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	<id>http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Whirlpool</id>
	<title>Tenebrae - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Whirlpool"/>
	<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php/Special:Contributions/Whirlpool"/>
	<updated>2026-04-05T01:21:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Feats_J-Z&amp;diff=33209</id>
		<title>Feats J-Z</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Feats_J-Z&amp;diff=33209"/>
		<updated>2020-03-29T04:23:26Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatsSummaryJZ}}&lt;br /&gt;
&lt;br /&gt;
==Descriptions==&lt;br /&gt;
&lt;br /&gt;
Test test &lt;br /&gt;
{{FeatsDescriptionJZ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Admin|Feats J-Z]]&lt;br /&gt;
[[Category:Feats|Feats J-Z]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kisaiya&amp;diff=26770</id>
		<title>Kisaiya</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Kisaiya&amp;diff=26770"/>
		<updated>2017-06-25T07:08:28Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CPHEADER-START}}&lt;br /&gt;
Kisaiya &amp;quot;Kisa&amp;quot; Forest&lt;br /&gt;
{{CPHEADER-END}}&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{CPSUBHEAD-START}}About Kisaiya{{CPSUBHEAD-END}}&lt;br /&gt;
 &lt;br /&gt;
The long story short is that she grew up in a caravan, the slightly longer version is that she's a Tsuran who frequented Vandalheim more than any other city.&lt;br /&gt;
&lt;br /&gt;
Her childhood was filled with travels through The Vast and into the Desolation. Seeing sights that others have only read or heard about. Skyhold, the Broken Planes, even The Sea of Sundered Time, they were all places she was able to see and wander with her family. For her, by the way, her family is the caravan. It wasn't just her parents, but all of them. That's how they were raised, to understand that they all needed to rely on each other and grow up as a family.&lt;br /&gt;
&lt;br /&gt;
Growing up like that tended to give a rather different view of what some might consider stealing. Most everything that people owned was simply what the caravan owned. If you set down a brush, it would likely be gone when you looked for it next, but you'd be able to find another easily enough. That shirt you hung out to dry might turn into someone else's tunic, but you did find a great pair of sturdy pants! It was simply the way of things, and everyone simply accepted it. If it was there, and wasn't attended... then it really wasn't anyone's right then. Want it? Take it!&lt;br /&gt;
&lt;br /&gt;
[[image:Line_fancy01.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[image:kisaiya.png|thumb|right]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{CPSUBHEAD-START}}Roleplay Hooks{{CPSUBHEAD-END}}&lt;br /&gt;
* Totally a Princess of Vandalheim (&amp;lt;_&amp;lt; &amp;gt;_&amp;gt; Don't tell Serra differently);&lt;br /&gt;
* Doesn't quite fully grasp the what others consider stealing times;&lt;br /&gt;
* Enjoys looking at fabrics;&lt;br /&gt;
* Grew up in a caravan;&lt;br /&gt;
* Traveled all around The Vast and into Desolation;&lt;br /&gt;
* Often traveled to Vandalheim;&lt;br /&gt;
* Has a passing resemblance to a non-active caravan raider.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[image:Line_fancy01.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{CPFOOTER}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Kisaiya]]&lt;br /&gt;
[[Category:Pages with broken file links|Kisaiya]]&lt;br /&gt;
[[Category:Player|Kisaiya]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kisaiya&amp;diff=26769</id>
		<title>Kisaiya</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Kisaiya&amp;diff=26769"/>
		<updated>2017-06-25T07:07:31Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CPHEADER-START}}&lt;br /&gt;
Kisaiya &amp;quot;Kisa&amp;quot; Forest&lt;br /&gt;
{{CPHEADER-END}}&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{CPSUBHEAD-START}}About Kisaiya{{CPSUBHEAD-END}}&lt;br /&gt;
 &lt;br /&gt;
The long story short is that she grew up in a caravan, the slightly longer version is that she's a Tsuran who frequented Vandalheim more than any other city.&lt;br /&gt;
&lt;br /&gt;
Her childhood was filled with travels through The Vast and into the Desolation. Seeing sights that others have only read or heard about. Skyhold, the Broken Planes, even The Sea of Sundered Time, they were all places she was able to see and wander with her family. For her, by the way, her family is the caravan. It wasn't just her parents, but all of them. That's how they were raised, to understand that they all needed to rely on each other and grow up as a family.&lt;br /&gt;
&lt;br /&gt;
Growing up like that tended to give a rather different view of what some might consider stealing. Most everything that people owned was simply what the caravan owned. If you set down a brush, it would likely be gone when you looked for it next, but you'd be able to find another easily enough. That shirt you hung out to dry might turn into someone else's tunic, but you did find a great pair of sturdy pants! It was simply the way of things, and everyone simply accepted it. If it was there, and wasn't attended... then it really wasn't anyone's right then. Want it? Take it!&lt;br /&gt;
&lt;br /&gt;
[[image:Line_fancy01.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
[[image:kisaiya.jpg|thumb|right]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{{CPSUBHEAD-START}}Roleplay Hooks{{CPSUBHEAD-END}}&lt;br /&gt;
* Totally a Princess of Vandalheim (&amp;lt;_&amp;lt; &amp;gt;_&amp;gt; Don't tell Serra differently);&lt;br /&gt;
* Doesn't quite fully grasp the what others consider stealing times;&lt;br /&gt;
* Enjoys looking at fabrics;&lt;br /&gt;
* Grew up in a caravan;&lt;br /&gt;
* Traveled all around The Vast and into Desolation;&lt;br /&gt;
* Often traveled to Vandalheim;&lt;br /&gt;
* Has a passing resemblance to a non-active caravan raider.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[image:Line_fancy01.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{CPFOOTER}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters|Kisaiya]]&lt;br /&gt;
[[Category:Player|Kisaiya]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Kisaiya.png&amp;diff=26768</id>
		<title>File:Kisaiya.png</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Kisaiya.png&amp;diff=26768"/>
		<updated>2017-06-25T07:06:15Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22297</id>
		<title>Kor</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22297"/>
		<updated>2016-05-07T02:57:13Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea; border-top: solid 10px #D3E3E3; border-bottom: solid 10px #D3E3E3;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_kor.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableClass}}&lt;br /&gt;
|{{TableMain}} style=&amp;quot;width:100%; padding:6px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Position'''&lt;br /&gt;
| Greater Deity&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Symbol''' &lt;br /&gt;
| Two Great Axes and Two Greatswords arrayed like a star on a red shield.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Colors''' &lt;br /&gt;
| Red and White&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Celestial Symbol '''&lt;br /&gt;
| The Constellation 'Convicted Warlord'&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Alignment''' &lt;br /&gt;
|  Chaotic Neutral&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Home Plane'''&lt;br /&gt;
| [[Battleground|The Battlegrounds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Portfolio''' &lt;br /&gt;
| War, Strife, [[Fighter|Fighters]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Domains &amp;amp; Inquisitions'''&lt;br /&gt;
| [[Cleric#Chaos_Domain|Chaos]], [[Cleric#Glory_Domain|Glory]], [[Cleric#Strength_Domain|Strength]], [[Cleric#War_Domain|War]], [[Cleric#Destruction_Domain|Destruction]]&lt;br /&gt;
&lt;br /&gt;
[[Inquisitor#Anger_Inquisition|Anger]], [[Inquisitor#Fervor_Inquisition|Fervor]], [[Inquisitor#Spellkiller_Inquisition|Spellkiller]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Cleric Alignment'''&lt;br /&gt;
| CN, CG, CE, N&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Favored Weapon'''&lt;br /&gt;
| War Bringer (greataxe)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Other Names''' &lt;br /&gt;
| The Warlord, Strife, Blood Maker ([[Charn]]), Khor’Dagorlth ([[oruch]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Commonly Associated Organizations''' &lt;br /&gt;
| Temple of Kor, [[Organizations#OrderBrothersWar|Brothers of War]], [[Organizations#BattleguardKor|Battleguard of Kor]], [[Organizations#OrderCockatrice|Order of the Cockatrice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;  | [[image:deity_kor_symbol.gif|200px]]  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kor revels in his role as the patron of war and conflict. His origins are said to have been tied to that of [[Angoron]], although the wisest of clerics are uncertain of the details: tales of this connection are as diverse as they are varied, with others claiming no connection at all. Nonetheless, the contests between the two gods are the stuff of legends. It is said at times that Angoron may institute a challenge both for the hell of it, and to irritate the more serious war god.&lt;br /&gt;
&lt;br /&gt;
A true god of conflict, Kor may favor one side at dawn and the other side at dusk, though at all times he exalts in the battle between them. His halls are wrought of iron and within them hang great shields and the armory of the gods. There his vassals engage in the Unending Battle. The sounds from it may be heard, it is said, by the most fervent of prayers--the resounding clashes, shouts, and songs of war and victory. He is known in countless cultures as the bringer of war and the master of strife. In some lands, such as [[Dran]], he is revered as a god of war and strength (often in conflict with Angoron). &lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Like Kor, his followers believe that war is simply a part of everyday life and that if you're going to do it, you may as well be the best at it. This sometimes puts them at odds with the faith of the goddess Serriel, who believes war should have a righteous cause, and with Angoron whose would fight for the protection of others, whereas it is said, Kor values the strife, and thirst for battle itself. While there are many reasons for conflict with these other faiths, it is not always unfriendly and may often take the form of grand competitions and spectacle. &lt;br /&gt;
&lt;br /&gt;
Kor's followers encourage and promote competition, physical strength, martial ability and battle prowess. Ongoing feuds, conflicts and battles with a lack of forward motion and progress are bound to get Kor's and theirs attention and then receive a push in some fashion so that progress continues.&lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Titles&lt;br /&gt;
|-&lt;br /&gt;
| '''Cleric'''&lt;br /&gt;
| Herald*&lt;br /&gt;
|-&lt;br /&gt;
| '''Inquisitor''' &lt;br /&gt;
| ...coming soon!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: * As in, &amp;quot;Herald of Battle&amp;quot; or &amp;quot;Herald of War,&amp;quot; though at times it may be simplified to &amp;quot;Herald.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kor maintains a solid clergy with churches scattered abroad. Being a god of a very broad area the people who follow him are diverse and as such his practices may differ from land to land. In places like Dran and [[Stormgarde]], he is revered, with numerous shrines and great temples that look more like iron fortresses known as The Proving Grounds exist therein. He does not maintain an actual hierarchy with a central authority within his church; each faction tends to be sovereign entities unto themselves and influenced by strong personalities within. &lt;br /&gt;
&lt;br /&gt;
The Proving Grounds has produced Warpriests that have equally fought and supported Dran, with numerous others aiding and conflicting among other nations. Clerics of Kor tend to pray for their either just before dawn or just before dusk. On average they tend to appear more like warlords, bodyguards and battle-chaplains than they do anyone's typical vision of a preacher or a priest.&lt;br /&gt;
&lt;br /&gt;
==Clerical Vestments==&lt;br /&gt;
Kor's priests are usually powerful of build. They are often well armored and adorned in the colors and weapons of their deity. Many of them wear helms that hide their faces in deference of Kor himself for it is said that the face of War is terrible to look upon as oblivion, itself. In Dran, the greatest temple is in Kult, the capital city. This is the largest known structure dedicated to Kor in the world. A great iron and stone fortress, these Proving Grounds are also the training grounds for Dran Juggernauts.&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Kor’s appearances are as varied as the cultures that he exists in. The most traditional view of him, which appears in his temples, is that of a powerfully built and gigantic warrior armored, with fresh scars and cuts upon his body. He may or may not be whole of limb (this vision changes over time and not all of the wounds are healed over--some may be freshly bleeding). A great helm shields his face and hides his expression save for great red eyes and his mouth. It is said that no mortal can look upon the face of War fully revealed and maintain their mind. &lt;br /&gt;
&lt;br /&gt;
His great axe and a wide assortment of weapons are always near. The other form of Kor is that of The Herald. This is a great four-legged construct like titan wielding a mighty greatsword fused into one arm and a massive shield in the other. This behemoth is almost mechanical in appearance, a creature of full armor and staggering size of colossal scale. As The Herald, Kor thunders onto battlefields across innumerable planes, ending ongoing battles in a fell stroke that leaves no side the winner. [[Category:Religion]][[Category:Gods_and_Goddesses]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22296</id>
		<title>Kor</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22296"/>
		<updated>2016-05-07T02:55:15Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Undo revision 22295 by Whirlpool (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea; border-top: solid 10px #D3E3E3; border-bottom: solid 10px #D3E3E3;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_kor.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TableClass}}&lt;br /&gt;
|{{TableMain}} style=&amp;quot;width:100%; padding:6px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Position'''&lt;br /&gt;
| Greater Deity&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Symbol''' &lt;br /&gt;
| Two Great Axes and Two Greatswords arrayed like a star on a red shield.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Colors''' &lt;br /&gt;
| Red and White&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Celestial Symbol '''&lt;br /&gt;
| The Constellation 'Convicted Warlord'&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Alignment''' &lt;br /&gt;
|  Chaotic Neutral&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Home Plane'''&lt;br /&gt;
| [[Battleground|The Battlegrounds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Portfolio''' &lt;br /&gt;
| War, Strife, [[Fighter|Fighters]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Domains &amp;amp; Inquisitions'''&lt;br /&gt;
