace to the world. However, even this small portion of the light was too powerful for mortal world, and thus Jornos made it to rise and to set at intervals so that the whole of the world was not scorched beneath the power of its rays. And ever afterward, Jornos would cast forth the torch of the sun across the sky each morning, and take it back into his throne room at night.&lt;br /&gt;
&lt;br /&gt;
So the world would not be devoid of his light while the sun was within the Celestial Palace, Jornos pried two great pearls from his throne and set them in the sky. They illuminated the earth with their pale glow, for they shone just from having been in contact with Jornos&#039; throne.&lt;br /&gt;
&lt;br /&gt;
Greenery sprouted from the earth and blossomed, and Grenadias was pleased until he saw that plants would only grow near streams and rivers, for they needed water. Grenadias went before his father once more to explain his difficulty. Jornos summoned Yilvor and Azaera, and bid them to assist their brother. Thus it was that clouds were formed and carried across the skies by Azaera&#039;s winds to bring forth water in all parts of the world.&lt;br /&gt;
&lt;br /&gt;
While the first rains were gentle, Yilvor was much intrigued by their potential. He realized that they could be much more potent, but kept his own counsel and let his sister have dominion over the rains until he should have need for them.&lt;br /&gt;
&lt;br /&gt;
Azaera was no gardener, and soon found the job of bringing rains tedious. And owing to her capricious nature, some places received too much water, and others not enough. Grenadias was not angry with his sister, for she did him a great service even though she was inconsistent, and the whole world blossomed and grew. All was lush and green, and Grenadias rejoiced.&lt;br /&gt;
&lt;br /&gt;
Having accomplished his first task, he rested from his labors, playing upon the whole of earth with Serathe, whose laughter filled the air. Together, they created all the living beasts that walk, run, or crawl, both wild and tame. In gratitude to Azaera and Yilvor, they made the birds of the air and all the sea creatures. Serathe greatly loved all the new animals, and often had ideas for more. She would often hasten back to her Grandfather and sit on his lap to tell him of her thoughts. Sometimes he would grant her permission to create the animal she imagined, and other times he would refuse her. The whole world abounded with life and beauty.&lt;br /&gt;
&lt;br /&gt;
===The Treachery of Orglok===&lt;br /&gt;
While Grenadias tilled and planted and raised the beasts, Orglok brooded secretly and grew in hatred. After he had accosted Grenadias in the garden, he was summoned before his father&#039;s throne to give account of himself. He abased himself before Jornos and pretended to repent of his jealousy and malice, begging the forgiveness of his brothers and sisters. He was granted forgiveness and afterward seemed changed, but his fair countenance and words were as new fallen snow over a heap of rotting carrion, and as quick to fade. He plotted revenge in secret, and nurtured the blackness in his heart.&lt;br /&gt;
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Orglok saw all the works Grenadias wrought, and a great desire to possess all the splendors of the world stirred within him. Moreover, he resolved that if he could not have them, he would destroy them. He resented Serathe too, for she was allowed to bring some of her own designs to life, rather than strictly obeying Jornos&#039; commands. It had never occurred to him to go to his father and ask permission, and the Starfire may well have consented if he had. Mortal men will never know the truth of the matter.&lt;br /&gt;
&lt;br /&gt;
Orglok sought revenge on Grenadias and his family, and saw his opportunity with Arkala. He used play with her often, and would speak to her at length in her father&#039;s gardens in the Celestial Palace. She delighted in all the secrets Orglok told her, being a curious child, though much of what he told her were falsehoods meant to poison her mind. The seeds he planted indeed bore fruit as she grew, and Orglok filled her heart with blackness while her father was away. Curiosity gave way to desire, and desire to lust, and Orglok took her innocence one day in secret upon the flowerbeds in her father&#039;s gardens.&lt;br /&gt;
&lt;br /&gt;
Delanis noted the change in her daughter as she grew, but it had been so slow as to be nearly imperceptible, and she mistook it for the normal changes that occurred as a child grew into maturity. None knew what Orglok had done, and although Vashra was suspicious of Orglok, she could not see his misdeeds clearly.&lt;br /&gt;
&lt;br /&gt;
When Grenadias and Serathe returned, Jornos declared a great celebration, for all was in readiness for the culmination of his plans. There was feasting and rejoicing in the Celestial Palace, and all the gods made merry.&lt;br /&gt;
&lt;br /&gt;
Grenadias was greatly surprised to see how his daughter Arkala had changed while he was gone, for Serathe had grown but little in that time, and was still a child. Although he was much amazed at the way Arkala had grown more beautiful, he nonetheless felt foreboding, though he knew not why. She was beautiful, certainly, but in a way different from any of her kin. There was something about the way she carried herself that he did not like, but he could not recognize that his sweet daughter was growing into the Queen of Whores. But these thoughts were soon forgotten in his joy at being reunited with his family, and he joined in the divine revelry with the rest of the Celestial Court.&lt;br /&gt;
&lt;br /&gt;
And when at last the celebration came to an end, all the gods retired to their separate dwellings to rest except for Orglok. He only made a pretense of doing so, and instead secretly crept into his father&#039;s throne room while the others slept. There, he dared to sit upon his father&#039;s throne and gaze upon the whole world. His desire for power grew, and he resolved that he must some day unseat his father and claim all for himself. Arkala came to him and he seated her upon his lap, whispering his dark designs into her ear. He promised that he would make her his Empress, and all the other gods would bow before her and acknowledge her unmatched beauty.&lt;br /&gt;
&lt;br /&gt;
And though Orglok had treason in his heart, he still dissembled and played the part of the loyal son. Vashra was no longer able to keep silent about her misgivings and went quietly to her father to warn him.&lt;br /&gt;
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Jornos reassured her, saying, &amp;quot;Worry not, beloved daughter. For though he thinks he deceives me, I see to the depths of my firstborn&#039;s heart. I know the treachery he hides behind his smile, and the hatred behind his sweet words. Nevertheless he is the first among my children, and there is yet time for him to repent of his evil. The day will come when he will taste either my mercy or my wrath, and until then, say nothing to anyone of this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Set at ease by these words, Vashra departed from her father&#039;s presence. Reassured though she was, she still kept watch on Orglok and his secret lover nonetheless.&lt;br /&gt;
&lt;br /&gt;
That very day, Jornos summoned the whole Celestial Court before him, and bid them to look out over the world. For lo, Jornos himself had brought forth a new creation upon the earth, the race of men.&lt;br /&gt;
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Jornos address his Court saying, &amp;quot;Behold, all you gods, the culmination of all that you have labored to create. Behold mankind; they shall fan out over the earth like a spreading flame and master it. I have granted them the light of Reason, and made them masters of their own destiny. Each holds the secret of what he will become, and yea, even divinity is not beyond their grasp.&amp;quot;&lt;br /&gt;
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And all the gods marveled at the race of men as they awoke and took their first tentative steps, save Orglok, who esteemed them but little. Seeing this, Jornos said to him, &amp;quot;Do not be so rash to judge them, my firstborn, for while they are little now, what they will become in time is great indeed. And you yourself will have a great part to play, for you will teach them strength and courage.&amp;quot;&lt;br /&gt;
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Turning to Llarm he said, &amp;quot;But they will not remain upon the earth forever, but will pass from the world and be brought to these very halls. As my steward, you are to find a place for them within the household according to their hearts and their deeds. I give you leave to reward or punish them as you see fit, for you possess wisdom little less than mine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Orglok indeed taught mankind strength, bravery, and skill at arms, but he also sowed mistrust, division, and savagery. Men were thus divided into rival kingdoms and made war on one another because of the false whispers that Orglok planted among them. He recruited spies and servants to further spread discord among men, promising them great power in return.&lt;br /&gt;
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Arkala caused no less mischief herself, for she could see a man&#039;s deepest desires, and delighted especially in those men try hardest to hide away from others. She inflamed the hearts of men with lust and greed, and whispered perverse ideas into their ears as they slept. All of humanity was in strife, but Orglok still thought little of them. He was ever contemptuous of their prowess as warriors, even as they slaughtered each other without quarter.&lt;br /&gt;
&lt;br /&gt;
Orglok desired to create his own race of warriors, and correct the &amp;quot;mistakes&amp;quot; his father had made. Spying two boars fighting as he walked through the forest one day, he hit upon his idea. Snatching them up, he took them to a deserted place and created the race of orcs to be his perfect warriors. He gave them great strength and hearts that knew neither fear nor compassion. He gave them the power to see at night, when men were hampered without the light of Jornos&#039; torch. He made them breed prolifically so that their numbers would ever increase, and he filled them with a savage spirit. He raised his warrior race in secret (or so he thought), and taught them much dark knowledge. They learned their lessons only imperfectly, though, since their hearts turned ever towards bloodshed. Orglok devoted much of his power to keeping his creations concealed until they were ready, though Jornos knew the evil his son intended.&lt;br /&gt;
&lt;br /&gt;
Arkala, meanwhile, was ever-busy multiplying strife, seeding corruption and enmity everywhere. Those days were dark indeed, lawless times when men were given to every sort of depravity. She turned mankind away from the gods, raising up false prophets of strange religions to lead men further astray. Yilvor often visited warnings from Jornos upon mankind in those days, and Azaera&#039;s spears would rain down from the sky for the impiety of men. However, even as the servants of the gods delivered their warnings and called for repentence, Arkala&#039;s minions contradicted them and all of mankind was in great confusion.&lt;br /&gt;
&lt;br /&gt;
===The Expulsion of the Traitors===&lt;br /&gt;
Until this time, Jornos had permitted his son&#039;s defiance to test the mettle of his creations. But the creation of the race of orcs without his permission had greatly angered the Birther of the World, and he summoned his firstborn before him.&lt;br /&gt;
&lt;br /&gt;
When he received the summons, Orglok was troubled for his preparations to overthrow his father were incomplete. He knew that as strong as he was, he could not defeat Jornos by force, and had spent many years devising stratagems to unseat his father by cunning. Still, his carefully crafted plans were not in readiness, and he realized that he must make his attempt before he received his father&#039;s punishment or he would forever lose his opportunity. Therefore, he and Arkala desperately sought a plan. Arkala reflected on the ease with which she had been able to corrupt the minds of men, and wondered if she could not be able to do the same with her father&#039;s plants. They arranged for Orglok to dine with his father, and Arkala would taint his food and thereby lay him low so Orglok could dispatch him.&lt;br /&gt;
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Jornos was accustomed to drink the nectar of the fruits of the Celestial Garden from a golden cup with his meals, and Arkala used all of her foul arts to create the first poison, using much of her strength to give it a potency to harm the Starfire himself. Though she thought that the deed was accomplished in secret, Vashra was aware of what she had done, and awaited her chance to deal with Arkala.&lt;br /&gt;
&lt;br /&gt;
When Jornos heard that Orglok wished to dine with him and explain his actions, he knew that his son had some treachery in mind. Nevertheless, he consented to the idea, and awaited the arrival of his firstborn.&lt;br /&gt;
&lt;br /&gt;
Orglok once again played the part of the repentant son and explained away his disobedience with many artful lies, and Jornos seemed to believe him. Taking up his bejeweled cup filled with poison, he offered it to Orglok saying, &amp;quot;It gladdens my heart that my wayward son has returned and regrets the harm he has caused. Share this cup with me, and be reconciled.&amp;quot;&lt;br /&gt;
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Orglok refused to drink from it, and would not even extend his hand to touch it, saying, &amp;quot;I have overstepped myself many times already. I would not dare to presume to drink from my father&#039;s cup.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take it, my son.&amp;quot; Jornos insisted, offering it again. &amp;quot;Why do you refuse what I freely offer when you did not hesitate to sneak like a thief into my hall and sit upon my throne? You wish to take my place, and yet you are afraid to take my cup.&amp;quot;&lt;br /&gt;
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Realizing that he had been discovered, Orglok was seized by panic. He again pleaded his innocence and refused to take the cup. Jornos upended the cup and spilled its contents onto the table, where it hissed and bubbled like boiling water.&lt;br /&gt;
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Filled with fear, he fled from his father&#039;s presence, and Jornos followed not far behind. Orglok hastened to his father&#039;s throne room and went to the resting place of the sun, intending to use its power against the Starfire. Since he had been granted dominion over fire, he assumed that he could control it, not realizing that the its flames came from the power of Jornos himself.&lt;br /&gt;