| [[Cleric#Chaos_Domain|Chaos]], [[Cleric#Glory_Domain|Glory]], [[Cleric#Strength_Domain|Strength]], [[Cleric#War_Domain|War]], [[Cleric#Destruction_Domain|Destruction]]&lt;br /&gt;
&lt;br /&gt;
[[Inquisitor#Anger_Inquisition|Anger]], [[Inquisitor#Fervor_Inquisition|Fervor]], [[Inquisitor#Spellkiller_Inquisition|Spellkiller]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Cleric Alignment'''&lt;br /&gt;
| CN, CG, CE, N&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Favored Weapon'''&lt;br /&gt;
| War Bringer (greataxe)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Other Names''' &lt;br /&gt;
| The Warlord, Strife, Blood Maker ([[Charn]]), Khor’Dagorlth ([[oruch]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Commonly Associated Organizations''' &lt;br /&gt;
| Temple of Kor, [[Organizations#OrderBrothersWar|Brothers of War]], [[Organizations#BattleguardKor|Battleguard of Kor]], [[Organizations#OrderCockatrice|Order of the Cockatrice]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;  | [[image:deity_kor_symbol.gif|200px]]  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kor revels in his role as the patron of war and conflict. His origins are said to have been tied to that of [[Angoron]], although the wisest of clerics are uncertain of the details: tales of this connection are as diverse as they are varied, with others claiming no connection at all. Nonetheless, the contests between the two gods are the stuff of legends. It is said at times that Angoron may institute a challenge both for the hell of it, and to irritate the more serious war god.&lt;br /&gt;
&lt;br /&gt;
A true god of conflict, Kor may favor one side at dawn and the other side at dusk, though at all times he exalts in the battle between them. His halls are wrought of iron and within them hang great shields and the armory of the gods. There his vassals engage in the Unending Battle. The sounds from it may be heard, it is said, by the most fervent of prayers--the resounding clashes, shouts, and songs of war and victory. He is known in countless cultures as the bringer of war and the master of strife. In some lands, such as [[Dran]], he is revered as a god of war and strength (often in conflict with Angoron). &lt;br /&gt;
&lt;br /&gt;
Though other gods may possess aspects of war, all conflict and acts of war ultimately belong to him. This makes him a strong god, though a chaotic one, favoring neither side. Any act of war is considered an act of worship in His name.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Like Kor, his followers believe that war is simply a part of everyday life and that if you're going to do it, you may as well be the best at it. This sometimes puts them at odds with the faith of the goddess Serriel, who believes war should have a righteous cause, and with Angoron whose would fight for the protection of others, whereas it is said, Kor values the strife, and thirst for battle itself. While there are many reasons for conflict with these other faiths, it is not always unfriendly and may often take the form of grand competitions and spectacle. &lt;br /&gt;
&lt;br /&gt;
Kor's followers encourage and promote competition, physical strength, martial ability and battle prowess. Ongoing feuds, conflicts and battles with a lack of forward motion and progress are bound to get Kor's and theirs attention and then receive a push in some fashion so that progress continues.&lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Titles&lt;br /&gt;
|-&lt;br /&gt;
| '''Cleric'''&lt;br /&gt;
| Herald*&lt;br /&gt;
|-&lt;br /&gt;
| '''Inquisitor''' &lt;br /&gt;
| ...coming soon!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: * As in, &amp;quot;Herald of Battle&amp;quot; or &amp;quot;Herald of War,&amp;quot; though at times it may be simplified to &amp;quot;Herald.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kor maintains a solid clergy with churches scattered abroad. Being a god of a very broad area the people who follow him are diverse and as such his practices may differ from land to land. In places like Dran and [[Stormgarde]], he is revered, with numerous shrines and great temples that look more like iron fortresses known as The Proving Grounds exist therein. He does not maintain an actual hierarchy with a central authority within his church; each faction tends to be sovereign entities unto themselves and influenced by strong personalities within. &lt;br /&gt;
&lt;br /&gt;
The Proving Grounds has produced Warpriests that have equally fought and supported Dran, with numerous others aiding and conflicting among other nations. Clerics of Kor tend to pray for their either just before dawn or just before dusk. On average they tend to appear more like warlords, bodyguards and battle-chaplains than they do anyone's typical vision of a preacher or a priest.&lt;br /&gt;
&lt;br /&gt;
==Clerical Vestments==&lt;br /&gt;
Kor's priests are usually powerful of build. They are often well armored and adorned in the colors and weapons of their deity. Many of them wear helms that hide their faces in deference of Kor himself for it is said that the face of War is terrible to look upon as oblivion, itself. In Dran, the greatest temple is in Kult, the capital city. This is the largest known structure dedicated to Kor in the world. A great iron and stone fortress, these Proving Grounds are also the training grounds for Dran Juggernauts.&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Kor’s appearances are as varied as the cultures that he exists in. The most traditional view of him, which appears in his temples, is that of a powerfully built and gigantic warrior armored, with fresh scars and cuts upon his body. He may or may not be whole of limb (this vision changes over time and not all of the wounds are healed over--some may be freshly bleeding). A great helm shields his face and hides his expression save for great red eyes and his mouth. It is said that no mortal can look upon the face of War fully revealed and maintain their mind. &lt;br /&gt;
&lt;br /&gt;
His great axe and a wide assortment of weapons are always near. The other form of Kor is that of The Herald. This is a great four-legged construct like titan wielding a mighty greatsword fused into one arm and a massive shield in the other. This behemoth is almost mechanical in appearance, a creature of full armor and staggering size of colossal scale. As The Herald, Kor thunders onto battlefields across innumerable planes, ending ongoing battles in a fell stroke that leaves no side the winner. [[Category:Religion]][[Category:Gods_and_Goddesses]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22295</id>
		<title>Kor</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Kor&amp;diff=22295"/>
		<updated>2016-05-07T02:54:32Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Reverted edits by Lahar (talk) to last revision by Maelstrom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_kor.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Greater Deity'''&lt;br /&gt;
 &lt;br /&gt;
'''Symbol:''' Two Great Axes and Two Greatswords arrayed like a star on a red shield.&lt;br /&gt;
&lt;br /&gt;
'''Colors: '''Red and Gold&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
'''Celestial Symbol:''' The Constellation 'Convicted Warlord'&lt;br /&gt;
&lt;br /&gt;
'''Home Plane:''' [[Battleground|The Battlegrounds]]&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' War, Strife, Athletes, [[Fighter|Fighters]]&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' 	 Chaos, Glory, Strength, War, Destruction &lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignment:''' CN, CG, CE, N&lt;br /&gt;
&lt;br /&gt;
'''Favored Weapon:''' War Bringer (Greataxe)&lt;br /&gt;
&lt;br /&gt;
'''Other Names:''' The Warlord, The Conqueror, The Strife Maker (Myrddion), He Who Delights in Battle, The Warlord, The Conqueror (Dran), The God of Strife, Blood Spiller (Charn), Khor’Dagorlth the Warrior (Orcs), Kor Makar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Kor is among the mightiest of the Powers and for good reason for he is the patron of war and conflict and conflict has touched all corners of Gaea from the near moment of its inception. His origins are said to have been tied to that of [[Angoron]] but little precise proof has been found regarding this in even the most ancient of clerical scripture. A fickle god, Kor may favor one side at dawn and the other side at dusk but due to his chaotic ways he will ultimately touch everyone in time. His halls are wrought of iron and within it hang great shields and the armory of the gods. There his vassals engage in the Unending Battle, clashing, shouting and singing great songs of war and valor and victory. He is known in countless cultures as the bringer of war and master of strife. In some lands, such as [[Dran]], he is revered as the highest god and most lands and cultures that have any respect for warfare or battle have him in a high place of honor amongst other Powers that are followed. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Like Kor, his followers believe that war is simply a part of everyday life and that if you're going to do it, you may as well be the best at it. They encourage and promote competition, physical strength, martial ability and battle prowess while also working to end pointless bloodshed and conflicts that are in steady stalemate. Ongoing feuds, conflicts and battles with a lack of forward motion and progress are bound to get Kor's and theirs attention and then receive a push in some fashion so that progress continues. They are not murderers or psychopaths although such do participate in warfare at times. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
Kor maintains a solid clergy with churches scattered abroad. Being a god of a very broad area the people who follow him are diverse and as such his practices may differ from land to land. In places like Dran and [[Stormgarde]], he is revered, with numerous shrines and great temples that look more like iron fortresses known as The Proving Grounds exist therein. He does not maintain an actual hierarchy with a central authority within his church and each faction tends to be sovereign entities unto themselves with the belief that they may need to support one side or another in a given battle. For example, The Proving Grounds has produced Warpriests that have equally fought and supported Dran. Clerics of Kor tend to pray for their either just before dawn or just before dusk. On average they tend to appear more like warlords, bodyguards and battle-chaplains than they do anyone's typical vision of a preacher or a priest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clerical Vestments==&lt;br /&gt;
Kor's priests are usually powerful of build and sturdy of mind. They are often well armored and adorned in the colors and weapons of their deity. Many of them wear helms that hide their faces in deference of Kor himself for it is said that the face of War is terrible to look upon and cows even his fellow gods. In Dran, the greatest temple is in Kult the capital city. This is the largest known structure dedicated to Kor in the world. A great iron and stone fortress, these Proving Grounds are also the training grounds for Dran Juggernauts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Kor’s appearances are as varied as the cultures that he exists in. The most traditional view of him, which appears in his temples, is that of a powerfully built and gigantic warrior armored in gold with fresh scars and cuts upon his body. A great helm shields his face and hides his expression save for great red eyes and his mouth. It is said that none, not even other gods, can look upon the face of war fully revealed and as a result he practically embodies intimidation as do his priests who mirror his appearance with similar armor and helm designs. His great axe and a wide assortment of weapons are always near. The other form of Kor is that of The Herald. This is a great four-legged construct like titan wielding a mighty greatsword fused into one arm and a massive shield in the other. This behemoth is almost mechanical in appearance, a creature of full armor and staggering size of colossal scale. As The Herald, Kor thunders onto battlefields across innumerable planes, ending ongoing battles in a fell stroke that leaves no side the winner. [[Category:Religion]][[Category:Gods_and_Goddesses]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Sith-makar&amp;diff=21677</id>
		<title>Sith-makar</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Sith-makar&amp;diff=21677"/>
		<updated>2016-03-12T07:35:44Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableClass}}&lt;br /&gt;
| [[image:Amshere01.jpg|200px]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Sith'makar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Common Alignments'''&lt;br /&gt;
| Tendency towards neutral alignments&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Common Classes'''&lt;br /&gt;
| [[Ranger]], [[Druid]], [[Sorcerer]] (draconic), [[Barbarian]], [[Fighter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Influencial Faiths'''&lt;br /&gt;
| [[Daeus]] (Father Dragon), [[Dana]] (Mother Earth), [[Gilead]] (Hunter), [[Tarien]] (Old Trickster), [[Faiths_and_Pantheons#The_Green_Word|The Green Word]] (a faith that places Dana and Gilead at its center); distrustful towards technology-driven deities (Reos, Serriel)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;| '''Most Frequently Found In'''&lt;br /&gt;
| [[Am'shere]], [[Alexandros]] (mostly trade-based exposure through the Portal)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;| '''Naming Ideas'''&lt;br /&gt;
| Some players have used old TSR &amp;quot;draconic&amp;quot; as an influence, or old Aztec or Mesoamerican languages&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#ccc;&amp;quot;| '''Sith-makar Characters'''&lt;br /&gt;
|[[:Category:Sith-makar|Sith-makar]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The shamans of the sith-makar tell of their first birth, where young dragonkin were birthed from Blood and Flame. Evil dragons enslaved them, and forced them into the role of slaves and foot soldiers. It was, they say, the early years of the Second Age, after the passing of the Time of Glaciers. &lt;br /&gt;
&lt;br /&gt;
In those days, it is said that the good dragons grew sympathetic to the plight of their children. These dragons, led by the Great Silver, Alumivoritax, spirited the Children to a hidden enclave, in the furthest reaches of the Great Continent. Not all survived the journey, and versions of the tale suggests that from their ashes were born great trees that thickened Am'shere's growth. Regardless of its truth, today Am'shere is a thick and bloody jungle region. It exists in the deeps of the largely unexplored sub-continent of Jammur. It is also the main reason the Children survived to present day, remaining hidden from the eyes of the world. &lt;br /&gt;
&lt;br /&gt;
[[image:sithmakar06.jpg|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
Since the legend of Alumivoritax, the Children began to forget their heritage. They devolved into various branches: the Ko-jodakh (troglodytes), the Nar-sektoth (sahuagin) and the Sith-makar (lizardfolk). It is possible other branches exist, as well, as the Children have survived in Am'shere for some time. They competed for territory and resources in Am'shere's harsh environment. &lt;br /&gt;
&lt;br /&gt;