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Orglok snatched up the sun from the sconce where it rested at night, and was at once horribly burned by his father&#039;s light. Ever after, he was never able to take on a fair appearance again, but remained forever sinister and frightening to look upon. With a tortured scream, Orglok dropped the sun, and it was extinguished as it hit the floor.&lt;br /&gt;
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Orglok fled headlong from his father&#039;s presence, maddened by the excruciating pain of his burns. Hearing the commotion, Llarm took up his great shining sword and came running, and was astonished by what he saw. Filled with anger by his brother&#039;s treason, he chased Orglok to the very gates of the Celestial Palace.&lt;br /&gt;
&lt;br /&gt;
He would have pursued his brother further and struck him down, but Jornos appeared before him and prevented him, saying, &amp;quot;Put away your sword and go no further, O Judge of Souls. For it is not your place to mete out punishment upon your siblings without my word. He has been chastised, and it pleases me to allow him to live in exile and brood upon his failure. Let him glory in his empty victories for now, but all his plans will ever come to nothing. Let him skulk in the darkness like a scolded dog for now, and in the fullness of time, not even a memory of him or his followers will remain.&amp;quot; Lifting his hand, he deflected Llarm&#039;s sword, and the mighty weapon was shattered into thousands of glittering shards that were scattered across the sky.&lt;br /&gt;
&lt;br /&gt;
Llarm was stayed by his father&#039;s words, but called after Orglok into the darkness, &amp;quot;I may be prevented from dealing with you as you deserve, dear brother, but your followers cannot evade me. I will do unto them as I would to you, and I will take great pleasure in making them suffer for giving allegiance to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Orglok paused in his flight for a moment, calling back to Llarm, &amp;quot;Brave words for one who knows not whether to sit or stand without our father&#039;s permission. Devise whatever torments you please, but you will never get hold of my servants.&amp;quot; Then Orglok fled to the depths of the earth, taking refuge within the hidden fires of the deep. He devised the art of Necromancy to spite the Greeter, and spread this odious knowledge among his adherents. From that time on, all manner of undead abominations were found upon the earth, blaspheming Llarm with their twisted mockery of life.&lt;br /&gt;
&lt;br /&gt;
While Orglok fled, Arkala hid herself, for she still had not recovered her full strength from creating her poison. She feared that she would not be so lucky as Orglok, and would not be allowed to escape. But Vashra discovered her hiding place and descended upon her like an eagle upon a rabbit. Seizing her by the hair, Vashra dragged Arkala through the halls of the Celestial Palace, all the way to the highest parapet of the shining halls. Arkala cowered before the Mistress of Magic and pleaded for forgiveness, but Vashra&#039;s heart was hardened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You would have shared in the traitor&#039;s victory,&amp;quot; she replied, &amp;quot;and so you must share in his defeat, wench. Begone, and consider yourself fortunate that I do not do worse to you.&amp;quot; With these words, she seized Arkala by the throat and cast her down into the darkness, and watched the daughter of Delanis fall.&lt;br /&gt;
&lt;br /&gt;
Jornos returned to his throne room and picked up the sun&#039;s torch from where Orglok had dropped it, setting it back in its sconce. Upon feeling its true master&#039;s touch the extinguished torch reignited, and the sun&#039;s light was restored. Jornos once again took his seat upon his golden throne, and looked out over the whole of the world.&lt;br /&gt;
&lt;br /&gt;
Llarm addressed Jornos, saying, &amp;quot;We may have nothing to fear from those two any more, father, but what of your race of men? Surely those two will continue to afflict mankind as they have before, and multiply the miseries they have already caused. Should we allow them to continue to do so with impunity?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made men to be masters of their own destiny, and I will not stand over them like a nursemaid over an infant. But neither is it fitting for us to stand idly by and allow those two traitors to do as they will. Therefore, I grant to you and your siblings leave to guide men back toward the true path just as those two have led them astray. The choice of their path must always remain their own, however, and any of you who would interfere directly in the affairs of mankind must himself become a mortal man. This is my will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Orglok and Arkala were indeed not idle in their exile, but worked ceaselessly to cause woe to mankind and show spite to the gods faithful to Jornos. Orglok would capture beasts and warp them into fearsome monsters with a taste for human flesh, and Arkala made poisonous plants from those that had formerly been wholesome. Arkala began to bear children to Orglok, but they were not as the children of Jornos. While they inherited some of their parents&#039; formidable powers, they were not of divine blood, for they had been born in exile from the Celestial Palace. Thus were the race of demons created, and they accomplished much evil for their parents.&lt;br /&gt;
&lt;br /&gt;
Arkala continued her efforts to turn the hearts of men to evil, for Orglok could no longer assume a pleasing form and struck terror into all who saw him. But Arkala found her work more difficult than before, since Vashra&#039;s servants confounded her mischief at every turn. In her anger, Arkala unleashed her greatest evil and brought forth disease upon the earth, striking down men and beasts alike with terrible plagues. But even her greatest triumph was diminished, for her mother Delanis taught the healing arts to mankind, and many lives were spared.&lt;br /&gt;
&lt;br /&gt;
Grenadias was greatly grieved by the corruption of his daughter, and ceased to tend to earth for a time after her expulsion from the Celestial Palace. A great cold fell over the world from his mourning, and snow and ice fell from the skies instead of rain. There was a great hunger throughout the world for the crops would not grow, and men had never needed to store up their food before. But Grenadias was roused from his melancholy for the sake of his other daughter Serathe, for she loved the wild beasts and the flowers of the field dearly. The snow melted and the greenery returned, but the Tiller never fully recovered from his heartbreak.&lt;br /&gt;
&lt;br /&gt;
==The Story of Theorus==&lt;br /&gt;
&lt;br /&gt;
One day Theorus presented himself before the throne of Jornos and said to his father, &amp;quot;I have been observing your race of men, and I am troubled by what I see. For while Orglok&#039;s orcs are all of one mind, mankind is much divided and fight among themselves. Though I do not believe that the Traitor&#039;s creation is greater than yours, mighty father, I fear that they may fall for lack of unity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And what would you do, my son?&amp;quot; Jornos asked in reply. &amp;quot;For the hearts of men have grown stubborn and proud. And though your siblings give them much good counsel and aid, they still cling to the lawless habits they learned from the Exiles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They need a leader, someone to unite them and show them the power of the ways they have forgotten. But such a one is not found among the host of mortal men.&amp;quot; Theorus replied.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know what I have commanded. If you would take this burden upon yourself, you must be emptied of your divinity and become as one of them. You will be subject to all of their afflictions and infirmities, and you will receive no more aid from us than we would grant to any other mortal. If any ask you whence you came, you will say, &#039;I am a wanderer from across the sea.&#039; And you will never tell anyone what you are preparing them for. When you die, you must be judged by your brother as any other mortal, and your divinity will only be restored if your deeds in world of men merit it. Are you willing to do all of this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am, Father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then so be it. Once you depart from these halls, you will be as an ordinary man, and you cannot return until you die your mortal death. Bid farewell to your mother and your siblings, and then depart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theorus bowed low before his father, and then departed from the Starfire&#039;s presence. He bid farewell to his mother and each of his siblings in turn, for he knew not whether he would ever see them again. Ultros gave his brother armor and a sword such as mortal hands have never wrought, and Azaera gave him boots that would never wear out, as well as cloak which would protect him from the bitterest cold. Grenadias took Theorus into his gardens and said, &amp;quot;I will give you such assistance as I am able. I will take the fruit of yonder tree and plant it in the earth. When you see such a tree, you will know your wanderings have ended. You shall found a city there, and gather men to yourself. I will make the lands there fertile, and Yilvor will provide your people with wells that never fail. The Traitor has caused me great grief, and I desire greatly that his schemes fail.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theorus departed from the halls of the Celestial Palace with his gifts, and took on the form of a man. None know for sure where he first set foot in the mortal realms, though many villages and towns claim that he first appeared in their midst. But regardless of the truth of the matter, Theorus wandered far and wide and did many a mighty deed. In Jarvod, he met the great archmage Nevan, and the two became fast friends.&lt;br /&gt;
&lt;br /&gt;
And after years of wandering, the two heroes came upon the tree Grenadias had planted, in the lands of King Igvar. It had grown in the middle of a small village, and all were amazed, for no one had ever seen anything like this Celestial tree before. A servant of Orglok had cursed it and attempted to cut it down, but he was struck down dead the moment his axe encountered the tree&#039;s bark. The people were much afraid of this dreadful portent, and none dared to touch it. Thus it was that all were astonished when Theorus came upon this tree and ate of its fruit with impunity. All apprehended that he was a mighty hero, for he was strong of arm, quick of wit, and handsome of face.&lt;br /&gt;
&lt;br /&gt;
It is well known how Theorus met Igvar&#039;s daughter Dalantha in the woods, and how he was enamored of her beauty. Many have written of his rivalry with her suitor Astronius, and of the many labors he performed in the service of King Igvar before he consented to give Theorus his daughter&#039;s hand. Thus it was that Theorus inherited Igvar&#039;s throne when he died, and he founded the city of Charnath where he found the tree. It was he who first built the mighty granite walls, and restored order and piety to the gods in his domain. There grew many famous tales of his wars with the kings who bordered his lands: Belenor, savage Grallas, proud Rauvo, and Queen Carrade, who dared to take up arms and fight among the men on the field of battle.&lt;br /&gt;
&lt;br /&gt;
Theorus ruled for many long years, sustained by the fruit of the tree Grenadias planted, and expanded the lands he inherited from Igvar. And though all the world was in tumult, there was peace within his domain. After three centuries of rule, he finally died a very old man, and his grandson Irirun inherited his kingdom. Irirun took his grandfather&#039;s name, as have all of his successors. Theorus was spirited back to the shining halls of the Celestial Palace, and was brought before his brother Llarm for judgment. His divinity was restored, and there was much rejoicing in the halls of Jornos.&lt;br /&gt;
&lt;br /&gt;
==The Coming of the Orcs==&lt;br /&gt;
&lt;br /&gt;
After many long centuries of breeding in seclusion, Orglok determined that he was ready to loose his orcs upon the unsuspecting world. Therefore, he led them forth from their hidden places in dark forests and caverns underground and commanded them to build ships to carry them across the ocean.&lt;br /&gt;
&lt;br /&gt;
The orcs had never seen the ocean before, for Orglok had wished to keep them out of Yilvor&#039;s reach, and they were much afraid of its crashing waves and seemingly endless expanse. Driven on by their god&#039;s inexorable demands, however, they did as they were bid and constructed a great fleet. When it was ready, the whole orcish host boarded these crude vessels, and was borne across the sea by Orglok&#039;s power. They crossed the sea veiled in a black cloud, through which none but gods could see. Yilvor and Azaera summoned mighty storms into the way of this fearsome armada, though more ships survived than were sunk.&lt;br /&gt;
&lt;br /&gt;
Now in those days, what is today called the Shadowlands was home to dwarves&amp;lt;ref name=&amp;quot;myth&amp;quot; /&amp;gt;, who collected vast heaps of treasure in their underground halls. In the forests above the dwarven halls lived the elves, the longest lived of the mortal races. It was the elves that first spied the ominous black cloud upon the sea, and they were vexed and perplexed by the mysterious portent. When the ships landed, the cloud was thrown back, and orcs poured forth from their ships like pus from a lanced boil, and the entire beach was a roiling mass of green. They brought forth their arms and their engines of war, and many strange and foul beasts from across the sea. They pulled apart their ships for lumber and constructed fortified camps, and sent scouts forth to explore.&lt;br /&gt;
&lt;br /&gt;
The elves were the first to do battle with the tuskers, and though they were skilled in arms, their numbers were small compared to this new foe. Many elves perished, and their great tree cities were burned. The great lords of the elves met in council and they agreed to depart from these lands and seek a new home across the sea. Thus resolved, they departed with such swiftness and secrecy that none know where they went.&lt;br /&gt;
&lt;br /&gt;
The dwarves had been content to sit in their halls at first, but were drawn forth to battle after the departure of the elves. The dwarves were greatly attached to their land, and their gold especially, and would not yield to these new invaders. Led on by the priests of their war god Hepheran, the dwarves slaughtered orcs in heaps, and made the earth reek with their black blood. However, no matter how many orcs they slew, it seemed that there were always more to take their place. Slowly, one by one, the great houses of the dwarves were exterminated by the orcs. The orcs took up residence in the depths of the old dwarven strongholds, and have since been impossible to root out entirely. They bred in secret, and more orcs always spilled forth from hidden holes like insects to continue their endless warfare.&lt;br /&gt;