The Children would have remained unknown in Am'shere, if not for the acts of Charn. Nearly one hundred years past, scouts from that empire encountered the tribes. Charn's actions would set the Children's view of &amp;quot;softskins&amp;quot; for years to come. Charn used Am'shere as harsh training grounds. They saw untapped natural resources, and began razing the jungle, and attempted to enslave its inhabitants. The Children united briefly, and fought them back, though suffered great losses. &lt;br /&gt;
&lt;br /&gt;
The sith-makar took a step further. Recognizing the danger of the outside world, they sent their hunters to the far reaches of the jungle. They uncovered more portals along the way, and these hunters would venture yet further. However, the search proved fruitful, and somehow, the sith-makar Awakened their latent heritage. Their blood Awakened, and the Memory of Blood awoke within them. Adults near universally found themselves transformed, and each new hatching came with shining scale. Some among them breathed fire, or would bear the terrifying presence of old, among the wilderness.&lt;br /&gt;
&lt;br /&gt;
With this strength they faced Charn, and drove them off a second time. &lt;br /&gt;
&lt;br /&gt;
However, Charn would uncover their secret. Not the how of it--but that here at last may be a useful source of draconic blood. The sith-makar's very success betrayed them. This discovery prompted a number of blood experiments by that nation, as well as unscrupuluous wizards. As the young are easier, they tend to prey upon them. Recent years have seen the beginning to which may lead to a full-scale war. Today, sith-makar envoys reach out in no small part to make their nation known. Thus far, Charn refuses to recognize them, and argues they owe the sith-makar no recompense for the lives of their children.&lt;br /&gt;
&lt;br /&gt;
Today, sith-makar trade caravans, settlements and even members of the adventuring community have become a rare but accepted sight. Their primary point of contact with the world is through Alexandros. Here, a heavily guarded portal connects their distant land with Alexandria. Druidic forces on either side ensure guard the portal with fervor.&lt;br /&gt;
&lt;br /&gt;
The outside world has remained unknown for generations, with both enemy and ally beyond the Portal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
The &amp;quot;dragon-touched&amp;quot; among the sith-makar display a mixture of draconic bloodlines, combined with their sauran ancestry. Overall there is no one universal look for them: the bloodline has been so mixed and diluted over the years that though certain traits may dominate, the bloodlines mix among them in a way that is truly exotic and unique. &lt;br /&gt;
&lt;br /&gt;
No sith'makar could be said to be purely of any particular dragon ancestry. They are their own race with unique features. Generally speaking, family lines tend to determine their most dominate colorations and features. Yet, even the purest silver will have traces of other bloodlines.&lt;br /&gt;
&lt;br /&gt;
As a race, they are large and, due to their reptilian nature, physically imposing but deceptively fast on their feet, with long tails to counterbalance them, and at times horns or dramatic, colorful frills that often accent their speech. Their unique features can play a distinctive role in their communication: their heritage is a language based on old draconic, whose original speakers possessed similar traits. Beauty among them is alien to most humans. A sith-makar might compliment another on scale-color or sharpened jaws, as good weaponry and defenses are desirable traits. There is otherwise little difference between the males and females of the race, and outsiders have trouble telling them apart. This amuses some sith-makar to no end.&lt;br /&gt;
&lt;br /&gt;
They are comparable in size to half-orcs, being somewhat taller then humans, possibly even approaching seven feet in height.&lt;br /&gt;
&lt;br /&gt;
==Society and Lands==&lt;br /&gt;
[[image:Sithmakar09.jpg|left|thumb]]Sith-makar society spans across Am'shere and consists of many tribes. Each tribe is loosely led by the Silver Empress. The Silver Empress is said to be a direct descendant of the Great Silver, who freed them from slavery. Because of this, she receives great honor and respect among their culture. &lt;br /&gt;
&lt;br /&gt;
Although tribes vary in the details of their customs, the sith-makar possess enough in common to treat them as a united people. &lt;br /&gt;
&lt;br /&gt;
The basic societal unit is the tribe, followed by caste. Sith-makar take their caste based on ability, though as they live a long time, change is expected. The use of caste came into existence as a means of survival: hunting-parties could quickly assign roles, defenses could be mobilized, and it became an essential tool in intertribal gatherings and travel. A sith-makar visiting another tribe will instantly know which role to fill, and will find him or herself quickly among comrades, given a place to sleep, and have food given to them. Finally, the use of caste has played a role in their preservation of their own history: the sith-makar possess a great memory, with chants and stories passed down among the keeper (as in Keepers of Memory) and shamanic castes. This is further augmented by the Memory of Blood, giving them a capability for memory to challenge even the most learned sildanyari historian. It is for this reason, perhaps, they knew to seek their Awakening, while the other Children of Flame continue to languish. Adult sith-makar compete over the right to bring a child into their caste; training the young is considered a great and necessary honor.&lt;br /&gt;
&lt;br /&gt;
Below the tribe and caste units are the homes, which resemble lodges. They house many sith-makar at once in a loose affair. They serve multiple purposes. While every sith-makar tribe possess a central Fire, its placement and some surrounding ritual varies among the tribes. The Fire, it is said generally, represents their heritage and is frequently a focus of social gatherings and ritual.&lt;br /&gt;
&lt;br /&gt;
Most sith-makar children do not live past their first year, due to predators and diseases. For this reason, sith-makar naming conventions are unusual among the civilized races. A sith-makar receives a name only at the end of their first year. This name is given by members of the shaman-caste, who select it after a traditional period of meditation and visionquesting. Names supposedly indicate a trait the elders believe the child will possess. This of course, does not always turn out to be the case, so a name may change over time.&lt;br /&gt;
&lt;br /&gt;
Hatching and Namings are celebrated events. The keeper caste suggests this tradition goes back to shortly after their freedom from slavery, though the jungle's dangerous environment may provide a secondary source. The tribes suffer high mortality due to the jungle's ferocity. Accordingly, children are important to all sith-makar. Mates tend to be informal, though longer bonds are not unknown. &lt;br /&gt;
&lt;br /&gt;
Sith politics are matriarchial in nature. This is due both to the protection of the young as well as the legend of the Silver Dragon. The Empress is said to be of her bloodline, and she has ruled for generations--an unusual lifespan, even for the sith-makar. &lt;br /&gt;
&lt;br /&gt;
As they move to reclaim their destiny, the sith-makar adjust slowly. They are not a people prone easily to change and are spiritually tied to their enclaves. Travelers come back with reports of new ideas or concepts, each of which must be adjusted and fit within the tribes' way of thinking. Some merchants have begun to establish trade with cities such as Alexandria and return with new ideas and commerce. &lt;br /&gt;
&lt;br /&gt;
In the midst of it all, the sith-makar shamans, druids, and priests chant of the Memory of Blood, which guides the sith-makar in their path as they move to reclaim their ancient heritage, and forge it anew. Their most new and noted alliance is with the druidic union of Alexandros. They have begun to reach out to other druidic communities and their exotic caravans are quick to draw crowds.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
The following castes have developed through RP. It is by no means an exhaustive list.&lt;br /&gt;
&lt;br /&gt;
:'''Crafter:''' A sith-makar skilled with their hands.&lt;br /&gt;
:'''Hunter:''' A sith-makar who knows the lay of the land, and is versed in hunting and tracking. This can include the gathering of jungle fruits, hunting owlbears, and so on.&lt;br /&gt;
:'''Keeper (of Memory):''' A sith-makar who recalls the rituals and focuses on the racial Memory, moreso than other sith.&lt;br /&gt;
:'''Merchant:''' A sith-makar who deals with outsiders, and secures trade for the tribes. A relatively new caste, its name is drawn from the Tradespeak word for merchant, to better communicate their role to the outside world. To some Sith, it is well known that many of these are actually agents of the Empress who are studying the outside world. &lt;br /&gt;
:'''Shaman:''' A sith-makar versed in magic. Go-betweens between the tribes and the spirits.&lt;br /&gt;
:'''Speaker:''' Arbitrators and translators. They can broker words of peace as well as war.&lt;br /&gt;
:'''Warrior:''' A sith-makar who is trained as a warrior of some type. They defend the tribes.&lt;br /&gt;
&lt;br /&gt;
Castes tend to be broad in scope, enough to encompass several concepts and possibilities. The above is not exhaustive, and there is room for more castes of your make. Some players make sub-castes. Shaman and Speaker were separated out to give them better focus and meaning. That is, Shaman was wearing too many hats. The largest castes tend to be Hunters and Warriors, as these are directly related to survival.&lt;br /&gt;
&lt;br /&gt;
===Other Races===&lt;br /&gt;
{{DivGray-Start|35|right}}&lt;br /&gt;
Once everyone is lined up, the dragon placed in the back of the wagon, which has been brought to the edge of the pool, is carefully lowered out and its head dipped into the water by one and by all. This is rather delicate given that dragons are big, even small dragons like this one, and they have long necks.&lt;br /&gt;
&lt;br /&gt;
The head is carefully lowered into the water while Vrith-Airi helps and the Shaman stands over. Once the head is in, the Shaman begin to chant in draconic. It is an old chant, lengthy. This is a recitation that, perhaps, the Shaman has done once in his life time.&lt;br /&gt;
&lt;br /&gt;
The other sith'makar all stare. One and all, they stare at the sight of the dragon. They too, it seems, have never seen one before. Never seen such a creature with their own eyes. They are awed, these sith. Even their young stop with their infernal peeping.&lt;br /&gt;
&lt;br /&gt;
When the recitation is complete, the Shaman orders the lot of you to lift the dragon's head back up into the wagon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is time for you to be on your way,&amp;quot; he says. &amp;quot;You know what to do, son of the jungle,&amp;quot; he tells one of the sith-makar standing, &amp;quot;and what must be done to send this spirit home.&amp;quot; &lt;br /&gt;
{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
The sith-makar are not an industrious race, having spent centuries in isolation. However, sith-makar typically get along with other species with a, If you don't bother me, I won't bother you type of attitude. While they can be open with their own, to outsiders they may seem standoffish and unresponsive when to another sith-makar this can be far from the case.&lt;br /&gt;
&lt;br /&gt;
Sith-makar, especially the young among them, can be known for their sudden tempers and territorialism--survival traits which may be a result of Am'shere's unforgiving upbringing, or their own draconic natures. Older sith-makar are expected to have &amp;quot;grown out&amp;quot; of many of their more temporal tendencies, though individuals will always vary. &lt;br /&gt;
&lt;br /&gt;
Many possess a distrust of overly civilized areas, though others find themselves curious. Charn's lesson hangs heavily, however, and travelers are encouraged to avoid this area, and dealings with them.&lt;br /&gt;
&lt;br /&gt;
===Alignment and Religion===&lt;br /&gt;
For generations, the sith-makar forgot the names of the ancient gods. It did not mean the gods forgot them, only that the sith's view of them developed in isolation of the outside world. Once, they saw them as spiritual forces, embodied in animals and the landscape, and combined them with druidic tradition. The sith-makar's form of nature worship led to complicated hierarchies of druidic circles that studied the world as best they understood it. In recent years, missionaries from the West have returned knowledge of the gods to the sith-makar, although with mixed results. &lt;br /&gt;
&lt;br /&gt;
Today, the sith merge the true names of the gods with local legend. They frustrate Western scholars in their refusal to accept a &amp;quot;pure&amp;quot; interpretation, and instead reform tales and knowledge to fit their own view of things. To the sith-makar at large, the gods possess the features of ancient dragons and their own people. They take on aspects of favorite heroes, and add depth to their history. Daeus they most easily accepted within his great Platinum Form, and other terms and forms were given to other deities. Even Thul became the Jaws of the Death Eating Wyrm (sometimes the Death Snatching Wyrm), and Vardama the Death-Singing Dragon. The names given are colorful and varied, and different tribes may use many names, with variations on each tale.&lt;br /&gt;
&lt;br /&gt;
As their connection with the outer world grows, the sith-makar continue to blend the modern world with the old. They so in a way that gives them a unique perspective, yet reveals their insularity to the outside world. Alongside tales of the Death Snatching Worm or the Dragon Father are ancestral heroes and tales of great dragons from beyond time immortal. &lt;br /&gt;
&lt;br /&gt;
Overall, it may be said that sith-makar tend towards neutrality. Being a race that grew up in the depths of the jungles of Jammur, they are prone to focus on the necessity of survival. That said, reexposure to the gods of good and evil and the mingling of societies has produced more variances in the sith-makars' outlook. The Memory of Blood also impacts this by giving the sith-makar an instinctual leaning and disposition that are fractured mirrors of their parent races, although this too is distilled down over the long ages such that it is mostly a sub-conscious thing than them somehow being forced one way or the other due to their colorations.&lt;br /&gt;
&lt;br /&gt;
Travelers to Am'shere may make note of their death rites. The sith-makar often burn their dead. What began as a means to deter predators has taken on spiritual significance, by returning the bodies to the Fire of the ancestors. The shamans scatter the ashes on well-known sites, further binding the sith-makar to the land, and encouraging the spirits to watch over their brothers, mothers, sisters, and children. &lt;br /&gt;
&lt;br /&gt;
Not infrequently, the ash of an ancestor may be brushed over a newly laid eggs to guard their survival. A sith-makar venturing from their tribal lands may take with them a vial of dirt from one of these grounds, and therefore take with them the &amp;quot;spirit of protection of their ancestors.&amp;quot; Placing the ashes of the heart are said to be the most potent, as that is where the soul resided. &lt;br /&gt;
&lt;br /&gt;
Locations known to have been the domain of ancient dragons are also sacred--shamans may hold important rites among them to lend power or additional sacredness to a rite.&lt;br /&gt;