&lt;br /&gt;
Hepheran was filled with hatred for Orglok, and was an implacable foe. His followers never surrendered, even down to the very last warrior. Even as the last of the dwarven hearths were extinguished, Hepheran would not admit defeat. He turned to the race of men, and revealed himself to the Terlindians. He taught them how to drill and to fight with discipline, and added to the knowledge of smithcraft Ultros had imparted to them.&lt;br /&gt;
&lt;br /&gt;
Jornos saw that Hepheran was making followers among the race of men, and sent emissaries to call the Eternal Warrior to the Celestial Palace. Hepheran came, and spoke at length of his hatred for Orglok, and his desire to see the Lord of Traitors humbled. But while Jornos saw that Hepheran had taught many useful things to the men of Terlind, he had overstepped himself by interfering with mankind without the Starfire&#039;s consent. Hepheran was stubborn and proud, and would not admit that he was in the wrong. Their first conversation came to nothing, and Hepheran departed from Jornos&#039; presence.&lt;br /&gt;
&lt;br /&gt;
Hepheran might have left the Celestial Palace and had no more dealings with the Starfire if he had not heard a haunting melody drifting through the shining halls as he sought to return to his own domain. Its beauty far surpassed anything he had ever heard before, and stirred even his hardened warrior&#039;s heart. He sought the singer, and found Vashra in the Celestial Gardens. Hepheran was captivated by the daughter of Jornos, and his stubbornness was tempered by Vashra&#039;s wise counsel. Hepheran returned to Jornos and acknowledged that he had overstepped his proper bounds. He agreed to an alliance with Jornos on the condition that he be given Vashra as his wife. Jornos consented, and there was great celebration in the Celestial Palace to welcome Hepheran into the Starfire&#039;s Court.&lt;br /&gt;
&lt;br /&gt;
Hepheran appeared to his priest Leorg in a dream, and commanded him thusly, &amp;quot;Arise, faithful servant, and take your cloak and staff. Go to Axin, King of the Terlindians, and say to him, &#039;A great darkness has fallen over this land, and the orcs spread like a plague from the south. Send ambassadors to Ganias, son of Seveig of the house of Theorus in Charnath and seek an alliance. For only together will this menace be turned back. Without the aid of Ganias you shall surely perish just as the dwarves. So says my master, the Eternal Warrior.&#039; And if he does not believe you, I give you the gift of great magic from my bride. The King&#039;s son is sick, and you will heal him. Go forth now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leorg rose from his bed at once and did as he was commanded, and made haste to Axin&#039;s stronghold. When he arrived, he found that Axin&#039;s son Ataman was indeed gravely ill. Laying hands upon him and praying to Hepheran, Leorg restored the boy to health. All were amazed, for the servants of Hepheran had never wielded magic before. Leorg delivered his message to the King as he had been commanded, and Axin dispatched envoys to Charnath the following day. Thus it was that Alesia and Terlind were united, and the orcs suffered their first defeats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;myth&amp;quot;&amp;gt;Oddly, the Alesian myth does not explain the origins of elves and dwarves, nor does it explain the origins of their gods.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religious Practices=&lt;br /&gt;
&lt;br /&gt;
==Marriage Ceremony==&lt;br /&gt;
&lt;br /&gt;
The ceremony begins with the bride and groom on opposite sides of the area in which the wedding is to be peformed, facing one another. This can be a temple, a home, or even outdoors. The priest stands in the center, with a brazier full of charcoals on the ground before him. The bride and groom advance toward one another, until they are standing on opposite sides of the brazier. If someone will be giving the bride, he/she should precede the bride, bearing a sheathed sword. He/she presents the sword to the groom, then steps aside to allow the bride to take her place opposite the groom. If there is not someone present to give the bride, the priest presents the sword to the groom. The groom unsheathes the sword and lays the sheath aside, then holds it in both hands, blade down. The bride lays her hands over his, and together, drive it down into the ground between them, in front of the brazier. It will remain there for the duration of the ceremony. Alesian temples usually have a removable tile in the floor that covers a small patch of earth for this purpose.&lt;br /&gt;
&lt;br /&gt;
The bride and groom rise, and face the priest. The priest may address some introductory remarks to the bride and groom or to the assembly before beginning the marriage rite itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Groom)&#039;&#039;, son of &#039;&#039;(father&#039;s name)&#039;&#039;, is it your will that you be joined to &#039;&#039;(Bride)&#039;&#039;, daughter of &#039;&#039;(father&#039;s name)&#039;&#039;, in marriage and welcome her into the house of your fathers?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groom&#039;&#039;&#039;: &amp;quot;It is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Bride)&#039;&#039;, daughter of &#039;&#039;(father&#039;s name)&#039;&#039;, is it your will that you be joined to &#039;&#039;(Groom)&#039;&#039;, son of &#039;&#039;(father&#039;s name)&#039;&#039;, in marriage and be joined unto the house of his fathers?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bride&#039;&#039;&#039;: &amp;quot;It is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Father&#039;s name)&#039;&#039;, father of &#039;&#039;(Groom)&#039;&#039;, is it your will that your son be joined in marriage to &#039;&#039;(Bride)&#039;&#039;, daughter of &#039;&#039;(father&#039;s name)&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Father of Groom&#039;&#039;&#039;: &amp;quot;It is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Father&#039;s name)&#039;&#039;, father of &#039;&#039;(Bride)&#039;&#039;, is it your will that your daughter be joined in marriage to &#039;&#039;(Groom)&#039;&#039;, son of &#039;&#039;(father&#039;s name)&#039;&#039;?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Father of Bride&#039;&#039;&#039;: &amp;quot;It is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Groom)&#039;&#039;, son of &#039;&#039;(father&#039;s name)&#039;&#039;, do you understand your duties to &#039;&#039;(Bride)&#039;&#039;, daughter of &#039;&#039;(father&#039;s name)&#039;&#039;, as her husband and father to her children?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groom&#039;&#039;&#039;: &amp;quot;I do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;And do you undertake them without reservation?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groom&#039;&#039;&#039;: &amp;quot;I do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The groom presents his right hand to the priest, which is annointed with consecrated oil. He remains holding hand outstretched, palm up while the priest addresses the bride.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;&#039;&#039;(Bride)&#039;&#039;, daughter of &#039;&#039;(father&#039;s name)&#039;&#039;, do you understand your duties to &#039;&#039;(Groom)&#039;&#039;, son of &#039;&#039;(father&#039;s name)&#039;&#039;, as his wife and mother to his children?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bride&#039;&#039;&#039;: &amp;quot;I do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;And do you undertake them without reservation?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bride&#039;&#039;&#039;: &amp;quot;I do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The bride presents her right hand to the priest, which is annointed with consecrated oil. The bride and groom turn inward to face one another, and the priest takes their outstretched hands and joins them together, pressing them together with one hand above theirs, and one beneath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;Then let it be so. May all the gods stand as witness to this union, and bless and preserve it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The priest releases their hands, and the bride and groom kneel on either side of the brazier between them, with hands still joined. Using their left hands, the bride and groom spoon incense onto the burning charcoal from a bowl placed beside the brazier as an offering to the gods. as the smoke rises, they bow their heads, and the priest places one hand upon the groom&#039;s head, and the other upon the bride&#039;s head.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest&#039;&#039;&#039;: &amp;quot;May Delanis, patroness of marriage, watch over this union and grant you many long years of happiness together. May she preserve the love you bear one another all your days. May she protect (Bride) in pregnancy and childbirth, and watch over your children.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May Grenadias, tiller of the fields, grant you abundance and prosperity all your days.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May Hepheran, the Eternal Warrior, shield you from danger and grant your sons strength and courage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May Ultros, the great smith, forge this union and make it stronger than steel, and immovable as a mountain so that nothing but death itself may ever sunder it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May Vashra, mistress of spell and song, always grant her wise counsel to you both as husband and wife, and mother and father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;If the couple is of noble or royal blood, the following is added:&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;May Jornos and Filiandria, the Celestial Emperor and Empress, make your marriage as their own. May you always be faithful spouses, devoted parents, and wise rulers.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May the Starfire, giver of life and light, always hold you within the blessed radiance of his favor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The blessing concluded, the bride and groom rise, and turn to face the priest. He presents them each with a glass of whiskey that has been consecrated to Grenadias, so that their marriage may be fertile. They face each other once more, and offer a toast to one another in turn. They raise the glass to each other&#039;s lips and both drink together. After that, they may kiss, which concludes the ceremony. The groom removes the sword from the ground, sheathes it, and attaches it to his belt. A properly Alesian celebration follows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Religion]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3744</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3744"/>
		<updated>2013-02-06T03:37:30Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
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==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
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&#039;&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
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&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
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&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
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&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
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&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
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=Government and Politics=&lt;br /&gt;
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The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
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Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
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There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
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=Military=&lt;br /&gt;
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==On the Khalar Tribes==&lt;br /&gt;
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The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=Religion=&lt;br /&gt;
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The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
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The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
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==Deities==&lt;br /&gt;
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&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
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&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
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&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
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&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
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&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hashish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
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&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
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&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
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==Animal Sacrifice==&lt;br /&gt;
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Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
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=Society and Peoples=&lt;br /&gt;
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There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
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The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
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==Appearance==&lt;br /&gt;
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The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
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Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
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Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
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==Traditional Dress==&lt;br /&gt;
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Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
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Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
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Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