&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
'''Note on Cannibalism:''' Cannibalism as a practice may have existed at one time and may still continue in part of Am'shere and other places. However, it's largely frowned upon, given its connection to Thul and Charn--deities, spirits, and a people reviled by the greater sith-makar population. More worryingly, sith connections with dragons have lead to a darker form of cannibalism where maddened sith use the practice to try to 'awaken' the dragon blood in themselves. The act and the results have led to more formal renunciations by Children of the Flame of the practice, and those who practice it.&lt;br /&gt;
&lt;br /&gt;
The act of cannibalism in their environment carries with it certain unique dangers. Bodies, particularly those of similar creatures, transmit disease easily. In Am'shere's climate this process appears to occur more quickly, and the Blood inherit in them appears to compound and lend these effects unusual properties. As a result, tales grow of maddened sith-makar who are called &amp;quot;[[Sith-makar Forgotten|Forgotten]],&amp;quot;  whose diseased minds reave the Memory of Blood from them. It is said they live in one reality and act in another. Attacks upon hatcheries may be blamed upon them. Tales abound of a hungry Forgotten, whose claws and mouths drip with blood, and their eyes shine with a madness that they are true dragons, awakened. Such creatures continue to battle past reason, and it is said, cease to recognize other sources of food. If denied their cannibal feast, they will slowly starve. Whether this is true or not remains to the teller--stories told beneath Am'shere's dark canopies. It is also rumored that Charn uncovered these properties, and will take sith-makar children, and forcibly create them.&lt;br /&gt;
&lt;br /&gt;
* [[Sith-makar Forgotten|Forgotten Bestiary Entry]] &lt;br /&gt;
{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Sith'makar explorers who are learning much of the western world in order to take news back to distant Am'shere are the most common type of explorers someone is likely to encounter. Trade caravans, while rare, are not unheard of. Sith-makar who are curious about the world beyond what they have known for so long often join these caravans and make their way slowly from the distant east into the great western lands. They are interested in the magic, weapons, armor, wealth and appearances of other cultures.&lt;br /&gt;
&lt;br /&gt;
Sith-makar tend to show affinity for the druid, ranger, and barbarian classes, and their bards often act as talebearers of oral histories. Their druids tend to be more charismatic than the outside world expects. Traditionally, druidism has possessed a guiding role among their culture, whereas in other cultures, druids may be seen as more isolated. The increased number of draconic bloodlines sorcerers among them is most surely tied to the Awakening. Among all races, the sith-makar possess the highest number of this bloodline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
&lt;br /&gt;
The Awakening is a recent one by sith-makar reckoning. Its occurance quickened the Memory of Blood, and their own minds and spirits. As a result the dragonblooded have risen as a vision of their future, and past, that the sith-makar realize they are moving towards. &lt;br /&gt;
&lt;br /&gt;
Some kin, those, who lack their same potential for epic deeds and the strength of blood exist as part of the sith'makar population, but have proven unsuitable for the development needed to transcend their current status and reclaim their ancient heritage. It is hoped that one day that their tribal magics and calling of the Blood will lift even these brethren, and to some degree, this is working. Regardless, the Children of the Flame now usher in a new era.&lt;br /&gt;
&lt;br /&gt;
Amidst their internal struggles, the sith'makar have enjoyed a respite from Charn's raids as the old nation's internal rot festers. However, the fall of Rune has introduced new elements and challenges. With the lack of a governing body, some tribes have witnessed poaching by opportunistic mages, keen on the scent of dragon blood. These unscrupulous hunters see the sith-makar, particularly their hatchlings, as ripe for targeting. This has not endeared the sith-makar to the formal practice of magecraft within the world. Still, recent Treaties with Alexandria have begun to offer some additional defense against this predation. The Empress also, has sent out envoys to the world, to begin to make their presence felt and to force the nation to be recognized.&lt;br /&gt;
&lt;br /&gt;
In addition to the regular panoply of threats that face the sith-makar, they also face a war from within. These threats bear the features of their own people, and follow the heart of Caracoroth. A sith-makar known only as &amp;quot;The Teacher&amp;quot; stirs the blood of some tribes against their Empress. He and his followers advocate the blooded expansion of the jungle, and the slaughter of the weak. The Teacher preys on the fear of the sith-makar. He uses the past acts by Charn, the slaughter of their hatching grounds, and other events over time, to fire their blood. He argues that blooded conquest of the world is protective and just. He calls upon their druids to spread the growth of the jungle throughout the world. Subtly, he also suggests that the Empress is too softhearted to see this necessity. In many ways, it is a psychological war, not to be won on a single front. It is fueled and led by agents of the Maw. He may or may not also be responsible for the creation of a number of Forgotten.&lt;br /&gt;
&lt;br /&gt;
==Sith-makar Racial Traits==&lt;br /&gt;
Sith-makar mature at the age of 20 and live roughly 450-500 years, although this measurement is taken within Am'shere. Some agents of the race, such as the Silver Empress, are said to live as long as dragons. &lt;br /&gt;
&lt;br /&gt;
The below numbers below assume an &amp;quot;average&amp;quot; person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up.  In other words, a character with 18 strength will weigh much more than one with 9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot;  | sith-makar Average Height and Weight&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sith-makar, male&lt;br /&gt;
| 5ft 6in&lt;br /&gt;
| 160 lbs&lt;br /&gt;
| +2d12&lt;br /&gt;
| x7 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sith-makar, female&lt;br /&gt;
| 5ft 0in&lt;br /&gt;
| 120 lbs&lt;br /&gt;
| +2d12&lt;br /&gt;
| x7 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Sith-makar Starting Age&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Adulthood 	&lt;br /&gt;
| Barbarian, Rogue, Sorcerer 	&lt;br /&gt;
| Bard, Fighter, Paladin, Ranger 	&lt;br /&gt;
| Cleric, Druid, Monk, Wizard&lt;br /&gt;
|- 	&lt;br /&gt;
| 17 years 	&lt;br /&gt;
| +1d4 	&lt;br /&gt;
| +1d6 	&lt;br /&gt;
| +2d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Classification:''' humanoid (reptilian)&lt;br /&gt;
* '''+2 Constitution, +2 Charisma, -2 Intelligence''': sith-makar are incredibly tough and exude a powerful presence due to their draconic blood, but they are not prone towards complex thinking due to their more instinctual outlook on life.&lt;br /&gt;
* '''Medium Size''': sith-makar are Medium sized creatures and so have no flaws or benefits due to their size.&lt;br /&gt;
* '''Normal Speed''': sith-makar have a base speed of 30 feet.&lt;br /&gt;
* '''Natural Armor''': sith-makar hides are very tough. They have a +2 AC of natural armor.&lt;br /&gt;
* '''Memory of the Blood''': sith-makar are humanoids with the reptilian subtype.&lt;br /&gt;
* '''Immunities: '''sith-makar are immune to the frightful presence ability of dragons, as if they were dragons. They are also immune to sleep effects and paralysis effects.&lt;br /&gt;
* '''Draconic Heritage:''' A sith-makar must choose an energy type at 1st level, based on their heritage. The sith-makar gains resistance 5 to this energy type.&lt;br /&gt;
* '''Draconic Vision:''' sith-makar have Darkvision 60ft and Low-light vision.&lt;br /&gt;
* '''Hold Breath: '''sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.&lt;br /&gt;
* '''Languages''': All sith-makar begin play speaking Common and Draconic. sith-makar with high Intelligence scores can choose any of the following bonus languages: Mynsandraal, Handspeech, Sylvan.&lt;br /&gt;
&lt;br /&gt;
==Character Options==&lt;br /&gt;
===Sith-makar Racial Feats===&lt;br /&gt;
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select.&lt;br /&gt;
&lt;br /&gt;
:  [http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#keen-scent Keen Scent], [http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#razortusk Razortusk], [http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#smell-fear Smell Fear], [http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#ironhide Ironhide], Draconic Breath (house), Terror of the Wild (house), Territorial Defender (house), Apex Predator (house)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Optional DM Rules===&lt;br /&gt;
&lt;br /&gt;
{{DivGray-Start}}&lt;br /&gt;
{{DMRulesforRacialMagic}}&lt;br /&gt;
{{DivEnd}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sith-makarRitual}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Page Badges===&lt;br /&gt;
Want to show off your Sith-makar pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BadgeSith-makar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Alexandros&amp;diff=12829</id>
		<title>Alexandros</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Alexandros&amp;diff=12829"/>
		<updated>2014-03-30T12:54:06Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Local Landmarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableClass}}&lt;br /&gt;
| |&amp;lt;span style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Flag of Alexandros&amp;lt;/span&amp;gt; [[image:flag_alexandros.png|200px]] &amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Map of Alexandros&amp;lt;/span&amp;gt;[[image:Map heartlands.png|200px]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Alexandros (The Heartlands)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Capital'''&lt;br /&gt;
| [[Alexandria|Alexandria City]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Population'''&lt;br /&gt;
| 1,643,840 ([[humans]] 64%, [[khazad]] 10%, [[sildanyar]] 8%, [[halflings]] 5%, [[half-orcs]] 3%, [[half-elves]] 2%, [[gnomes]] 2%, other 4%) Alexandria City, Metropolis, 243,768&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Government'''&lt;br /&gt;
| Oligarchy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Religion'''&lt;br /&gt;
| All (especially [[Daeus]], [[Althea]], [[Reos]], [[Ceinara]], [[Kor]] and [[Dana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Imports'''&lt;br /&gt;
| Grain, livestock, leather, exotic goods from all lands.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Exports'''&lt;br /&gt;
| Airships, ale, arms, artifice, clockworks, cloth, engineering, furnishings, leather goods, pottery, refined metals, ores, timber and all other sorts of finished goods&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ccc;&amp;quot;|'''Alignment'''&lt;br /&gt;
| All&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The land of Alexandros (also known as '''The Heartlands''') and the city of [[Alexandria]] are the prime setting for play on Emblem of Ea. Alexandria is a free-spirited, festive city with lots of atmosphere, culture, exoticism and adventure but it was not always this way. &lt;br /&gt;
&lt;br /&gt;
Today, it's been nearly five hundred since the end of rule by House Aiglos of the Eldanar and the collapse of the Millennium kingdom. Since then, House Alexandros ruled until the end of the old monarchy at the hand of Charn. Prior to this, these lands were of grave importance to the political holdings of the High Artificers though records dating back to that time period are scarce. The end result is a region full of ancient ruins, buried relics and long forgotten artifice. &lt;br /&gt;
&lt;br /&gt;
Alexandros' rich history makes it a target for relic hunters and the target of historians. Visitors come to study the ancient magical city of Genrivia, to quest for the secret passages to Morduzum and Estania, or the lost lands of the ancient elves and dwarves.&lt;br /&gt;
&lt;br /&gt;
Its central position and the strength of its magic landscape makes it coveted by other nations of the world. It is a land characterized by both empty, monster-infested wild lands, places of great natural beauty and thriving centers of industry, trade and exploration that serve as hubs of civilization in what would otherwise be untamed lands. The City of Alexandria is located in the Heartlands in a regional community known as Alexandros. &lt;br /&gt;
&lt;br /&gt;
Nearly seven hundred years has passed since the founding of this active nation!&lt;br /&gt;
&lt;br /&gt;
Its flag reflects its strength, pride, and history, with the Phoenix rising from flames in traditional golds and reds. A symbol of reinvention and strength, it is close to the heart of many Alexandrians, symbolizing who they are and where they have been. The red works with the gold to symbolize fire, strength, and rebirth. The wreath symbolizes peace and leadership.&lt;br /&gt;
&lt;br /&gt;
===Local Landmarks===&lt;br /&gt;
Alexandros (The Heartlands) is home to a number of local landmarks. '''Not all of these are on the map''', though they're all places that exist, and may be referenced, or used in plots of any sort.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T02}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Local Landmarks&lt;br /&gt;
|-&lt;br /&gt;
|'''Am'shere Portal''' ||Recently an unearthed stable portal to the distant continent of Jammur and the Jungles of Am’Shere was unearthed. This open portal has caused numerous troubles but has also enabled groups like the Academy of Sages and Explorers Guild to fully sponsor expeditions into the depths of the jungles. On several occasions, strange creatures have wandered through to wreck havoc, including a titanic ‘land-dragon’ that wandered through the area and nearly destroyed the western city walls of Alexandria along with her herd of children. Nevertheless, exploratory efforts continue by various organizations, often involving members of the Explorers Guild. Watch is maintained by the Sith-Makar on their side and by the Alexandrian military on their side, in a cooperative effort to control the risks the portal poses.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bright Hope (Sunken Hope)''' || A peat-mining town nestled at the edge of a swamp, it was a thriving little community for many years until a black dragon named Uskvutha came to the swamp. With aid from Genrivian kobolds, the town was undermined and collapsed into a sink-hole overnight, resulting in the death of most of the populace. The signs leading to Bright Hope have mostly been vandalized to read Sunken Hope, and nobody has had the heart to correct them.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Eldwyn''' || A great vast mosaic forest of a number of mixed species and wildlife with large sprawling sections of forest woodland, evergreen and shrubland. The great depths of which have overgrown ancient cities, cradle forgotten mysteries and embrace the concealing of forgotten magicks and enchantments which it yields only from time to time. Further divided into a number of seperate woodlands given it vast size. Formerly a part of the continental forest belt which included the great Periantha that lies hundreds of miles to the north and the western woodlands of Myrddion. Parts of The Eldwyn include Mythwood, Felwood and the Feywood.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Eidolon Court''' || The Eidolon Court was discovered in fall of AR 999 shortly after the festival of the High Hunt and during a season in which orcish Raiders from the Desolation were menacing local commerce. Adventurers were lead, they claimed, to it by divine forces and discovered an intact ancient temple with images and energy devoted equally to all the gods and not just a single god or a single order of gods. Furthermore, while in the Eidolon Court they claimed to be able to hear the sound of music and the words of the gods whispered to them. This effect was later dubbed the Presence and the Music of the Eidolons. The discover prompted a religious upswing in the area as clergy and members of all faiths undertook pilgrimages to the Eidolon Court and archaeologists sought to unlock the mystery of its origins. &lt;br /&gt;