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==The Horse Maidens==&lt;br /&gt;
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One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
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The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
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Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
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About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
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Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
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==The Great Tribes==&lt;br /&gt;
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===Hoshk===&lt;br /&gt;
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One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
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===Sherkhen=== &lt;br /&gt;
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Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
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===Khtarpan=== &lt;br /&gt;
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The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
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===Dilakh===&lt;br /&gt;
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One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
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===Vekhen=== &lt;br /&gt;
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Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
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===Khessir=== &lt;br /&gt;
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A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3743</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3743"/>
		<updated>2013-02-06T03:34:33Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
&lt;br /&gt;
Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
&lt;br /&gt;
There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
==On the Khalar Tribes==&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
&lt;br /&gt;
The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hasish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
&lt;br /&gt;
==Animal Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
&lt;br /&gt;
The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
&lt;br /&gt;
Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
&lt;br /&gt;
Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
&lt;br /&gt;
==Traditional Dress==&lt;br /&gt;
&lt;br /&gt;
Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
&lt;br /&gt;
Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
&lt;br /&gt;
Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
&lt;br /&gt;
==The Horse Maidens==&lt;br /&gt;
&lt;br /&gt;
One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
&lt;br /&gt;
The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
&lt;br /&gt;
About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
&lt;br /&gt;
Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
&lt;br /&gt;
==The Great Tribes==&lt;br /&gt;
&lt;br /&gt;
===Hoshk===&lt;br /&gt;
&lt;br /&gt;
One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
&lt;br /&gt;
===Sherkhen=== &lt;br /&gt;
&lt;br /&gt;
Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
&lt;br /&gt;
===Khtarpan=== &lt;br /&gt;
&lt;br /&gt;
The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
&lt;br /&gt;
===Dilakh===&lt;br /&gt;
&lt;br /&gt;
One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
&lt;br /&gt;
===Vekhen=== &lt;br /&gt;
&lt;br /&gt;
Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
&lt;br /&gt;
===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3742</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3742"/>
		<updated>2013-02-06T03:33:48Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
&lt;br /&gt;
=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
&lt;br /&gt;
Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
&lt;br /&gt;
There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
==On the Khalar Tribes==&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
&lt;br /&gt;
The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Khalar soothsayers watch the night sky and the weather for portents to divine. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hasish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
&lt;br /&gt;
==Animal Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
&lt;br /&gt;
The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
&lt;br /&gt;
Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
&lt;br /&gt;
Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
&lt;br /&gt;
==Traditional Dress==&lt;br /&gt;
&lt;br /&gt;
Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
&lt;br /&gt;
Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
&lt;br /&gt;
Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
&lt;br /&gt;
==The Horse Maidens==&lt;br /&gt;
&lt;br /&gt;
One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
&lt;br /&gt;
The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
&lt;br /&gt;
About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
&lt;br /&gt;
Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
&lt;br /&gt;
==The Great Tribes==&lt;br /&gt;
&lt;br /&gt;
===Hoshk===&lt;br /&gt;
&lt;br /&gt;
One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
&lt;br /&gt;
===Sherkhen=== &lt;br /&gt;
&lt;br /&gt;
Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
&lt;br /&gt;
===Khtarpan=== &lt;br /&gt;
&lt;br /&gt;
The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
&lt;br /&gt;
===Dilakh===&lt;br /&gt;
&lt;br /&gt;
One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
&lt;br /&gt;
===Vekhen=== &lt;br /&gt;
&lt;br /&gt;
Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
&lt;br /&gt;
===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
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===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
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===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
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===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3741</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3741"/>
		<updated>2013-02-06T03:30:39Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Khessir */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
&lt;br /&gt;
Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
&lt;br /&gt;
==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
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=Government and Politics=&lt;br /&gt;
&lt;br /&gt;
The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
&lt;br /&gt;
Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
&lt;br /&gt;
There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
==On the Khalar Tribes==&lt;br /&gt;
&lt;br /&gt;
The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Religion=&lt;br /&gt;
&lt;br /&gt;
The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
&lt;br /&gt;
The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
&lt;br /&gt;
==Deities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Khalar soothsayers watch the night sky and the weathers for portents to divine. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hasish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
&lt;br /&gt;
==Animal Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
&lt;br /&gt;
=Society and Peoples=&lt;br /&gt;
&lt;br /&gt;
There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
&lt;br /&gt;
The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
&lt;br /&gt;
Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
&lt;br /&gt;
Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
&lt;br /&gt;
==Traditional Dress==&lt;br /&gt;
&lt;br /&gt;
Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
&lt;br /&gt;
Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
&lt;br /&gt;
Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
&lt;br /&gt;
==The Horse Maidens==&lt;br /&gt;
&lt;br /&gt;
One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
&lt;br /&gt;
The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
&lt;br /&gt;
About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
&lt;br /&gt;
Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
&lt;br /&gt;
==The Great Tribes==&lt;br /&gt;
&lt;br /&gt;
===Hoshk===&lt;br /&gt;
&lt;br /&gt;
One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
&lt;br /&gt;
===Sherkhen=== &lt;br /&gt;
&lt;br /&gt;
Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
&lt;br /&gt;
===Khtarpan=== &lt;br /&gt;
&lt;br /&gt;
The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
&lt;br /&gt;
===Dilakh===&lt;br /&gt;
&lt;br /&gt;
One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
&lt;br /&gt;
===Vekhen=== &lt;br /&gt;
&lt;br /&gt;
Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
&lt;br /&gt;
===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar. They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3740</id>
		<title>Kahlahra</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Kahlahra&amp;diff=3740"/>
		<updated>2013-02-06T03:28:46Z</updated>

		<summary type="html">&lt;p&gt;Stygian: /* Sherkhen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Country&lt;br /&gt;
| name           = Kahlahra&lt;br /&gt;
| image          = Kahlahra.jpg&lt;br /&gt;
| alt            = &lt;br /&gt;
| caption        = &lt;br /&gt;
&lt;br /&gt;
| motto          =  &lt;br /&gt;
| capital        = Kafras&lt;br /&gt;
| language1      = Family of related tribal dialects&lt;br /&gt;
| language2      = &lt;br /&gt;
| language3      =&lt;br /&gt;
| race1          = Humans, &lt;br /&gt;
| race2          = Half-Elves&lt;br /&gt;
| race3          =&lt;br /&gt;
| religion       = Polytheistic&lt;br /&gt;
| government     = Tribal&lt;br /&gt;
| ruler          = No central rulership&lt;br /&gt;
| population     = &lt;br /&gt;
| currency       =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahlahra&#039;&#039;&#039; is the land of the Khalars; the reason for the difference in spelling is uncertain. It lies to the north of [[Song Deep]], which forms its border with the Kingdom of [[Arangoth]]. The Khalars are a nation of semi-nomadic horse people, divided up into many rival tribal groups. &lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[File:khalarwarmap.jpg|thumb|[[Leptatarna]] and Kahlahra during [[The Era of the Khalar War]]]]&lt;br /&gt;
Between the years 384 to 389, there was a major war between [[Arangoth]] and the [[Sherkhen War|Sherkhen]] (led by Helehkri), leading to an Arangothian victory. The Sherkhen surrendered their most precious relic, the [[The Era of the Khalar War#The Siren Stone|Siren Stone]], as part of the spoils of war, and its current whereabouts are unknown; it may have been transferred to the Vault of the [[Royal Church]]. In any event, the Sherkhen have continued to regard [[Arangoth]] with misgivings ever since the end of that war.&lt;br /&gt;
&lt;br /&gt;
=Geographical Features=&lt;br /&gt;
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Kahlahra is bordered to the north by mountain ranges that divide it from [[Najjir]]. [[Rashnad]] is to the east, [[Rondis]], the [[Assi]], and [[Arangoth]] to the south, and [[Caern Rhia]] and [[Zul Kiras]] are to the west. Much of the country is plains and steppeland that give way to hills near the mountains. The country grows increasingly arid as one moves north toward Najjir and east toward Rashnad. Lake Nar in the north is fed by streams from the northern mountains. The Tkhonu River empties from the western end of the lake, and winds its way through the central region of Kahlahra, and it empties into Song Deep in the south.  Access to water is the chief driver in conflict among the tribes, and the strongest tribes control the most fertile areas. A few permanent settlements are scattered throughout the country, clustered along the Tkhonu, Hakhet, and Sekhel ribers.&lt;br /&gt;
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==Notable Settlements==&lt;br /&gt;
[[File:Kahlahra-1.jpg|thumb|Kahlahra]]&lt;br /&gt;
&#039;&#039;&#039;Kafras&#039;&#039;&#039; - Kafras is as much the capital city as any place is, owing to its importance as a center of trade and religious worship. It is often a site of inter-tribal councils, since the city is considered neutral ground and open to all Khalars. Kafras lies near to the border with Najjir and is a major hub of trade, much like the Grand Horse Market in the south. Much of the city is built with timber felled from the hills to the north. The entire city is surrounded by lofty wooden walls, and the homes, market, and temples within are all similarly made of wood. The temples and the altars within are richly embellished with decorative carvings and images of animals and scenes from mythology, and decorated with gold leaf. Once every three years, Kafras is closed to outsiders for a week for a religious festival to the goddess Siamakh.&lt;br /&gt;
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&#039;&#039;&#039;&#039;The Grand Horse Market&#039;&#039;&#039; - Much of the Khalar trade with the south occurs at the Grand Horse Market, which is a permanently established encampment in Southern Kahlahra at the intersection of roads coming from the lands of the Sherkhen, Khtarpan, and Hoshk tribes in the midst of the prairie north of Song Deep. Despite the name, the giant market serves to trade more than simply horses; sheep, spices, wool and cloth, weavings from the Tkhonu tribe, leather work, gold and silver ornaments, and all other manner of goods are traded here. In the horse market, a complicated system of precedence (defined by who has won and lost in recent wars) decides who has the best places to sell.  Almost always, some tribes find themselves pushed out, unable to do trade until they are more successful in war.  Inevitably these unlucky tribes find themselves in a position where they must fight, not to settle a dispute, but to improve their reputation.&lt;br /&gt;
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&#039;&#039;&#039;Dilakhasi&#039;&#039;&#039; - Located in the central region of Kahlahra, Dilakhasi was founded to protect several natural springs that feed a tributary branch of the Tkhonu. Dilakhasi is an important rest and resupply point for caravans travelling along the road from Taranor to Najjir that skirts the edge of Rashnad through the arid eastern reaches of Kahlahra. &lt;br /&gt;
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&#039;&#039;&#039;Shiskwa&#039;&#039;&#039; - Shiskwa is within the lands of the Hoshk tribe, located in the Tkhonu river delta near the northern shore of Song Deep. Shiskwa is the center of [[Menxism|Menxvan]] worship among the Hoshk, and contains a fortified [[Templars of Menxvan|Templar]] stronghold. &lt;br /&gt;
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&#039;&#039;&#039;Nerikhet and Piflish&#039;&#039;&#039; - villages on opposite sides of the Tkhonu in the south. Piflish is a Sherken settlement, Nerikhet a Khtarpan possession, and the two have been at the center of the conflict between the two great tribes for centuries. Both villages have been burned to the ground and rebuilt many, many times. &lt;br /&gt;
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&#039;&#039;&#039;Akhtai&#039;&#039;&#039; - A Sherkhen stronghold located at the intersection of the roads connecting [[Leptatarna]], [[Outer Arangoth]], and Piflish.&lt;br /&gt;
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=Government and Politics=&lt;br /&gt;
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The Khalar have few wholly permanent cities (and these probably existed before they migrated into the region to begin with) and are largely nomadic, though they seem to follow no strict annual pattern of migration. Their law is unwritten, but centers upon the etiquette of the blood feud. There are some parts of the Kingdom of [[Arangoth]] which have small Khalar settlements.&lt;br /&gt;
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Life for the Khalars is centered around a tribal system.  Each tribe is lead by a chieftain, almost exclusively a man, though women have filled the role in some of the smaller tribes. The chieftain is advised by a tribal council whose exact composition varies among the different tribes, but almost always contains the tribe&#039;s elders, priests, and military leaders. The Chieftainship is not necessarily hereditary, and a chieftain may find challengers to his rule arising if the tribe&#039;s council has lost confidence in him. &lt;br /&gt;
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There are 9 leading tribes, each of which number more than a thousand total members.  The large tribes do not usually travel as a single unit, rather breaking up into smaller groups, typically led by the chieftain&#039;s sons, or those advisors closest to him.  These tribes are the oldest, and by far the largest. Allied with the nine chief tribes are an array of smaller vassal tribes, whose loyalties shift as the fortunes of the great tribes wax and wane.&lt;br /&gt;
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=Military=&lt;br /&gt;
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==On the Khalar Tribes==&lt;br /&gt;
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The following is an excerpt from a letter written by General Oryan Larkspin to Chancellor Arlok Darian during [[the Era of the Khalar War]]. It provides an enemy commander&#039;s perspective on the Khalar tribes and their methods of war.&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;quot;The Khalar tribes are one, so to speak, in their mode of life and in their organization, which is primitive and includes many peoples. Of these peoples, only the Sherkhen and the Khtarpan concern themselves with military organization, and this makes them stronger than the other Khalar peoples when it comes to pitched battles. The nation of the Sherkhen is very numerous and independent. They are not versatile or skilled in most human endeavors, nor have they trained themselves for anything else except to conduct themselves bravely against their enemies. The Khtarpan, for their part, are scoundrels, devious, and very experienced in military matters.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;These nations have a monarchial form of government, and their rulers subject them to cruel punishments for their mistakes. Governed not by love but by fear, they steadfastly bear labors and hardships. They endure heat and cold, and the want of many necessities, since they are nomadic peoples. They are very superstitious, treacherous, foul, faithless, possessed by an insatiable desire for riches. They scorn their oath, do not observe agreements, and are not satisfied by gifts. Even before they accept the gift, they are making plans for treachery and betrayal of their agreements. They are clever at estimating suitable opportunities to do this and taking prompt advantage of them. They prefer to prevail over their enemies not so much by force as by deceit, surprise attacks, and cutting off supplies.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They are armed with mail, swords, bows, and lances. In combat most of them attack doubly armed; lances slung over their shoulders and holding bows in their hands, they make use of both as need requires. Not only do they wear armor themselves, but in addition the horses of their illustrious men are covered in front with iron or felt. They give special attention to the training of archery on horseback.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;A vast herd of male and female horses follows them, both to provide nourishment and to give the impression of a huge army. They do not encamp within entrenchments, as do the Arangothians and the Rondissians, but until the day of the battle, spread about according to tribes and clans, they continuously graze their horses both summer and winter. They then take the horses they think necessary, hobbling them next to their tents, and guard them until it is time to form their battle line, which they begin to do under cover of night. They station their sentries at some distance, keeping them in contact with one another, so that it is not easy to catch them by a surprise attack.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;In combat they do not, as do the Arangothians and Rondissians, form their battle line in three parts, but in several units of irregular size, all joined closely together to give the appearance of one long battle line. Separate from their main formation, they have an additional force which they can send out to ambush a careless adversary or hold in reserve to aid in a hard-pressed section. They keep their spare horses close behind their main line, and their baggage train to the right or left of the line about a mile or two away under a moderately sized guard. Frequently they tie the extra horses together to the rear of their battle line as a form of protection. They make the depth of their files indefinite depending on the circumstances, being inclined to make them deeper, and they make their front even and dense.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They prefer battles fought at long range, ambushes, encircling their adversaries, simulated retreats and sudden returns, and wedge-shaped formations, that is, in scattered groups. When they make their enemies take to flight, they put everything else aside, and are not content, as the Arangothians, the Rondissians, and other peoples, with pursuing them a reasonable distance and plundering their goods, but they do not let up at all until they have achieved the complete destruction of their enemies, and they employ every means to this end. If some of the enemy they are pursuing take refuge in a fortress, they make continual and thorough efforts to discover any shortage of necessities for horses or men. They then wear their enemies down by such shortages and get them to accept terms favorable to themselves. Their first demands are fairly light, and when the enemy has agreed to these they impose stricter terms.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;They are hurt by a shortage of fodder which can result from the huge number of horses they bring with them. Also in the event of battle, when opposed by an infantry force in close formation, they stay on their horses and do not dismount, for they do not last long fighting on foot. They have been brought up on horseback, and owing to their lack of exercise they simply cannot walk about on their own feet. Level, unobstructed ground should be chosen, and a cavalry force should advance against them in a dense, unbroken mass to engage them in hand-to-hand fighting. Night attacks are also effective, with part of our force maintaining its formation whole the other lies in ambush. They are seriously hurt by defections and desertions. They are very fickle, avaricious and, composed of so many tribes as they are, they have no sense of kinship or unity with one another. If a few begin to desert and are well received, many more will follow.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=Religion=&lt;br /&gt;
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The Khalars believe that the world came into being with the union of Thagimas and his consort Athi. From their union sprang the stars, the moons, and Vorkhanu and Khalaret, who then gave birth to the other gods. While there are few permanent temples to the Khalar gods outside of Kafras, travelling bands of Khalars have special tents which they erect only for religious observations. The great tribes and their vassals often come together to worship and offer sacrifice during important religious festivals. &lt;br /&gt;
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The Hoshk tribe converted to the worship of Menxvan following the war with Arangoth, which has been an ongoing source of friction. &lt;br /&gt;
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==Deities==&lt;br /&gt;
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&#039;&#039;&#039;Thagimas&#039;&#039;&#039; - Thagimas is the Khalar god of the sky and of mountains, where earth and sky meet. He is also the god of storms and weather. He gave Sirakh the sun and Tkhonos the waters to nurture life upon the earth and please Athi. Khalar soothsayers watch the night sky and the weathers for portents to divine. Some have likened Thagimas with the [[Rashnad|Rashnaditz]] rain god Terpun, and like Terpun, Thagimas is sometimes portrayed as a dragon. His purposes are not necessarily friendly toward (or even cognizant of) the mortal races, and Khalar soothsayers watch the weather and the night sky for portants to determine if a given course of action is in harmony or at odds with the god&#039;s will. &lt;br /&gt;
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&#039;&#039;&#039;Athi&#039;&#039;&#039; - The goddess of the earth, of life and death, and consort of Thagimas. Artistic representations of Athi depict her as a nude pregnant woman. Khalars believe that Athi does not favor one creation over another, and regards all life as equal. Thus, even though the first humans suffered much in the primeval world because they lacked fire and tools, Athi would no more offer them aid than she would protect a tree from being snapped by a wind storm. The Khalars venerate Athi at the beginning and end of life--at births and funerals.  &lt;br /&gt;
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&#039;&#039;&#039;Khalaret&#039;&#039;&#039; - Mother goddess of the Khalars, goddess of fire, the hearth, healing and the family. Khalar mythology states that Khalaret was moved to pity by the suffering of early humanity and brought them fire to warm them, and taught them how to heal illness and salve wounds. She also prevailed upon her children to grant boons to the mortals: Sirakh gave them the bow, Siamakh taught them to hunt, and Thkonos gave them the horse. Her brother and consort Vorkhanu was outraged when her worship eclipsed his, and he began to beat her in his anger for her perceived treachery. Her children came to her rescue and drove out their father, but he still demands his due from the Khalars. Worship of the other Khalar gods includes a prayer to Khalaret at the beginning, and a portion of any animal sacrifice is consigned to the flames for her. Khalars believe that in death, they go to Khalaret&#039;s hearth to rest from the toils of life for a time before being reborn and starting the cycle of life again. &lt;br /&gt;
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&#039;&#039;&#039;Sirakh&#039;&#039;&#039; - Depicted as a winged young man clothed entirely in gold, Sirakh is the Khalar sun god, and the patron of music, art, and creativity. He is also said to be the inventor of archery and gave the first bow to the Khalars at his mother Khalaret&#039;s request. Tkhonu weavers, Slikhtanu leatherworkers, and Dilakh goldsmiths all sing songs to the golden god as they work to invite his blessing on their efforts.  &lt;br /&gt;
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&#039;&#039;&#039;Siamakh&#039;&#039;&#039; - Goddess of prophecy, the hunt, revelry, wine, and passion. Siamakh contains aspects of both Siamah and her brother Nedresh from the [[Najjir#The Old Gods|Old Gods]] of Amas&#039;kyaa. She is the patroness of Khalar warrior women. Worship of the goddess involves inducing trances through use of intoxicants or magical artifacts. Khalar soothsayers use Najjira hasish and opium to induce a state wherein the goddess might grant visions. Some rituals involve inducing a state of ecstatic frenzy through a combination of wine, singing, and dancing. Legends abound--both among the Khalars and among foreigners--of the deeds a devotee of the goddess in this state can achieve, such as chasing down a deer on foot and killing it bare-handed. Kafras is closed off to foreigners for a week once every three years for a major festival in her honor, and its unknown nature makes it a subject of much lurid speculation about what might occur within the city walls during that time. The [[The Era of the Khalar War#The Siren Stone|Siren Stone]] was an artifact of Siamakh, and important in her worship. Its loss was a major blow to the Khalars. Some Najjira scholars have posited that the Siren Stone might have been an artifact of Amas&#039;kyaa, rather than of divine origin. &lt;br /&gt;
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&#039;&#039;&#039;Tkhonos&#039;&#039;&#039; - Tkhonos is called the Green God, and is the god of rivers. The Tkhonu, which winds its way through central Kahlahra from north to south, is sacred to him. In the permanent settlements of the Khalar tribes, he is also worshipped as an agricultural deity. Tkhonos created the horse and the sheep and gave them to the Khalars at the behest of his mother. At harvest time, horse races are held in the god&#039;s honor, with the victorious horse offered up as a sacrifice to sustain the tribes for another year. &lt;br /&gt;
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&#039;&#039;&#039;Vorkhanu&#039;&#039;&#039; - The Khalar god of war and bloodshed and Khalaret&#039;s spurned consort. Vorkhanu is said to be the first deity to take an interest in mankind, and used them for sport to amuse himself. It is said that he is the one who keeps the Khalar tribes at odds with one another and fans enmity among them to spite his former lover. He is not worshipped in conjunction with any of the other gods, but entirely separately. Worship sites to Vorkhanu consist of an open field marked off with a wall of fieldstone or stacked bundles of brushwood. In the center is a raised altar made of earth or stone that is sheer on three sides, with a ramp or stairs cut into the fourth. At the top is a steel sword anchored in place by magic. At the conclusion of a conflict among the tribes, it is the duty of the victorious chieftain to bring a captive from the defeated tribe to one of Vorkhanu&#039;s shrines for sacrifice. Wine is poured over the victim&#039;s head, and then his or her throat is cut at the foot of the altar. The blood is collected in a bowl by the chieftain, who carries it up to the top to splash it on the sword to slake Vorkhanu&#039;s thirst for blood and placate his anger.&lt;br /&gt;