&lt;br /&gt;
Today, recent upheavals have seen its guardians and paladins draw blade and close the Court's borders in efforts to protect it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''The Felwood''' || Five hundred years ago the great [[Daemon Wars]] gripped much of the continent and the taint spread by the princes of darkness corrupted much of the land. It is believed that The Felwood, the north eastern most aspect of the greater Eldwyn Forest, was due to this. A deeper and darker forest then most, a near ever-present mist pervades much of this woodland that grows more and more dangerous after nightfall. Formerly vibrant and beautiful, it resists any efforts to cleanse it and has steadily grown in size, encroaching on safer woodlands and paths in the southern reaches of Eldwyn. Evil festers here in a number of different incarnate forms and a number of ancient secrets have been swallowed up. Attempts by [[Druids]] to heal the forest or Rangers to successfully root out wickedness within it tend to fail. In recent years, Myrddion has sponsored ongoing attempts to cleanse the woodland but has met with limited success.&lt;br /&gt;
|-&lt;br /&gt;
| '''Genrivian Gorge''' ||In the days after the sundering, a group of mages came together to preserve what was left of their magical learning and to rebuild anew a society. This was the first attempt of many to come but it was one that cast a disastrous shadow over those that would follow. For a time, all was well. Genrivia flourished. But it was not long before rot set into its heart and one wizard, named Kiranix, heard the tainted call of Thul's dark blessing. Declaring himself Lich King of Genrivia, Kiranix laid waste to the countryside and slaughtered those would oppose him before finally being struck down by four great heroes, with the aid of a powerful black dragon named Gartangatoth. &lt;br /&gt;
&lt;br /&gt;
It is said that so powerful was the Lich King's essence that he could not be permanently destroyed as other, lesser undead had been. Rather, he and is servitor Mok-Zomat were bound and would remain so for all eternity. &lt;br /&gt;
 &lt;br /&gt;
Genrivia itself was leveled in this war and sank beneath the earth in its wake. &lt;br /&gt;
&lt;br /&gt;
Centuries would pass and, in time, the city and its lore would be forgotten were it not for a chance encounter by some Alexandrian Adventurers. In a battle, a chance spell blasted through one of the walls, leading into the chasm that the fallen city had come to rest in, now inhabited by a multitude of creatures -- primarily kobolds. &lt;br /&gt;
&lt;br /&gt;
It is now open to exploration, if you can survive, and has been the source of important archaeological discovers in recent history. With Alexandria's return, work on the ruins has begun again for things that might help stem the tide of darkness... or further them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Happy Valley''' || The land that the gnomish township of Happy Valley was built upon was one called Desolation Valley. Gnomes, with their typical cheerfulness, settled the land and declared it was now 'Happy Valley'. For many years, they toiled in the fields, making a meager living from their agricultural trade while they settled in, dealing with whatever problems cropped up from the rugged landscape they had settled in. Few knew, however, the truth that laid beyond the cheerful exterior. Indeed, the gnomes relied on the underestimation of them by their fellows to begin and create one of the larger silver mining enterprises in the region and to solidify their claim on the lands so that it could not be taken from them. Indeed, Happy Valley is now a bustling township based around this and its elder council decides exactly how much of the silver will be sold over a given period, carefully controlling it to maintain maximum profitability. &lt;br /&gt;
 &lt;br /&gt;
It is said that the gnomes have an alliance with a local hill giant tribe, unusually, and numerous strange creatures to call upon for assistance should they be troubled. Due to these stories, few do -- and those that have haven't returned. &lt;br /&gt;
 &lt;br /&gt;
Indeed, even in this dark age, the gnomes of Happy Valley continued to do quite well and have entered into a burgeoning relationship with their dwarven friends that should serve to benefit both of them -- even possibly to Alexandria's economic detriment.&lt;br /&gt;
|-&lt;br /&gt;
| '''Mythwood Forest''' || The Elven forest of Mythwood is an oligarchy that considers itself bound by blood to the elvish queen and court of [[Llyranost]] but distant enough from them to retain a sense of autonomy and freedom. Dealings with Llyranost are rare though not turned away when they come for the elven nation is one and not as sundered as many other cultures. An oligarchy, Mythwood is ruled by a council of a few representatives from various small towns built into, above and around the trees of this forestland. Mythwood itself is primarily characterized by its population of Grey and Silvan Elves which contrasts with the normal nomadic behaviors and tendencies of those cultures. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Mythwood came to exist due to elves returning to Estania's ruins and finding evil there and the plundering of the old lore of the elves. Versus risk this from happening again, they weaved a powerful enchantment over the wood, not unlike [[The Veil]] of Llyranost. They then established powerful border guards known as The Elven Wardens who existed to protect Estania from plunder and any evil that had gathered in those ruins from effecting other lands. By doing so, they also twisted the roads leading to Morduzum, the ruined dwarven kingdom that once stood side by side Estania. Aluvielethar Ashalveren is the leader of Mythwood, which has several small villages and towns. Ylvaliel (Small City, 4,366) is the border trading town and has the most contact with outsiders. Marniar'nir (Small City, 6,888) is deeper in the forest and is a tree-city of surpassing beauty. A total of five cities comprise the whole of Mythwood with at least two council members from each.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Redridge Mountains''' || An enormous mountain range known for it's rustic red colors, overhangs forming roofs over mountain paths, lone spires of rock and ancient shrines left behind by the Eldanar civilization of the ancient Millennium Kingdom. Many of which bear operations and slumbering magics unknown to the knowledge of men. A number of rich mining colonies exist here as well, the most noteworthy of them being Mythril Lode which is a vast colony built into a great sinkhole that extends miles into the earth. Tombs of forgotten kings and ancient passages and roads that lead to the Frontier beyond persist. The mountain range follows the continental divide and anchors itself in a south to north direction, acting as a sort of backbone spine to the region of Alexandros. It's high peaks shield and impenetrable walls shield the nation from adverse conditions that rise up from the depths of The Desolation and refute invasive forces that must cross its passes in order to enter from the east and the south. The range cuts north and west to cradle the northern portions of the Eldwyn Forest and then it diminishes into foothills and rocky terrain of red earth and hardened soil between Alexandros and Bludgun. Roads through here are often fraught with peril as bandits, pirates and monsters use the terrain to their advantage. A number of ancient mysteries abound within these slopes including the ruins of the ancient weapon of artifice known as The Planar-Disjunction Cannon.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Cannon Peak''' || Discovered by adventurers well-nigh a decade ago now, the Planar Disjunction Engine (or 'Spell Cannon' as it's known to everyone but sages) was an old Kulthian weapon discovered installed within a mountain a day's ride from Alexandria. Originally, it was deployed just once, felling Merkabah from the sky just before it reached the city, but in the process the ancient machinery suffered a catastrophic failure resulting in a planar breach to the Elemental Plane of Earth, calcifying and destroying the machine and everything around it. &lt;br /&gt;
&lt;br /&gt;
For a while, nothing more than an interestingly-shaped series of stone carvings, the mountain was kept under watch just in case. &lt;br /&gt;
&lt;br /&gt;
During the five year absence of Alexandria, however, the mountain was abandoned, and has become a dangerous place swarming with elementals that seem to be drawn to the site. In 1015, the site of the Spell Cannon was reclaimed by heroic bands of adventurers who stormed the peak and set it right. While many were concerned about the reactivation of the weapon in question, the ruling council of Alexandria seemed to feel that it was necessary. The Spell Cannon has since been fired once into the ocean against what was said to be a Sahuagin fortress deep beneath the waves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
In general the people of Alexandros (and more specifically, Alexandria) consider themselves the major cosmopolitan power of this part of the world. The people who dwell within it know that Alexandria has become something of a marvel and is so life in it is at least better, if not more bizarre then most places in the world. Although not completely jaded or plagued by the 'Nothing New Under The Sun' way of thinking, the color, atmosphere and festive pace of the city causes the local inhabitants to be more tolerant of different beliefs, races and cultures then most areas of the world.&lt;br /&gt;
&lt;br /&gt;
Alexandria benefits from an excellent harbor, the protective embrace of the High Kingdom of The West, a powerful magical school, several prominent temples, an active sea harbor and a bustling air-station which in turn contributes to artifice, industry and technology. It is said by some that if you look hard enough, you will find that Alexandria contains at least one of everything. Tolerance is a virtue here though some age old prejudices to continue to exist. People are not allowed to conduct themselves in a manner that is harmful to other races and the centuries, sometimes millennia, long history of violence and ill doings by some causes even the most well meaning of their races to be scrutinized and watched closely. The sight of a sith'makar mercenary or an oruch dock worker is not impossible though still exotic when witnessed but generally the more known a race is to be uncivilized the more the city guard will keep them under close watch. &lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Predominantly human, Alexandria's view of the rest of the world is seen through human eyes and human eyes of a primarily western philosophy and way of thinking. Human culture here shares many similarities with nations such as Dragonier, Myrddion and areas of The Vast. One could say that Alexandrians are far worldlier then these other lands and that they value their freedom more. There are still a few elderly humans who can still remember when Altima's armies broke through the city gates and rushed through the streets and many more can remember the accords with Myrddion. &lt;br /&gt;
    &lt;br /&gt;
Humans comprise the bulk of Alexandria and so control most of the commerce and their viewpoints on things color Alexandria's laws, morality, justice system and general hierarchy of politics and government. Dwarves are not an impossible sight in Alexandria due to the presence of the industrial district and the fact that Alexandria grew out of a mining settlement and those mines are still functional. Many dwarves work in the number of smithies and foundries that line the Industrial District or work with the magitech equipment that provides Alexandria with what magical energy it has. &lt;br /&gt;
 &lt;br /&gt;
Elves are a much rarer occurrence within the city. Sometimes the streets of the High Quarters contain the arrival and progression of elvish dignitaries from lands as far away as Llyranost but few elves actually move to settle here outside of adventurers seeking to make a name for themselves or elves summoned here for missions by their superiors. Otherwise, elven kind tends to view Alexandria like they do most of the major human cities, seeing it as overcrowded and over indulgent in many ways. &lt;br /&gt;
  &lt;br /&gt;
The small folk of the world - being [[Gnomes]], [[Halflings]] and [[Gobbers]] - also find much to do in Alexandria. Sections of the Southwest side have been taken over by groups of Goblins that migrated to the city for reasons known only to them. Halflings are often scattered throughout various parts of the city and Gnomes typically congregate themselves near the Guild Centric areas near the [[Academy of Sages]] or in the Industrial Row. &lt;br /&gt;
&lt;br /&gt;
Regarding exotic and monstrous races, Alexandria has at one point in time seen them all with the exception of the truly rare and exceptional. [[Sith-makar]] caravans from enclaves in [[Am'shere]] are a seasonal occurrence as explorers and traders with their great thunder-lizard mounts sometimes enter the city to barter and trade.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Daily Life in Alexandria is rarely boring but not necessarily difficult. A bustling center of trade, commerce, different races and a central headquarters for many guilds, living in the city provides for a plethora of events and situations. The warm climates and comfortable springs and hot summers mean that much activity is spent outdoors though to be certain there is much to do within the colorful buildings that dot the area. Alexandrian families share a closeness that many other settlements lack. The humans here have been through much within the past three generations and those who have survived and continued on have close bonds with one another, born from battle, loss of freedom and revolution. Alexandrian society is not as patriarchal as some societies although men are expected to be the breadwinners of a given household. The women are allowed the same rights as men are but girls are typically raised to assume their expected roles as women of western society.&lt;br /&gt;
  &lt;br /&gt;