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==Animal Sacrifice==&lt;br /&gt;
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Animal sacrifice is a common part of Khalar religious worship. Sacrificial victims are typically various kinds of livestock, though the most prestigious offering is considered to be the horse. The victim stands with its fore-feet tied, and the sacrificing priest stands behind the victim. Assistants pull the cord binding the legs and pull the beast down. As the victim falls, the priest calls upon the god to whom he is sacrificing, and then at once throws a noose round its neck, and putting a small stick into it he turns it round and so strangles the animal. Afterwards, the sacrifice is skinned, and then either boiled or roasted over coals. A first offering is cut from the victim&#039;s flesh and vital organs and is cast into the fire for the gods, and then the rest is shared among those in attendance.&lt;br /&gt;
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=Society and Peoples=&lt;br /&gt;
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There are a number of independent tribes among the Khalars, all of whom have long-standing feuds of one sort or another with all the others, leading to almost perpetual bloodshed. The tribe which has had the closest relations with [[Arangoth]] has been the Sherkhen, the tribe which inhabits the northern shores of [[Song Deep]]. &lt;br /&gt;
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The Khalars are best known as horsemen -- or horsepeople, since the important jobs of tending and training horses are carried out by highly skilled Khalar Horse Maiden. A visitor should not be surprised to be given a prize colt as a parting gift, and indeed, Khalar horses fetch the highest prices throughout [[Veth]], when they can be obtained at all.&lt;br /&gt;
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==Appearance==&lt;br /&gt;
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The Khalars are, for the most part a dark people. Dusky, olive toned skin, brown or black hair and dark eyes are the common coloring, though green eyes and auburn hair are not entirely uncommon.  Blue eyes are, for whatever reason, considered unlucky.  The Khalars tend to be a tall people, and excess weight is considered a sign of wealth and good fortune, particularly in women. Men and women both tend to wear their hair long, braiding and dreadlocks both being common. Unmarried women over the age of 13 cover their hair, and some tribes require women to cover their face as well.&lt;br /&gt;
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Owing to the traditional Elven penalty of exile for crimes, outcasts from [[Elvendeep]] have been finding a new home among the Khalar tribes for centuries. Individuals with signs of elven heritage are common among the Khalar tribes, particularly among the Narkhet tribe. &lt;br /&gt;
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Piercing and tattooing are common, particularly among the Sherkhen, who tattoo protective magics on the faces of male children at a very young age. The Vekhen are particularly fond of piercing, often sliding rings through the cheek of warriors to add to their fierce appearance.&lt;br /&gt;
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==Traditional Dress==&lt;br /&gt;
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Khalar clothing is made from wool, hemp cloth, silk fabrics, felt, leather or hides depending on wealth, availability, and season. Men and warrior women wear long-sleeved tunics, often embroidered, adorned with felt applique work, or decorative golden plaques. Different tribes favor longer or shorter tunics and wider or narrower sleeves. The tunics are always belted with richly ornamented belts that contain hooks for tools and weapons. Men and warrior women wear padded or quilted trousers, often reinforced with leather, and tucked into their boots. Different tribes have preferences toward looser or tighter fitting trousers and higher or lower boots. In colder weather, they wear long, open riding coats, often trimmed with fur. &lt;br /&gt;
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Khalar women wear long, loose robes, ornamented with embroidery, felt appliques, or golden plaques. Women also wear shawls, often with brilliant colors or elaborate patterns. Like Khalar men, the Khalar women wear broad, ornamented belts or girdles. Some tribes also add a colorful sash under the belt. Khalar women may wear boots like the men, or soft slippers adorned with embroidery or golden plaques. When riding, Khalar women wear trousers underneath a split skirt.&lt;br /&gt;
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Since they own little that is not portable, many Khalars like to display their wealth on their person. The leaders among the Khalars have a taste for elaborate personal jewelry, ornamented weapons, and decorated horse-trappings. Animal motifs are common, such as dragons breathing fire, winged griffons attacking horses, battling stags, and eagles, combined with everyday scenes like milking ewes. Bow cases and quivers are also richly decorated with with animal scenes or scenes depicting daily life on the steppes. The Khalars are skilled at working soft metals like gold and silver, and their decorative pieces are also popular trade goods.&lt;br /&gt;
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==The Horse Maidens==&lt;br /&gt;
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One of the most unusual social positions among the Khalars is that of the Horse Maiden.  Girls are picked for the role at a very young age, usually around 4 or 5, and trained until they reach the age of 15.  There is no failure for Horse Maidens in training, either they are judged ready to care for the horses of the tribe, or they are cast out.&lt;br /&gt;
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The training is intensive and harsh, girls as young as 7 are strapped to a horse and forced to gallop all night without stopping.  The prospective horse trainers eat, sleep and live with the herd, learning everything about them until horses are more familiar than humans.  At the completion of their training, the Horse Maidens are the finest horse trainers and breeders in the world, or so the Khalars will tell you.&lt;br /&gt;
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Over the centuries, the Khalars have developed simple ritual magics and herbal medicine focused around protecting their most valuable asset.  Horse Maidens are selected from those girls who show a particular aptitude for these practices.  They are not wizards in any traditional sense, the magic is simple and requires detailed use of ritual and herbal compounds, but it is effective for their needs.  The abilities mostly focus on healing and protection or disguise of the herd.&lt;br /&gt;
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About one in every fifty Horse Maidens develops the talent of Horse Speech.  This special form of limited animal-telepathy is considered highly prized among the Khalars, as the ability to communicate directly with the horses allows the maiden to train even the most difficult stallions.  &lt;br /&gt;
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Though exact attitudes towards the Horse Maidens vary from tribe to tribe, they are almost universally revered, but set apart from the life of the tribe. The Narkhet place Horse Maidens in a position of religious authority; the Khessir revere them as religious figures, not unlike saints or martyrs; the warlike Sherkhen consider the Horse Maidens invaluable, but treat them as something close to social pariahs, considering them untouchable. Some tribes do not allow them to marry, while others consider it bad luck to marry a Horse Maiden. For whatever reason, most Horse Maidens are maidens in truth as well as in name.  On the other hand, they are allowed a great deal of freedom of movement, even in those tribes where women are more limited in their rights; and all of their needs are provided for by the tribe. It is a strange and difficult life, and it is not unheard of for Horse Maidens to disappear into a city or foreign land.&lt;br /&gt;
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==The Great Tribes==&lt;br /&gt;
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===Hoshk===&lt;br /&gt;
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One of the oldest tribes, the Hoshk occupy lands in the southeast of Kahlahra, near the [[Arangoth|Arangothian]] frontier. The Hoshk bore the brunt of some of the most vicious fighting during the war with Arangoth, and after the Khalar defeat, the Chieftain and Hoshk tribal council decided that the god of the Arangothians must be stronger and converted to [[Menxism]]. The Hoshk have been staunch allies of Arangoth since the war, and much of their trade goods are sold to Arangothian merchants. Shiskwa, located in the Tkhonu river delta near the shores of Song Deep, now hosts a [[Templars of Menxvan|Menxvanic Templar]] stronghold. The conversion and subsequent distancing of the Hoshk from the other tribes has created enormous tension.  Though the Hoshk are not actively at war with any other tribes at this time, they have few friends among the great tribes, and are regarded with suspicion.&lt;br /&gt;
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===Sherkhen=== &lt;br /&gt;
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Arguably the largest of the tribes, the Sherkhen are famous for their martial prowess, and have often triumphed in inter-tribal disputes. The lands of the Sherkhen are traditionally west of the River Tkhonu. They were the last tribe able to unite the Khalars as a people in the year 384 for a for a war with Arangoth, which turned out to be a disastrous defeat. This resulted in a major loss of prestige for the Sherkhen among the other tribes, and the Sherkhen have spent the last century fighting to regain their place of prominence in the tribal pecking order. As a result of these conflicts to keep their vassals in line and fend off the other great tribes, the Sherkhen have a large supply of slaves which they occasionally trade for metal goods and other materials in short supply in Kahlahra. The Sherkhen and their vassal tribes commonly hire themselves out as mercenary cavalry forces.&lt;br /&gt;
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===Khtarpan=== &lt;br /&gt;
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The Khtarpan are the Sherkhen&#039;s chief rivals as the dominant tribe of the Khalar nation. As such, the Khtarpan have been at or near a state of war with the Sherkhen for centuries. When the two large tribes are not in direct conflict, those smaller vassal tribes that surround them are almost always engaged in skirmishes of some kind or another. The Khtarpan&#039;s traditional lands are east of the Tkhonu and west of the Hakhet rivers. Like the Sherkhen, the Khtarpan and their allied vassals are commonly found in other countries as mercenary cavalry. The Khtarpan excel at hit and fade attacks, using feigned retreats to draw enemy cavalry out of position, and then wheel back around again unexpectedly to attack their pursuers. This has contributed to their reputation as devious and dishonorable fighters among some nations.&lt;br /&gt;
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===Dilakh===&lt;br /&gt;
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One of the more “cosmopolitan” tribes, the Dilakh are traders more than horse breeders or warriors. Their stronghold of Dilakhasi is located along the western trade route from [[Taranor]] to [[Najjir]], and is an important stop for caravans to rest and resupply after traversing the arid eastern reaches of Kahlahra where steppeland gives way to the desert of [[Rashnad]]. They are clearly the most moneyed and financially successful of the major tribes. They are also renowned for their gold and silver working, and their jewelery and ornaments are in great demand throughout Kahlahra and beyond. Most of their vassals serve primarily to protect the wealth of the Dilakh. Nonetheless, financially desperate tribes often look towards the them as easy pickings. They are rarely as successful as they hope, as the Dilakh are wise enough to pay their more warlike vassals handsomely to do the dirty work of butchering their enemies for them.&lt;br /&gt;
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===Vekhen=== &lt;br /&gt;
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Occupying land in Kahlahra&#039;s western reaches, the Vekhen are traditional trading partners with the orcish clans of [[Zul Kiras]]. The Vekhen trade horses to the [[Clans of Zul Kiras#Stormrider|Stormrider]] clan in return for steel arms and tools. The old mutual raiding between the two peoples has given way to a ritualized form to display both sides&#039; equestrian prowess, which attracts large crowds of spectators. The Vekhen also deal in slave labor, trading with other tribes for their excess slaves and then selling them to other tribes or trade caravans. This makes the Vekhen predictably unpopular among several other tribes, and is often used by rival tribes when trying to convince the Vekhen&#039;s vassals to switch sides.&lt;br /&gt;
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===Khessir=== &lt;br /&gt;
&lt;br /&gt;
A Khalari proverb advises, “Turn to the Sherkhen for victory, the Dilakh for a loan, the Vekhen for servants and the Khessir for horses.” The horse people among horse people, the Khessir raise the finest, strongest, fastest horses in Kahlahra, and discriminating traders will seek the reclusive tribe out. Their lands are in the far north, on the western side of Lake Nar They are also one of the most conservative and secretive tribe, preferring their own company. They rarely leave their lands except to sell their herd, and are known to be deeply religious. Since the conversion of the Hoshk, the Khessir have refused to have any contact with them, asserting that they are no longer Khalars at all.&lt;br /&gt;
&lt;br /&gt;
===Tkhonu=== &lt;br /&gt;
&lt;br /&gt;
While most of the tribes put at least some of their energy into sheep herding as well as horses, none is so focused as the Tkhonu. The Tkhonu are found in the center of Kahlahra, near the river they take their name from. Their lands are between those of the Khtarpan and the Dilakh, and frequently ally with one or the other to hold onto such coveted land. Tkhonu women weave cloth of brilliant colors and striking patterns that are very much in demand by the other tribes for making clothing. They are also famed for their beautiful blankets and rugs from Khalari wool, which are highly valued, particularly in the harsh winter. They are the chief breeders of the famous Khalar herding dogs, and sell or trade the pups to other tribes as well as outsiders.&lt;br /&gt;
&lt;br /&gt;
===Slikhtanu=== &lt;br /&gt;
&lt;br /&gt;
Craftsmen and artisans, the Slikhtanu make extremely fine saddles, bridles and tack, as well as the fine Khalar sabers that are the weapon of choice for officers of the [[Royal Guard]] of Arangoth.  They are far more gregarious than most of the tribes, trading with any and rarely at war.  As a result, their martial skills are considered somewhat mediocre, and they are often the butt of the wickedly sharp Khalari sense of humor.  They are also the least nomadic of the tribes, with large families settling in cities for extended periods of time. The Vekhen and Slikhtanu are traditional allies, and the Slikhtanu are also common trading partners with the Zul Kirans.&lt;br /&gt;
&lt;br /&gt;
===Narkhet=== &lt;br /&gt;
&lt;br /&gt;
While the “Khalari Elves” exist in several tribes, the Narkhet tribe is almost exclusively made up of people with varying degrees of elven heritage. Their religious practices integrate the traditional Khalar religion with the [[Religion of Elvendeep|Celestial Court]] of Elvendeep. The Horse Maidens occupy a more prominent social role, particularly those with the gift of Horse Speech, which is more common among the Narkhet.  The Chieftain is somewhat beholden to the council of maidens, who serve as prophets and oracles for the tribe.  These oracular abilities are virtually unknown among the other tribes, and many speculate that the role of the maidens is more politics and theatre than genuine magic.&lt;br /&gt;
&lt;br /&gt;
=Magic=&lt;br /&gt;
&lt;br /&gt;
Magic users are somewhat uncommon among the Khalar tribes, due to the suspicion with which they are regarded by the tribal chieftains. While even the meanest chieftain of a small vassal tribe usually has at least one sorcerer in his retinue, they are all eunuchs so that they are not eligible to challenge the Chieftain for control of the tribe. Khalar males who display signs of magical aptitude must choose either exile or castration. Girls are put through the Horse Maiden&#039;s trials.&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
&lt;br /&gt;
The Khalar tribes speak a related family of languages. Tribes that live near one another often have largely intelligible dialects, but diverge more widely with geographical separation. Wordplay involving dialectal differences is a common type of Khalar humor. &lt;br /&gt;
&lt;br /&gt;
[[Category: Countries]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3649</id>
		<title>Arlohorna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3649"/>
		<updated>2013-01-30T00:21:27Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP Placeholder&lt;br /&gt;
&lt;br /&gt;
Arlohorna (which means Castle of the Plains in the common tongue) is the county seat of the Sitharloth County of [[Leptatarna]], located on the eastern side of [[Song Deep]]. It is the lynchpin of the border defenses protecting the frontier with [[Kahlahra]], as well as a trading hub for goods moving overland between Arangoth and the nations of northern [[Veth]]. With the conversion of the Hoshk Tribe following the [[Khalar War]], Khalar traders are a common site in in Arlohorna&#039;s markets. The Arangigire (Count) of Arlohorna also maintains a small honor guard of Hoshk horsemen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   =  Arlohorna&lt;br /&gt;
| image         =  Arlohorna.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         =  Arangoth&lt;br /&gt;
| province      =  Sitharloth County of [[Leptatarna]] &lt;br /&gt;
| population    =&lt;br /&gt;
| race1         =  Human,&lt;br /&gt;
| race2         =  Elven&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  =&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    =&lt;br /&gt;
| head_of_state =  Arangigire [[Karys Renaven]]&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =  Menxism&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
==Notable Figures==&lt;br /&gt;
[[Karys Renaven]] was granted by the King lands and a title for services done in Drache and now serves as Arangigire (Countess) of these lands.  A native of the Isle of Myst she is the youngest of the Northern Estate nobles and still learning the way of things.&lt;br /&gt;
&lt;br /&gt;
[[Addison Donnohain]] serves as Knight and personal guard of Tespin Renaven.  He oversees the training of her guard and garrison.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
The Arangigire of Arlohorna is a vassal of the Sithire of Leptatarna, a title held by the king. The Countess of Arlohorna and her barons (floxodel) have seats in the Northern Estates.  The city pays homage to the King and ultimately lies under his rule.&lt;br /&gt;
&lt;br /&gt;
=Layout &amp;amp; Architecture=&lt;br /&gt;
&lt;br /&gt;
=Laws &amp;amp; Customs=&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3648</id>
		<title>Arlohorna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3648"/>
		<updated>2013-01-30T00:20:32Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP Placeholder&lt;br /&gt;
&lt;br /&gt;
Arlohorna (which means Castle of the Plains in the common tongue) is the county seat of the Sitharloth County of [[Leptatarna]], located on the eastern side of [[Song Deep]] It is the lynchpin of the border defenses protecting the frontier with [[Kahlahra]], as well as a trading hub for goods moving overland between Arangoth and the nations of northern [[Veth]]. With the conversion of the Hoshk Tribe following the [[Khalar War]], Khalar traders are a common site in in Arlohorna&#039;s markets. The Arangigire (Count) of Arlohorna also maintains a small honor guard of Hoshk horsemen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   =  Arlohorna&lt;br /&gt;
| image         =  Arlohorna.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         =  Arangoth&lt;br /&gt;
| province      =  Sitharloth County of [[Leptatarna]] &lt;br /&gt;
| population    =&lt;br /&gt;
| race1         =  Human,&lt;br /&gt;
| race2         =  Elven&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  =&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    =&lt;br /&gt;
| head_of_state =  Arangigire [[Karys Renaven]]&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =  Menxism&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
==Notable Figures==&lt;br /&gt;
[[Karys Renaven]] was granted by the King lands and a title for services done in Drache and now serves as Arangigire (Countess) of these lands.  A native of the Isle of Myst she is the youngest of the Northern Estate nobles and still learning the way of things.&lt;br /&gt;
&lt;br /&gt;
[[Addison Donnohain]] serves as Knight and personal guard of Tespin Renaven.  He oversees the training of her guard and garrison.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
The Arangigire of Arlohorna is a vassal of the Sithire of Leptatarna, a title held by the king. The Countess of Arlohorna and her barons (floxodel) have seats in the Northern Estates.  The city pays homage to the King and ultimately lies under his rule.&lt;br /&gt;
&lt;br /&gt;
=Layout &amp;amp; Architecture=&lt;br /&gt;
&lt;br /&gt;
=Laws &amp;amp; Customs=&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3647</id>
		<title>Arlohorna</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Arlohorna&amp;diff=3647"/>
		<updated>2013-01-30T00:08:03Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP Placeholder&lt;br /&gt;
&lt;br /&gt;
Arlohorna (which means Castle of the Plains in the common tongue) is the county seat of the Sitharloth County of [[Leptatarna]], located on the eastern side of [[Song Deep]] It is the lynchpin of the border defenses protecting the frontier with [[Kahlahra]], as well as a trading hub for goods moving overland between Arangoth and the nations of northern [[Veth]]. With the conversion of the Hoshk Tribe following the [[Khalar War]], Khalar traders are a common site in in Arlohorna&#039;s markets. The Arangigire (Count) of Arlohorna also maintains a small honor guard of Hoshk horsemen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox City&lt;br /&gt;
&lt;br /&gt;
| common_name   =  Arlohorna&lt;br /&gt;
| image         =  Arlohorna.jpg&lt;br /&gt;
| alt           =&lt;br /&gt;
| formal_name   =&lt;br /&gt;
| realm         =  Arangoth&lt;br /&gt;
| province      =  Sitharloth County of [[Leptatarna]] &lt;br /&gt;
| population    =&lt;br /&gt;
| race1         =  Human,&lt;br /&gt;
| race2         =  Elven&lt;br /&gt;
| race3         =&lt;br /&gt;
| year_founded  =&lt;br /&gt;
| currency      =&lt;br /&gt;
| government    =&lt;br /&gt;
| head_of_state =  Floxod [[Karys Renaven]]&lt;br /&gt;
| privy_council =&lt;br /&gt;
| religion      =  Menxism&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Origins &amp;amp; History=&lt;br /&gt;
&lt;br /&gt;
==Notable Figures==&lt;br /&gt;
[[Karys Renaven]] was granted by the King lands and a title for services done in Drache and now serves as Floxod (Baroness) of these lands.  A native of the Isle of Myst she is the youngest of the Northern Estate nobles and still learning the way of things.&lt;br /&gt;
&lt;br /&gt;
[[Addison Donnohain]] serves as Knight and personal guard of Tespin Renaven.  He oversees the training of her guard and garrisson.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
The Arangigire of Arlohorna is a vassal of the Sithire of Leptatarna, a title held by the king. The Count of Arlohorna and his barons (floxodel) have seats in the Northern Estates.  The city pays homage to the King and ultimately lies under his rule.&lt;br /&gt;
&lt;br /&gt;
=Layout &amp;amp; Architecture=&lt;br /&gt;
&lt;br /&gt;
=Laws &amp;amp; Customs=&lt;br /&gt;
&lt;br /&gt;
==Law Enforcement==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Cities]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3611</id>
		<title>Lucian</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3611"/>
		<updated>2013-01-29T17:49:58Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Lucian&lt;br /&gt;
| picfile        = lucBDI.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Luxian Sangliod&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = Orphaned&lt;br /&gt;
| date_of_birth  = 4/8&lt;br /&gt;
| race           = Half-Griffon&lt;br /&gt;
| hair_color     = Black&lt;br /&gt;
| eye_color      = Bluegreen&lt;br /&gt;
| height         = 5&#039;10&lt;br /&gt;
| weight         = 171&lt;br /&gt;
| nickname       = Luc, Lux (Luce)&lt;br /&gt;
| aliases        = Luxian&lt;br /&gt;
| religion       = Agnostic&lt;br /&gt;
| occupation     = Courtesan at the Cat&#039;s Pajamas&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Nicci&lt;br /&gt;
| username       = Tumbleweed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
It is taboo for any griffon of the aerie to leave his kits, however, such wasn&#039;t true for the father of young Luxian who was born to a peasant woman of halfelven lineage.  Luxian, pronounced (Loo-shee-en) had very little of a childhood.  What little he learned in his adolescence was that his mother loved his father, very, very much, and that she once dwelled in the aerie with other non-winged humans.  When the griffon that seduced failed to return after several weeks for her to relay the celebratory news, Miriam left with a broken heart and eventually returned to her family abroad in Drache.  Only a handful of years after his birth, young Miriam died of a tragic wasting sickness and left her dear child orphaned in the care of her own sister who had no interest in raising a child.  Of course, his aunt often threatened to shut him out onto the streets if he became troublesome to her fast-living lifestyle, so Lucian learned at an early age to be quiet, keep out of sight, and to trouble no one.  While he wasn&#039;t abused, he saw little love or concern from his remaining relative, turned to other interests and later, comforts of the flesh to make his own life more fulfilling.  After living most of his life in Drache, there is very little that offends or troubles Lucian, he lives his life one day at a time, is slow to anger with a calm, soft spoken demeanor, and typically stays out of physical confrontations if he can.&lt;br /&gt;
&lt;br /&gt;
As a half-Griffon, Lucian was born in the form of a human infant with small, delicate, fragile wings that nearly fractured during his birth.  Fortunately, they were pressed very close to his body, underdeveloped, and enlarged to fit his frame as he grew older.  He has never taken the form of a full Griffon and has, as a rule, rejected everything about them, rebellious and angry that his father apparently saw him and his mother as worthy of his love.  The sadder truth of the matter is that his father is that death is the only thing that prevented his father from returning to the woman he had loved, and Lucian may never discover it.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
[[File:Angel-Luc.jpg|right|frameless|Luxian]]&lt;br /&gt;
Lithe of frame with lean muscle and little bulk, Lucian stands a little under typical male height.  A head of dark, wavy hair that nearly reaches his collar gives contrast to Lucian&#039;s fair skin, which remains pale regardless of how much time he spends in the summer sun.  He is pretty, and he&#039;s been told how pretty he is for nearly his entire life thanks to his flawless features, seagreen eyes, and the beautiful cream and ivory colored wings that he sports at his back.  The longest pinions are black with intermittent hints of golden brown.  &lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks= &lt;br /&gt;
*Appearances are deceptive, because Lucian may appear to be small and harmless, but he is an expert fencer and equally talented with small blades or thrown weaponry such as daggers.  Lots of time on the streets prior to getting his &#039;break through&#039; at the Silver Swan has given him the chance to acquire a certain set of skills best used for liberating rich society women of their valuables.  Fortunately, after becoming a male courtesan, such acts were no longer necessary.  He has recently made the transition from one &#039;noble house&#039; to another and remains a high-priced escort capable of charging much, much more than the standard fee for his services.  They&#039;re worth it.  His talent as an actor and vocal range allow him to participate in the large scale productions.&lt;br /&gt;
*Has a good hand for forgery.&lt;br /&gt;
*Light on his feet and also has an uncanny knack for lockpicking.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
Extraordinary violin player, moderate at the cello, decent on a piano.&lt;br /&gt;
Grows orchids, fond of literature, loves birds and cats but has never had a pet of his own.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3610</id>
		<title>Lucian</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3610"/>