Food and drink in Alexandria tends to vary from common to more exotic than most have the stomach for. The number of diverse races that travel through here for various reasons force the different taverns to either adapt or bar certain races from coming there. For the typical Alexandria, meals tend to be full and hearty with roasted meat, sharp cheese, stews and berries being plentiful. The dense forestland is prime hunting ground for a number of hunters and so there is no short supply of various forms of venison. For the hearty, cooks specialized in preparing Orc-Style meals, baking dwarven Stonebread or brewing Dwarven Spirits do exist and are willing to challenge a daring connoisseur of foreign foods.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
'''Festivals and Entertainment:''' For more information on festivals, see the [[Calendar]].&lt;br /&gt;
&lt;br /&gt;
==Life and Society==&lt;br /&gt;
In terms of Alexandros as an entire region, it is largely a land of great hills, lonely forests, high moors, towering mountains and monster infested areas with pockets of strong civilized areas and well maintained roads cutting through this land and providing areas of sanctuary. Despite the dangers of living here the farmers, frontier folk, walled city dwellers and other hardy souls are strong and independent enough to carve out successful lives here on the edge of what is called The Frontier. There are dozens of walled cities, enclaves, farm towns, monasteries, fortified strongholds and more that call Alexandros home. Chief of these is Alexandria City itself, the Lord's City over the domain, retaining its role as capital despite the dissolution of the Old Kingdom at Altima's and later Myrddions hands.&lt;br /&gt;
   &lt;br /&gt;
In-between these centers of trade and thriving and bustling areas of activities are stretches of wild lands occupied by savage species and dotted with ruins and remnants of the previous ages and recent wars. As result, Alexandros welcomes ambitious explorers and adventurers as treasure troves of high and dangerous magic, nests of powerful and perilous monsters and ruins and mines that require mapping and excavating are an ongoing occurrence. Secondly the adventuring community tends to bring a sense of protection that the everyday armed forces of various cities and even Myrddion does not always offer. It is the adventurers who often willingly go in and root out infestations of trolls and ogres, rescue the farmers son from cannibalistic gnolls or offer exotic protection to caravans on both land, sea, and air that the normal armed forces do not provide.&lt;br /&gt;
   &lt;br /&gt;
One aspect of life in the frontier is the fact that it is often changing. Orc tribes move through the area at times, sometimes raiding, sometimes proposing tenants of honor and balance and sometimes just being general troublemakers. Trouble in nearby Bludgun has caused one tribe of Orcs to even settle in Alexandros itself and seek sovereignty within their own established domain. Their arrival certainly has affected trade routes, hunting territory and established borders and is just one example of how things change and change rapidly in terms of Alexandros. &lt;br /&gt;
   &lt;br /&gt;
The people of the heartlands tend to be stubborn, independent and proud of their abilities to thrive in challenging environments. One might say that there is a bit of a division between the people who dwell in the bustling centers of civilization such as Alexandria and the people who dwell in the trading outposts, farming communities and frontier towns which are clearly the majority of settlements. The people of the frontier consider those who dwell in the walled communities to be somewhat soft and given over to complacency. During the era of Altima, many of the rebel groups were formed by the people of the frontier and farming settlements while those in the cities were under guard and slaved away to sate the needs of the Witch Queen. &lt;br /&gt;
  &lt;br /&gt;
Nevertheless, despite all of this one might say that both city dwellers and folk in the frontiers tend to share the traits of friendliness to strangers. Each traveler, adventurer and merchant is seen as a potential allies and patron, customer and neighbor and even allies in a fight. Even those who enjoy the splendors of a city as well favored as Alexandria are often reminded that nothing is impenetrable and perfect and even though that Orc over there with the arms the size of your head may look frightening, he's probably a good ally to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plot Information==&lt;br /&gt;
'''Editor's Note:''' We're still working on fleshing out these sections as we go. PI sections will contain stock descriptions, and suggestions for encounters, as well as other items that may be helpful. In the meantime, please bear with us. There's alot of ground to cover!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
===Common Story Themes===&lt;br /&gt;
Alexandria sets itself apart from other locations by its thriving sense of invention, its history, and its politics. The Skygate stands testament to its inventive achievements as well as its central place in world trade. Its history arcs back to the days when gods roamed the earth, and beneath the great city of Alexandria and the land of Alexandros lie the ruins of vast civilizations. &lt;br /&gt;
&lt;br /&gt;
A modern-day comparison of the city might be Greece or Venice rather than Rome. It sits between giants, on a fertile landscape. It's become a melting pot of cultures as well as, over history, a hotly contested landscape. &lt;br /&gt;
&lt;br /&gt;
There will always be tension between Alexandria and her surrounding lands as well. The needs of the outlying areas, the farming landscapes, the forests and woods will always be at odds with the metroplex. However, what unifies Alexandros may be its sense of pride.&lt;br /&gt;
&lt;br /&gt;
Some themes are:&lt;br /&gt;
&lt;br /&gt;
* Racial tensions* &lt;br /&gt;
* Political tensions&lt;br /&gt;
* Trade and invention&lt;br /&gt;
* Exotic, ancient ruins&lt;br /&gt;
* By microlocale**&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; While Alexandros is a melting-pot, these can flare up from time to time--territory wars, misunderstandings, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; See right column.&lt;br /&gt;
&lt;br /&gt;
===DM Descriptions===&lt;br /&gt;
'''From Airship'''&lt;br /&gt;
&lt;br /&gt;
For there it is! Alexandria City, the Lord's City Alexandros and one of the magitech industrial centers of the western world. Nestled against the southern slopes the mountains that bisect the heartland regions and facing south towards the rolling sea, the city seems to both gleam with festivity and energy as much as it smolders and toils with industry and commerce in a sort of strange duality that colors its entire atmosphere. &lt;br /&gt;
&lt;br /&gt;
From above it has the look of a multi tiered wedding cake with its varying districts built along the descending slopes of the mountain sides. A vast outer war encircles the city proper, separating it from the varying outlying miniature towns that have sprung up outside of its walls. Closer to the mountains a second wall towers up encircling the towering structures of the government buildings and the castle district and it is this wall, with it's immense circular airship gate gleaming of wood, gold and mithril, and emblazoned with the soaring eagle of House Alexandros, that the airship races towards.&lt;br /&gt;
&lt;br /&gt;
The skyline is dotted with ships. Some massive military vessels, others two man gnomish junkships that look ready to go down any---WHOOPS-there goes one now. A pair of gnomish merchants go careening into the river with their wares scattering about everywhere in the process. Your airship sails on by, uncaring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Local Bestiary===&lt;br /&gt;
Given its location, Alexandros' landscape is as varied as its populace. What is encountered where often depends on the microlocation.&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
| '''Am'shere Portal'''&lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Warm Forest]''&lt;br /&gt;
| The area around it is magically influenced by the constant gateway and jungle-based critters native to Am'shere could be justified as slipping in for the purposes of any given plottage. The area tends to be heavily patrolled by druids of both Alexandria and Am'shere to prevent cross-contamination, which can also be used.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bright Hope (Sunken Hope)''' &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| '''The Eldwyn''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Forest Temperate]'' &lt;br /&gt;
|The Eldwyn refers to the central and northern Eldwyn as the Felwood. Deepwood and Mythwood are all technically parts of the Eldwyn, so will have similar creatures (save where noted below).&lt;br /&gt;
|-&lt;br /&gt;
|'''The Eidolon Court''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Underground] (low level dungeon on the outskirts)'' &lt;br /&gt;
|Expect mid-to-high level encounters if digging around the Court itself. The surroundings can be considered All Planar Terrain due to the Celestial Gate (currently inactive).  &lt;br /&gt;
&lt;br /&gt;
The forest around The Eidolon Court should be the same as the Forest Temperate. Within the Eidolon Court itself, monsters are rarely encountered. However, the Eidolon Court sits in the middle of an ancient ruined city. This city is only partially uncovered by the forest and there would be numerous underground chambers and hidden caches yet to be discovered.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Felwood'''&lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Temperate Forest, mildly Planar] (Abaddon, which is equivalent to our [[Outlands]]), Abyss (Our [[Abyss]]), and Hell (Our [[Iron Hells]])'' &lt;br /&gt;
|The Felwood is a corrupted section of the Eldwyn Forest. Exposure to large, moving gaps and tears to the lower planes have damaged this forest, creating a separate ecology from the rest of the Eldwyn. Furthermore, occasional extraplanar beings slip through, some to the point of there being visible clashes between opposing forces of evil (Law and Chaos normally), and skirmishes. Dedicated work by Mythwood Rangers, Adventurers and Alexandrian forces keep things in check but anything likely CR 10 and under is possible to slip through, while more dangerous creatures are more rare, due to efforts.&lt;br /&gt;
|-&lt;br /&gt;
| '''Genrivian Gorge''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Underground, Forest Temperate]''&lt;br /&gt;
| Encounters here play to the established, unique quirks of Genrivia such as the kobold society and the Beholder. Ropers are not unknown.&lt;br /&gt;
|-&lt;br /&gt;
|'''Happy Valley''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Temperate Plains, Hills Temperate, Urban]''&lt;br /&gt;
| Mostly known as a gnomish community, xorns and hill giants have been spotted here.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mythwood Forest''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Forest Temperate, Urban] (Mythwood's cities, Swamp and Warm Mountains, Aranthalas Ruins and Poisoned lands)''&lt;br /&gt;
| Creatures aligned with fey might also be plentiful due to the [[sildanyar|sildanyari]] and associations with [[Quelynos]]. &lt;br /&gt;
|-&lt;br /&gt;
|'''The Redridge Mountains''' &lt;br /&gt;
| ''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Hills Temperate, Forest Temperate and Mountains Temperate and Coastline Temperate]'' &lt;br /&gt;
| On the eastern side things change to Mountains, Warm and Hills, Warm on the descent to the Desolation borders.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Cannon Peak''' &lt;br /&gt;
|''[http://www.pathfinderreference.com/misc/monster_tables.htm#terrain Forest Temperate, Planar Earth] (but any Planes are justifiable as the Spell Cannon operated by ripping open Planar walls and then sending a shockwave out from the resulting collapse)'' &lt;br /&gt;
| Any creature from any planes could have slipped in even though it's been dormant for approximately 11 years Game Time (6 years + the 5 year gap). Otherworldly creatures will be the most plentiful, given the Cannon's history. Of the elementals, earth will be the most plentiful, though there may be constructs leftover from the Illuminated Order War.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Core Setting]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=8782</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=8782"/>
		<updated>2012-12-30T12:45:09Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Recent Rumors in Alexandria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
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In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
In the midst of the great river, at the edge of the sea, Alexandria has been a hub for trade for centuries. It has also been a place of turmoil as merchants and nations alike contested for control of its waters. Of late, Alexandria's merchants walk warily, with increasing looks over shoulder and port. Someone is stirring the waters again. Adventurers have been called into address sabotage, fires, and worse. Pirates, seeing possible weakness, have begun circling, some even reaching to Alexandria's shore.&lt;br /&gt;
&lt;br /&gt;
'''Update:''' Yule and The Gathering are coming up! Check out +events for a better description of what this holiday entails.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===December 19===&lt;br /&gt;
====Actions and Maneuvers in PF!====&lt;br /&gt;
We've a new page up! It is in the Pathfinder section of our site and tries to clarify &amp;quot;Just What Can I do in a Round?&amp;quot; It also addresses combat maneuvers a bit, too. &lt;br /&gt;
&lt;br /&gt;
I don't claim everything is correct yet. If you see an error, don't hesitate to send a polite @mail. &lt;br /&gt;
&lt;br /&gt;
To see the charts, head on over to Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]], and look under the Resources section. Or, [[Actions_in_Pathfinder|click here]].&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===December 10===&lt;br /&gt;
====Celebrating the Holidays, pt 2.5!====&lt;br /&gt;
&lt;br /&gt;
Happy Holidays! As we prepare for the final stretch of Tenebrae's holiday preparation, staff wanted to take time out to say hi to our new folks...and to give a firm hand-shake to the old. With this in mind, we wanted to ask: who are you? And, what stories do you want to tell?&lt;br /&gt;
&lt;br /&gt;
So just for the fun of it, staff is tossing out some Character Questionairres. You don't need to fill these out. X) But if you do, staff will award you 3 RPPs if you're new. If you're old, fill one out for your oldest, and youngest, PC. We'll give you 3 RPP for that, too. Just share what answers you can and share them on the forum. :3&lt;br /&gt;
&lt;br /&gt;
We may do PrP bounties with these, depending on the response and your own interests.&lt;br /&gt;
&lt;br /&gt;
[http://forum.tenebraemush.net/index.php/topic,1471.0.html Happy holidays, everyone!]&lt;br /&gt;
   &lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
PS No one HAS to do this. It's just something fun to help us learn about eachother. :D And that is why we are offering RPPs if you do. X)&lt;br /&gt;
&lt;br /&gt;
===December 8===&lt;br /&gt;
Paizo just released their [http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around official monk update]. We'll be incorporating it.&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===November 26===&lt;br /&gt;
====About the Caravan...====&lt;br /&gt;
'''Note: '''Anyone who can email me a log showing their RP with any of these themes, the gobbers will give an extra-super-discounted price to (via magic; it just happens).&lt;br /&gt;
&lt;br /&gt;