		<updated>2013-01-29T17:49:38Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Lucian&lt;br /&gt;
| picfile        = lucBDI.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Luxian Sangliod&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = Orphaned&lt;br /&gt;
| date_of_birth  = 4/8&lt;br /&gt;
| race           = Half-Griffon&lt;br /&gt;
| hair_color     = Black&lt;br /&gt;
| eye_color      = Bluegreen&lt;br /&gt;
| height         = 5&#039;10&lt;br /&gt;
| weight         = 171&lt;br /&gt;
| nickname       = Luc, Lux (Luce)&lt;br /&gt;
| aliases        = Luxian&lt;br /&gt;
| religion       = Agnostic&lt;br /&gt;
| occupation     = Courtesan at the Cat&#039;s Pajamas&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Nicci&lt;br /&gt;
| username       = Tumbleweed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
It is taboo for any griffon of the aerie to leave his kits, however, such wasn&#039;t true for the father of young Luxian who was born to a peasant woman of halfelven lineage.  Luxian, pronounced (Loo-shee-en) had very little of a childhood.  What little he learned in his adolescence was that his mother loved his father, very, very much, and that she once dwelled in the aerie with other non-winged humans.  When the griffon that seduced failed to return after several weeks for her to relay the celebratory news, Miriam left with a broken heart and eventually returned to her family abroad in Drache.  Only a handful of years after his birth, young Miriam died of a tragic wasting sickness and left her dear child orphaned in the care of her own sister who had no interest in raising a child.  Of course, his aunt often threatened to shut him out onto the streets if he became troublesome to her fast-living lifestyle, so Lucian learned at an early age to be quiet, keep out of sight, and to trouble no one.  While he wasn&#039;t abused, he saw little love or concern from his remaining relative, turned to other interests and later, comforts of the flesh to make his own life more fulfilling.  After living most of his life in Drache, there is very little that offends or troubles Lucian, he lives his life one day at a time, is slow to anger with a calm, soft spoken demeanor, and typically stays out of physical confrontations if he can.&lt;br /&gt;
&lt;br /&gt;
As a half-Griffon, Lucian was born in the form of a human infant with small, delicate, fragile wings that nearly fractured during his birth.  Fortunately, they were pressed very close to his body, underdeveloped, and enlarged to fit his frame as he grew older.  He has never taken the form of a full Griffon and has, as a rule, rejected everything about them, rebellious and angry that his father apparently saw him and his mother as worthy of his love.  The sadder truth of the matter is that his father is that death is the only thing that prevented his father from returning to the woman he had loved, and Lucian may never discover it.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
[[File:Angel-Luc.jpg||right|frameless|Luxian]]&lt;br /&gt;
Lithe of frame with lean muscle and little bulk, Lucian stands a little under typical male height.  A head of dark, wavy hair that nearly reaches his collar gives contrast to Lucian&#039;s fair skin, which remains pale regardless of how much time he spends in the summer sun.  He is pretty, and he&#039;s been told how pretty he is for nearly his entire life thanks to his flawless features, seagreen eyes, and the beautiful cream and ivory colored wings that he sports at his back.  The longest pinions are black with intermittent hints of golden brown.  &lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks= &lt;br /&gt;
*Appearances are deceptive, because Lucian may appear to be small and harmless, but he is an expert fencer and equally talented with small blades or thrown weaponry such as daggers.  Lots of time on the streets prior to getting his &#039;break through&#039; at the Silver Swan has given him the chance to acquire a certain set of skills best used for liberating rich society women of their valuables.  Fortunately, after becoming a male courtesan, such acts were no longer necessary.  He has recently made the transition from one &#039;noble house&#039; to another and remains a high-priced escort capable of charging much, much more than the standard fee for his services.  They&#039;re worth it.  His talent as an actor and vocal range allow him to participate in the large scale productions.&lt;br /&gt;
*Has a good hand for forgery.&lt;br /&gt;
*Light on his feet and also has an uncanny knack for lockpicking.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
Extraordinary violin player, moderate at the cello, decent on a piano.&lt;br /&gt;
Grows orchids, fond of literature, loves birds and cats but has never had a pet of his own.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3609</id>
		<title>Lucian</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3609"/>
		<updated>2013-01-29T17:48:54Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Lucian&lt;br /&gt;
| picfile        = lucBDI.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Luxian Sangliod&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = Orphaned&lt;br /&gt;
| date_of_birth  = 4/8&lt;br /&gt;
| race           = Half-Griffon&lt;br /&gt;
| hair_color     = Black&lt;br /&gt;
| eye_color      = Bluegreen&lt;br /&gt;
| height         = 5&#039;10&lt;br /&gt;
| weight         = 171&lt;br /&gt;
| nickname       = Luc, Lux (Luce)&lt;br /&gt;
| aliases        = Luxian&lt;br /&gt;
| religion       = Agnostic&lt;br /&gt;
| occupation     = Courtesan at the Cat&#039;s Pajamas&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Nicci&lt;br /&gt;
| username       = Tumbleweed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
It is taboo for any griffon of the aerie to leave his kits, however, such wasn&#039;t true for the father of young Luxian who was born to a peasant woman of halfelven lineage.  Luxian, pronounced (Loo-shee-en) had very little of a childhood.  What little he learned in his adolescence was that his mother loved his father, very, very much, and that she once dwelled in the aerie with other non-winged humans.  When the griffon that seduced failed to return after several weeks for her to relay the celebratory news, Miriam left with a broken heart and eventually returned to her family abroad in Drache.  Only a handful of years after his birth, young Miriam died of a tragic wasting sickness and left her dear child orphaned in the care of her own sister who had no interest in raising a child.  Of course, his aunt often threatened to shut him out onto the streets if he became troublesome to her fast-living lifestyle, so Lucian learned at an early age to be quiet, keep out of sight, and to trouble no one.  While he wasn&#039;t abused, he saw little love or concern from his remaining relative, turned to other interests and later, comforts of the flesh to make his own life more fulfilling.  After living most of his life in Drache, there is very little that offends or troubles Lucian, he lives his life one day at a time, is slow to anger with a calm, soft spoken demeanor, and typically stays out of physical confrontations if he can.&lt;br /&gt;
&lt;br /&gt;
As a half-Griffon, Lucian was born in the form of a human infant with small, delicate, fragile wings that nearly fractured during his birth.  Fortunately, they were pressed very close to his body, underdeveloped, and enlarged to fit his frame as he grew older.  He has never taken the form of a full Griffon and has, as a rule, rejected everything about them, rebellious and angry that his father apparently saw him and his mother as worthy of his love.  The sadder truth of the matter is that his father is that death is the only thing that prevented his father from returning to the woman he had loved, and Lucian may never discover it.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=[[File:Angel-Luc.jpg|frameless|Luxian]]&lt;br /&gt;
Lithe of frame with lean muscle and little bulk, Lucian stands a little under typical male height.  A head of dark, wavy hair that nearly reaches his collar gives contrast to Lucian&#039;s fair skin, which remains pale regardless of how much time he spends in the summer sun.  He is pretty, and he&#039;s been told how pretty he is for nearly his entire life thanks to his flawless features, seagreen eyes, and the beautiful cream and ivory colored wings that he sports at his back.  The longest pinions are black with intermittent hints of golden brown.  &lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks= &lt;br /&gt;
*Appearances are deceptive, because Lucian may appear to be small and harmless, but he is an expert fencer and equally talented with small blades or thrown weaponry such as daggers.  Lots of time on the streets prior to getting his &#039;break through&#039; at the Silver Swan has given him the chance to acquire a certain set of skills best used for liberating rich society women of their valuables.  Fortunately, after becoming a male courtesan, such acts were no longer necessary.  He has recently made the transition from one &#039;noble house&#039; to another and remains a high-priced escort capable of charging much, much more than the standard fee for his services.  They&#039;re worth it.  His talent as an actor and vocal range allow him to participate in the large scale productions.&lt;br /&gt;
*Has a good hand for forgery.&lt;br /&gt;
*Light on his feet and also has an uncanny knack for lockpicking.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
Extraordinary violin player, moderate at the cello, decent on a piano.&lt;br /&gt;
Grows orchids, fond of literature, loves birds and cats but has never had a pet of his own.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
	<entry>
		<id>http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3608</id>
		<title>Lucian</title>
		<link rel="alternate" type="text/html" href="http://www.blkdragon.com/wiki/index.php?title=Lucian&amp;diff=3608"/>
		<updated>2013-01-29T17:48:38Z</updated>

		<summary type="html">&lt;p&gt;Stygian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Character&lt;br /&gt;
| name           = Lucian&lt;br /&gt;
| picfile        = lucBDI.jpg&lt;br /&gt;
| alttext        = &lt;br /&gt;
| caption        =  &lt;br /&gt;
&lt;br /&gt;
| full_name      = Luxian Sangliod&lt;br /&gt;
| age            = 26&lt;br /&gt;
| place_of_birth = Orphaned&lt;br /&gt;
| date_of_birth  = 4/8&lt;br /&gt;
| race           = Half-Griffon&lt;br /&gt;
| hair_color     = Black&lt;br /&gt;
| eye_color      = Bluegreen&lt;br /&gt;
| height         = 5&#039;10&lt;br /&gt;
| weight         = 171&lt;br /&gt;
| nickname       = Luc, Lux (Luce)&lt;br /&gt;
| aliases        = Luxian&lt;br /&gt;
| religion       = Agnostic&lt;br /&gt;
| occupation     = Courtesan at the Cat&#039;s Pajamas&lt;br /&gt;
| marital_status = Single&lt;br /&gt;
| player         = Nicci&lt;br /&gt;
| username       = Tumbleweed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Character Background=&lt;br /&gt;
It is taboo for any griffon of the aerie to leave his kits, however, such wasn&#039;t true for the father of young Luxian who was born to a peasant woman of halfelven lineage.  Luxian, pronounced (Loo-shee-en) had very little of a childhood.  What little he learned in his adolescence was that his mother loved his father, very, very much, and that she once dwelled in the aerie with other non-winged humans.  When the griffon that seduced failed to return after several weeks for her to relay the celebratory news, Miriam left with a broken heart and eventually returned to her family abroad in Drache.  Only a handful of years after his birth, young Miriam died of a tragic wasting sickness and left her dear child orphaned in the care of her own sister who had no interest in raising a child.  Of course, his aunt often threatened to shut him out onto the streets if he became troublesome to her fast-living lifestyle, so Lucian learned at an early age to be quiet, keep out of sight, and to trouble no one.  While he wasn&#039;t abused, he saw little love or concern from his remaining relative, turned to other interests and later, comforts of the flesh to make his own life more fulfilling.  After living most of his life in Drache, there is very little that offends or troubles Lucian, he lives his life one day at a time, is slow to anger with a calm, soft spoken demeanor, and typically stays out of physical confrontations if he can.&lt;br /&gt;
&lt;br /&gt;
As a half-Griffon, Lucian was born in the form of a human infant with small, delicate, fragile wings that nearly fractured during his birth.  Fortunately, they were pressed very close to his body, underdeveloped, and enlarged to fit his frame as he grew older.  He has never taken the form of a full Griffon and has, as a rule, rejected everything about them, rebellious and angry that his father apparently saw him and his mother as worthy of his love.  The sadder truth of the matter is that his father is that death is the only thing that prevented his father from returning to the woman he had loved, and Lucian may never discover it.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
[[File:Angel-Luc.jpg|frameless|Luxian]]&lt;br /&gt;
Lithe of frame with lean muscle and little bulk, Lucian stands a little under typical male height.  A head of dark, wavy hair that nearly reaches his collar gives contrast to Lucian&#039;s fair skin, which remains pale regardless of how much time he spends in the summer sun.  He is pretty, and he&#039;s been told how pretty he is for nearly his entire life thanks to his flawless features, seagreen eyes, and the beautiful cream and ivory colored wings that he sports at his back.  The longest pinions are black with intermittent hints of golden brown.  &lt;br /&gt;
&lt;br /&gt;
=Talents, Skills, Quirks= &lt;br /&gt;
*Appearances are deceptive, because Lucian may appear to be small and harmless, but he is an expert fencer and equally talented with small blades or thrown weaponry such as daggers.  Lots of time on the streets prior to getting his &#039;break through&#039; at the Silver Swan has given him the chance to acquire a certain set of skills best used for liberating rich society women of their valuables.  Fortunately, after becoming a male courtesan, such acts were no longer necessary.  He has recently made the transition from one &#039;noble house&#039; to another and remains a high-priced escort capable of charging much, much more than the standard fee for his services.  They&#039;re worth it.  His talent as an actor and vocal range allow him to participate in the large scale productions.&lt;br /&gt;
*Has a good hand for forgery.&lt;br /&gt;
*Light on his feet and also has an uncanny knack for lockpicking.&lt;br /&gt;
&lt;br /&gt;
=Other Information=&lt;br /&gt;
Extraordinary violin player, moderate at the cello, decent on a piano.&lt;br /&gt;
Grows orchids, fond of literature, loves birds and cats but has never had a pet of his own.&lt;br /&gt;
&lt;br /&gt;
[[Category: Player Characters]]&lt;/div&gt;</summary>
		<author><name>Stygian</name></author>
	</entry>
</feed>