Plugging RP Shamelessly Since 1997,&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
:lahar.tenebrae@yahoo.com&lt;br /&gt;
&lt;br /&gt;
===November 13===&lt;br /&gt;
====Search Paizo PRD from Google!====&lt;br /&gt;
We've made a plugin. Directions for installing it are in [[Start Here]] &amp;gt; [[Pathfinder_Resources|What is Pathfinder?]] and then scrolling down to the tutorials and resources section. Or, click [[Search_the_Paizo_PRD_Using_Google_from_Your_Browser|here]]!&lt;br /&gt;
&lt;br /&gt;
Works with Firefox, Chrome, and IE.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 23===&lt;br /&gt;
====Ghosts, Gobbers, and Ghouls, Oh My!====&lt;br /&gt;
In just a few days, we enter into the land of spooks, ghosts, and goblins. And the High Hunt, one of Tenebrae's greatest festivities in honor of Gilead! To celebrate these two events, staff will be dropping the occasional, unique horror-themed Magic Item into plots and PrPs. That is, items that have never been seen before, and will not be seen again (probably).&lt;br /&gt;
&lt;br /&gt;
In addition, we'll be awarding all PrPs as Death Consent for the next two weeks! That is, treasure and XP will be given at the same level as they would a DM'd plot. In addition, well. There is the risk of DEATH.&lt;br /&gt;
&lt;br /&gt;
But it is Halloween.&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===October 13===&lt;br /&gt;
Not so long ago, we updated the grid. X) This was a project that ran the span of two years, and for which we're grateful to a number of folks for leading to its completion. &lt;br /&gt;
&lt;br /&gt;
Soon, we'll be working towards Release Package 8! RP8 will contain mostly PrCs and Feats, things that Outbreak, Thunder, and I will be digging into soon. &lt;br /&gt;
&lt;br /&gt;
In the meantime, I'd like to announce two more animal companions, ones we've had some demand for: the rhinoceros and the elephant! These two have been added to the wiki under World &amp;gt; [[Flora and Fauna]].&lt;br /&gt;
&lt;br /&gt;
There's a new [[RPPs|RPP spend]], as well: Gladiators! These [[RPPs]] provide bonuses to gladiatorial combat. &lt;br /&gt;
 &lt;br /&gt;
As PrCs take a bit of time to code, Ob and I will be dropping some items here and there, just so it doesn't hit at once. X) We're also working on some rules for artificer constructs, but this will need a little playtesting before it's released.&lt;br /&gt;
 &lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 10===&lt;br /&gt;
====Maps Added!====&lt;br /&gt;
We've added maps to the website! You may [[Alexandria|view them here]], or in the game by &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map/view &amp;lt;nowiki&amp;gt;&amp;lt;name of map&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;. Or, just type &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map&amp;lt;/font&amp;gt; while you're in that area.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Release Package 8!====&lt;br /&gt;
We've begun to &amp;quot;gear up&amp;quot; for Release Package 8! While still in the works, it's known that RP8 will contain our Prestige Classes...as well as one or two other surprises.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Do You Facebook?====&lt;br /&gt;
We're now on Facebook! Check us out at [https://www.facebook.com/tenebrae.mux Tenebrae.MUX]!&lt;br /&gt;
&lt;br /&gt;
Many of our community members use Facebook, so this is just another way to chat. We're not intending FB to be a major outlet, though we may share updates about Release Packages and the like. More, it's an opportunity for those who are interested to meet other members of the community...or for us to answer questions such as, &amp;quot;What's a MUX?&amp;quot; and &amp;quot;They're still alive, really?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, being who we are, '''we respect your choice of privacy: we're not going to friend you unless you friend us.''' How you make use of this resource is all up to you, though we're pleased to provide you updates and goings-on about the world we all share (this will be mostly in the form of Release Packages, or &amp;quot;hey, our server's down for a few hours&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
===September 13===&lt;br /&gt;
====Your Rumors, Your Stories!====&lt;br /&gt;
As part of celebrations, many of your stories and rumors have been placed on the grid! You can see them just by visiting...&lt;br /&gt;
&lt;br /&gt;
Among them:&lt;br /&gt;
&lt;br /&gt;
:Arena (Jibbom)&lt;br /&gt;
:Southern Bridge Over Tornmawr River (Colrick)&lt;br /&gt;
: Festival Grounds (Colrick)&lt;br /&gt;
: Catacombs (Cesran)&lt;br /&gt;
&lt;br /&gt;
...to name a few! Drop by, poke about, or contribute: http://forum.tenebraemush.net/index.php/topic,1426.0.html &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
====Orgs and You====&lt;br /&gt;
This is a bit lengthy, so I apologize ahead of time. On the other, I hope it answers some questions! &lt;br /&gt;
:- Lahar&lt;br /&gt;
     &lt;br /&gt;
''Where can I find lists of existing orgs?''&lt;br /&gt;
&lt;br /&gt;
There are several places to find lists of existing orgs: &lt;br /&gt;
&lt;br /&gt;
:Alexandria: Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:Worldwide: World &amp;gt; [[Organizations]]&lt;br /&gt;
:Temple: World &amp;gt; Organizations &amp;gt; [[Religious Organizations|Temple Affiliations]]&lt;br /&gt;
:Monastic: World &amp;gt; Organizations &amp;gt; [[Organizations|Monastic]] OR Characters &amp;gt; Classes &amp;gt; [[Monk]]&lt;br /&gt;
:Cavalier: Characters &amp;gt; Classes &amp;gt; [[Cavalier]]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
''What are some examples?''&lt;br /&gt;
&lt;br /&gt;
Many of the deities have their own groups, while others work together over a common cause. For instance, the Silver Crescent is composed of a number of different faiths, and Tarien and Angorite groups may often be found side by side, while other groups blend Korites and Angorites quite well.&lt;br /&gt;
     &lt;br /&gt;
Here's one of Eluna's:&lt;br /&gt;
&lt;br /&gt;
:Vision Keepers: This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of paladins, rangers, and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Are orgs limited to the ones listed? Can I make my own?''&lt;br /&gt;
&lt;br /&gt;
Not at all, and yes, absolutely. In fact, if you've something specific that suits you, let us know. For player-created groups, the guidelines are pretty much the same as everything else: make sure you leave room for other people and that it is headed by NPCs. A chivalric group of knights is fine; the same chivalric group who is the star of everything and in secret rules the entire country is not... and, well, everyone should feel free to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I join an existing org?''&lt;br /&gt;
&lt;br /&gt;
For most orgs (save the underworld ones and the Crimson Hand), becoming a member just means declaring your intent and RPing towards it. You might even include it as part of your background. On Tenebrae, orgs are considered storytelling devices, not clubs, and we treat them as such. In fact, if an org lists &amp;quot;by invite only,&amp;quot; that is likely old text and should probably be deleted. Check with staff.&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
''Will there be more org-based RPP spends? RPP spends in general?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
     &lt;br /&gt;
 &lt;br /&gt;
''How can I get others involved?''&lt;br /&gt;
&lt;br /&gt;
Some of the ways include roleplay, and use of the Roleplay Requests +bboard. If you'd like some other ideas, speak with staff; we're always happy to help!&lt;br /&gt;
&lt;br /&gt;
===September 11===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
&lt;br /&gt;
The +events code has another addition: +event/notifyalts&lt;br /&gt;
&lt;br /&gt;
If you've already set up your alts for the RPP tracker, then you just need to type +event/notifyalts. You and all your alts will then be set so that any time any one of your alts receives an alert for an +event they're scheduled for, the system will notify all of them. This goes for @mails and @pemits.&lt;br /&gt;
&lt;br /&gt;
Some notes: To set up your alts, send in a +request if you haven't already.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
====Events +help Updates====&lt;br /&gt;
Updates:&lt;br /&gt;
* &amp;lt;del&amp;gt;+event/notifyalts is now listed under +help rpp.&amp;lt;/del&amp;gt; It'll be added soon to +help events. &lt;br /&gt;
* Information about the notifications, what type and when they occur, may now be found under +help events.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===September 10===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
The +events code has an addition: alerts! 24-hours before an event is scheduled to start, the +events docket will send an @mail to the Poster of the +event as well as any confirmed players reminding them about it. 10 minutes and 0 minutes before an event is scheduled to start, the same players will receive a @pemit from the +events docket reminding them.&lt;br /&gt;
&lt;br /&gt;
These alerts will only occur on any events created AFTER this bbpost. Contact Outbreak with any questions you may have, or if you'd like your existing +event to start sending alerts.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
===August 30===&lt;br /&gt;
====Aaaaand...Launched!====&lt;br /&gt;
Welcome to the new grid, y'all!&lt;br /&gt;
&lt;br /&gt;
As of now, the BRAND! NEW! GRID! is open to you guys! Feel free to explore it! Just remember to use the RP Nexus 'ic' exit the first time ''with each alt''. That way, the standard ooc and ic commands will work correctly for you from here on out.&lt;br /&gt;
&lt;br /&gt;
Along with the grid comes a new +map! It'll tell you where you are wherever you be. We have a couple different maps that you can view with +map/view all. Hooray!&lt;br /&gt;
&lt;br /&gt;
Finally, be sure to check out opportunities to earn additional RPPs, XP, and gold as a way to celebrate the end of two years' hard work: http://forum.tenebraemush.net/index.php?topic=1426&lt;br /&gt;
&lt;br /&gt;
Happy gridding, you guys! :D Be sure to thank all the staff for their hard work! ESPECIALLY ME. (Just kidding, I just threw the map code together. They did all the heavy lifting!)&lt;br /&gt;
&lt;br /&gt;
- Mudslide&lt;br /&gt;
&lt;br /&gt;
===August 29===&lt;br /&gt;
====Grid Launch, Tomorrow!====&lt;br /&gt;
Tomorrow evening, we'll be launching the new grid! As we do, we'll be closing off the old one. As of this time, please migrate your PCs off the old grid and towards the Gaming Table. If you forget, you will not be &amp;quot;trapped,&amp;quot; this will just make the transition easier for everyone.&lt;br /&gt;
&lt;br /&gt;
The new grid will be enterable via the RP Nexus. You'll enter it using the 'ic' exit, just as though you were a new player. From there on, you'll be able to use +ooc and +ic as normal.&lt;br /&gt;
&lt;br /&gt;
When hitting the new grid for the first time, you will find that it is a little different than the old one. For instance, everyone begins in part of the [[Alexandros|Heartlands]], the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
We condensed the grid as we could, while retaining important features and landmarks, and smoothing out some of the geography.  The role of the river, for instance, is more apparent and mountains may be traversed and visited. That said, it's condensed when compared to the older version. What this means is, the new grid will have that familiar feel to it, though it will be different.&lt;br /&gt;
&lt;br /&gt;
Also...as part of the opening celebrations, and the closing of RP7, we will be having some contests and events, and the chance to earn additional XP, RPPs, and more! +bbread on for details. :D&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====And to Celebrate...====&lt;br /&gt;
A game's grid is central to its community, and it is important to us that everyone get a chance to be a part of it. What we'd like to ask for your help in--is developing the rumors, legends, and history around these new areas in Alexandria and the Heartlands.&lt;br /&gt;
&lt;br /&gt;
See, while many areas of the grid are old, some are new, untried, and untested! How did these areas come about? What legends have been told about them?&lt;br /&gt;
&lt;br /&gt;
So! For every legend you craft and share on the forums, staff will award 1 RPP (up to 3). These legends should be a story in and of themselves--a legend locals tell about the Fate Spire, deep within the mountain range, for example. Local gossip throughout the shipyards about the dockworker who never came home. The tale you tell is up to you.&lt;br /&gt;
&lt;br /&gt;
Some new areas in need of local gossip include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The Monestary at Fate's Spire&lt;br /&gt;
* The Soldier's Defense&lt;br /&gt;
* Vadran Village&lt;br /&gt;
* The Arena&lt;br /&gt;
* The khazads' mining village, hidden in the midst of the Redridge Mountains...&lt;br /&gt;
&lt;br /&gt;
...and many more, waiting for your discovery, your exploration, your input.&lt;br /&gt;
&lt;br /&gt;
To share your legend, go here: http://forum.tenebraemush.net/index.php/topic,1426.0.html&lt;br /&gt;
&lt;br /&gt;
As an added bonus and to celebrate our new grid's opening, for the next three weeks we'll award a bonus RPP, as well as additional XP, to anyone who runs a PrP (Player Run Plot) featuring one of the new &amp;quot;legends&amp;quot; that someone's posted. Participants will receive a bonus, too!&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===August 28===&lt;br /&gt;
====Hooray, Mudslide!====&lt;br /&gt;
Mudslide's chugging away at grid code!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 25===&lt;br /&gt;
====RP 7 Rollout, Part 1!====&lt;br /&gt;
Welcome to the first part of Release Package 7! RP7 is one of our larger packages, and so will be rolled out in parts. The first part involves a significant expansion of our Roleplay Points system, or RPPs. We've added a variety of new options, which can be seen under Characters &amp;gt; [[RPPs]] on the website!&lt;br /&gt;
&lt;br /&gt;
Note that some items have been adjusted due to feedback. If there was an increase, it's on us! If the cost was reduced, please let us know and we'll refund you.&lt;br /&gt;
&lt;br /&gt;
We've also included a new command, +roll/ten which can be used to 'take ten' on appropriate skills.&lt;br /&gt;
&lt;br /&gt;
Finally, we have two bug fixes! First, Wizard 0-Level Spells are now onboard and running, so please see 1/38 on getting those fixed if it is something you need to do. In addition, Fighter Training has received some tweaks and upgrades! If you're a fighter, please unequip and requip your armor and equipment to see the changes.&lt;br /&gt;
&lt;br /&gt;
As with all new additions, expect there to be a few bumps as things settle in. &lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community! Too, a special thanks goes out to everyone who's pitched in, particularly our coders, reviewers, to make this package a reality. Some of this has been over two years in the making, and we hope the wait has been, will be, worth it.&lt;br /&gt;
 &lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
NOTE: The special materials policy has been rolled into RPPs.&lt;br /&gt;
&lt;br /&gt;
===August 22===&lt;br /&gt;
====Preview: New Grid!====&lt;br /&gt;
The new grid is a little different than the old one. For instance, you begin in part of the Heartlands, the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
Here's a sample of the new, traversable [[Alexandros|Heartlands]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
              ~~~  @@@@@@&lt;br /&gt;
               ~~~ @@@@@@@@&lt;br /&gt;
         ~~      ~~@[W]@@@@@&lt;br /&gt;
           ~~      @@@@@@@@&lt;br /&gt;
           ~~        |   ~~  ^&lt;br /&gt;
      -----------\   |  ~~   ^&lt;br /&gt;
     /      ~~    --[3]-[4]--[5]&lt;br /&gt;
     |       ~~     ~|    ^   |&lt;br /&gt;
    [7]       ~~~ ~~~|   ^    |&lt;br /&gt;
     |         ~~ ~~ |  ^     |&lt;br /&gt;
     |          ~~~~ | ^     [6]&lt;br /&gt;
     |             ~~| ^     /&lt;br /&gt;
    [1]-------------[A]^----/&lt;br /&gt;
    @@@             ~~ ^&lt;br /&gt;
  @@[2]@            ~~ ^&lt;br /&gt;
  @@@@@             ~~ ^&lt;br /&gt;
   @@@              ~~  ^&lt;br /&gt;
                     ~~ ^&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I've taken the legend off to save space...but, note the areas with letters instead of numbers. Those? Those are enterable &amp;quot;towns.&amp;quot; The biggest one is, of course, Alexandria...&lt;br /&gt;
&lt;br /&gt;
When the new grid launches, we'll be launching a MU-wide celebration, with chances to earn RPPs, XP, and additional treasures, so stay tuned!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' The Core Setting menu is being updated in preparation for the launch. This is posted to help avoid any confusion in the meantime... *shuffleshuffle*&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Happy Birthday, Lolth!====&lt;br /&gt;
[[file:mlpbd.png|link=http://forum.tenebraemush.net/index.php/topic,1407.msg7482.html]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Signed, Tenebrae (PS Couldn't find any dragons)&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Preview: New RPP Spends!====&lt;br /&gt;
Whew! It has been a great season this year, and we've such a great community to thank for it. RP7 is around the corner, and as part of it, we've a number of things in store. The biggest of these, of course, is the new grid. The new grid is a project that's been 2+ years in the making, and has involved a near-MU-wide effort.&lt;br /&gt;
&lt;br /&gt;
In addition to the grid, we'll also have some new RPP spends. While this is all still in the reviews phase, I wanted to share some samples of what's up and coming...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Aspects...'''&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity I''&lt;br /&gt;
&lt;br /&gt;
You've developed a talent for mischief and trickery. Whether through practice as an avid prankster or through some connection to one of the more mischievous Gods or spirits, your ability to trick others for a laugh gives you an aura of mirth and high spirits. You may well receive the notice of the temples of Tarien. Dancing Lights 3/day.&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity II''&lt;br /&gt;
&lt;br /&gt;
Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Spends...'''&lt;br /&gt;
&lt;br /&gt;
''Trained Blade (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've been honed, trained as a member of your organization. If you are an Elunite, for example, you've trained with the Hunters to find and bring back the misshapen of Garm. This purchase is only available to organizations with a more clearly defined opposition, so be sure to speak with staff before selecting it.&lt;br /&gt;
&lt;br /&gt;
Because of your training, you receive a +1 bonus to damage rolls made with a melee weapon against enemies of this type.&lt;br /&gt;
&lt;br /&gt;
For mechanical purposes, this should be selected after speaking with staff, and selected from the ranger's Favored Enemy list. Choices must be considered thematically appropriate. This may be taken more than once, but applies to a different type of creature each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Organizational Knowledge (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've studied extensively within your organization. As a bonus, you receive a +2 to any specific skill check related to their area of study. This may include any knowledge, craft, or profession skill. This may be taken multiple times, but applies to a different skill each time. The choice of skill should be thematic to the group. For example, knowledge/dungeoneering would likely not fit the Hearthguards, but knowledge/nature for the understanding of herbs might. In contrast, knowledge/nature might not fit the Progressive Arcanists, but profession/scribe might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm excited! I hope you, are, too! In the meantime, be sure to thank our code folk and our director, Whirlpoops the Fluffy Toilet. None of this would be possible without their efforts.&lt;br /&gt;
&lt;br /&gt;
See you ongrid!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 12===&lt;br /&gt;
Release Package 7 is on the wings. It is still a little ways away, but is entering the final stages of wrap-up. Included in RP7 will be the new grid.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 7===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
A few more clarifications to the Roleplay menu to make it easier to navigate. &amp;quot;Roleplay Archives&amp;quot; is now &amp;quot;Game History&amp;quot;, and &amp;quot;Recent Logs&amp;quot; has been moved to just &amp;quot;Logs.&amp;quot; From there, you can pick Recent Logs or Archived Logs.&lt;br /&gt;
&lt;br /&gt;
We're also trying something a little different with our logs page! What do you think?&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===July 30===&lt;br /&gt;
====RPPs: Clarifications and Updates!====&lt;br /&gt;
Hey there, folks. :3 After getting some feedback, I've clarified the [[RPPs|RPP page. How does it look]]?&lt;br /&gt;
&lt;br /&gt;
This is new for all of us, so we'll be keeping our ears to the ground in the coming months to hear what you have to say. RPPs, over time, will become a greater part of the game, and a way to award things we haven't had a method for, previously. Ancestral Weapon is one of these &amp;quot;types of things,&amp;quot; so expect to see options grow, not shrink. ... &lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===July 21===&lt;br /&gt;
====RPPs: Multiple People in a Scene!====&lt;br /&gt;
How do you handle it when multiple people are in a scene, and want to send in a log? The best answer: use common sense and &amp;quot;whatever reasonably works.&amp;quot; Here's an example showing, and explaining, one way to do so: &lt;br /&gt;
 &lt;br /&gt;
:Roleplay &amp;gt; Roleplay Logs &amp;gt; [[A Cart of Rainbows]]&lt;br /&gt;
  &lt;br /&gt;
As always, please don't hesitate to speak up if you've a question. This is something new, and so we are all adjusting a little bit. ^^;&lt;br /&gt;
&lt;br /&gt;
===July 20===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
The Roleplay menu has been updated! It's a little more organized, now. And look! Pathfinder!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===July 19===&lt;br /&gt;
====Grappling!====&lt;br /&gt;
We've updated the grappling charts to include a few more offerings from the greater Pathfinder community. Visit Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder?]] and check under &amp;quot;Pathfinder Resources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wed Jun 20===&lt;br /&gt;
====Release Package 6!====&lt;br /&gt;
Hello, everyone!&lt;br /&gt;
&lt;br /&gt;
Our sixth release package is now in the process of rolling out!&lt;br /&gt;
&lt;br /&gt;
The largest of the changes will be the introduction of RPPs. The code is now live, as you can see from your +sheets, and we'll be publishing some more information on this soon. We'll also be awarding everyone some starting points as well as bonuses from Aspects that were earned up until this time.&lt;br /&gt;
&lt;br /&gt;
We're also pleaed to announce some other tools that are going live. The Magic Item generator is the chief of these adn thse will be available during DM'd scenes to assist in the purchase of scrolls and potions. Expect some kinks and bugs to need to be worked out with these.&lt;br /&gt;
&lt;br /&gt;
Also included in RP6 are a number of fixes. Among them:&lt;br /&gt;
&lt;br /&gt;
* Attribute Damage is now calculated correctly.&lt;br /&gt;
* Chargen weighted attributes now let you know how much is left to spend!&lt;br /&gt;
* Numerous pre-req updates and fixes.&lt;br /&gt;
* A code tweak or two.&lt;br /&gt;
* Removed the old 3.5 feats of: Danger Sense, Dive for Cover, Double Wand Wielder, Wandstrike&lt;br /&gt;
* Knowledge/Artifice now merged with Craft/Artifice. If this means you have additional skill points leftover, please +request.&lt;br /&gt;
&lt;br /&gt;
A big thanks to the hard work of the entire staff corp and those players who've been assisting us with these matters. A special shout out goes to Azog, whose help has been instrumental.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' RP6 is now fully operational. Be sure to follow the [[Getting Started with RPPs]] and send staff your feedback.&lt;br /&gt;
&lt;br /&gt;
===May 29===&lt;br /&gt;
====Release Package 5====&lt;br /&gt;
Hi everyone. Whirlpool here!&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce Release Package 5 is rolling out like Optimus Prime. This mostly consists of a few small things and a couple big things that have finally been made possible. Everyone's been burnin' the midnight oil as much as possible to make it all happen.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, Release Package 5 is here for your consideration and praise of our benevolent awesomeness. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Okay, in all seriousness, here it goes:&lt;br /&gt;
&lt;br /&gt;
* '''Artificer Spells''': The artificer's received a few new spells! A few of these are carried over into the Wizard/Sorc and Bard lists, though the focus has been on our new class and developing appropriate content for it. You can find these new spells by visiting the [[Artificer|Artificer's class page]]!&lt;br /&gt;
&lt;br /&gt;
* '''+hp''': Need to know your party's current hit points during battle? Type +hp when in a DM scene or a Plot Room. +hp is crafted primarily to help out our healers. Thank you, Outbreak!&lt;br /&gt;
&lt;br /&gt;
* '''Multiple Noms''': Type +help xp to see our new +nom command, +nom/multi! Also note that +nomcheck is now +nom/check. This is part of a slow, careful move towards a more uniform command structure. +nomcheck will work for a while, and will eventually be phased out in favor of the new form.&lt;br /&gt;
&lt;br /&gt;
* '''Events''': The biggest part of RP5 is our new events code! Events will help you schedule any sort of event related to Tenebrae: plots, gatherings, socials, and even gathering online to watch a movie at the Gaming Table. Given the size and complexity of this program, please consider it to be in beta, and forward any bugs through our +request system. Type +help events to get started!&lt;br /&gt;
&lt;br /&gt;
As with any new content, there may be a tweak or two as we move forward. Thank you for playing with us, for for being a part of this community.&lt;br /&gt;
&lt;br /&gt;
Our next RP will focus on the RPPs you've seen about the site (Characters &amp;gt; [[RPPs]]), and bringing them live. We're continuing work on the grid as well, and hope to have it in play soon.&lt;br /&gt;
&lt;br /&gt;
===May 24===&lt;br /&gt;
====New Website Section====&lt;br /&gt;
Opened up our [[Play Now]]! section!&lt;br /&gt;
&lt;br /&gt;
===May 23===&lt;br /&gt;
====Release Package Upcoming====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been some time since our last release package. We have been hard at work on a new one and it will soon be going live. Big thanks to everyone who has so far worked on it. EQ and Outbreak especially, along with Lahar, of course. &lt;br /&gt;
 &lt;br /&gt;
Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recent Rumors in Alexandria==&lt;br /&gt;
===Eliday, Khael 30, 1014===&lt;br /&gt;
====Erroneous Experiment Damages Docks====&lt;br /&gt;
The wizard who requested Guild of Explorers ruffians to assist him in protecting his testing did not get exactly what he expected as results. The members of the group have been ushered into the Temple of Althea for healing from what has been described by what an eyewitness apothecary reports as &amp;quot;the nastiest jellyfish stings he had ever seen&amp;quot;, quoting the size of the jellyfish to be something to the realm of fifty feet across given the size of the stings, adding that they were lucky to survive such things.&lt;br /&gt;
&lt;br /&gt;
The foreman of the dockworkers on shift is exceptionally irate with the testing of this experiment as it has caused ludicrous damage to two of the piers at the Alexandrian harbour, being caused by possibly the same boat. The City Watch claims that nothing out of the ordinary occurred, just that the wizard's ability to control his own magic is highly suspect.&lt;br /&gt;
&lt;br /&gt;
Due to security issues a week and some ago within the Temple, the wizard, the adventurers, nor those tending to them could be reached for comment.&lt;br /&gt;
===Eliday, Khael 23, 1014===&lt;br /&gt;
====Olyeaux Estate Settled====&lt;br /&gt;
The estate of the late Lord Olyexau has finally been divided and sold, thanks in part to some adventurers from the Guild. His two feuding sons have been left the fruits (and vegetables) of his love of squash, and apparently have been legally denoted as &amp;quot;dunderheads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The estate itself, though, was granted to Lord George Brawnson, as per the will. Lord Brawnson is best known for his legendary adventuring exploits, such as feeding a purple worm its own tail and using the resutling ball as the head of a flail to take out an entire squadron of roc aerial cavalry, or the time he convinced a thousand year old dragon to pay him its hoard in exchange to forgo the usual beating.&lt;br /&gt;
&lt;br /&gt;
As Lord Brawnson is currently missing in action, the Brawnson estate has begun the process of reclaiming the overgrown and run-down Olyexau property and restoring it to glory, albeit with a Brawnson touch.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 10, 1014===&lt;br /&gt;
====  Caravan Adds to Inventory====&lt;br /&gt;
&amp;quot;Whatddya mean I gotta pay a fine??!&amp;quot; the outraged roar could be heard for blocks. Kvnich Snigzof nearly ran afoul of the merchants' guild when word escaped that certain rumors /were/ true. His family was tied to the infamous Fizzlebog, the inventor of the dragonspitter and thunderbelcher. &lt;br /&gt;
&lt;br /&gt;
And the gobbers had swarmed. So had some artificers. Everyone, it seemed, was wanting an autograph.&lt;br /&gt;
&lt;br /&gt;
The City (via the Merchanter's Guild) is wanting him to pay damages. In response, he's added some healing potions to his list, in attempt to gain counter-support from the adventuring community.&lt;br /&gt;
&lt;br /&gt;
OOC: The following items have been added, though they possess the same side effects as the alchemicals (see +bbread 7/18). As folks purchase, I update these +bbposts, so all supply quantities are current. As usual, email me a log of you RPing about the caravan ongrid, and I'll add an additional 5\ discount to the price. :3&lt;br /&gt;
&lt;br /&gt;
The caravan will be leaving in 1 week.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''New Items'''&lt;br /&gt;
:6x Potions of Cure Light Wounds (37 gold ea.)&lt;br /&gt;
:4x Potions of Cure Moderate Wounds (225 gold ea.)&lt;br /&gt;
:4x Potions of Cure Serious Wounds (562 gold ea.)&lt;br /&gt;
&lt;br /&gt;
=== 	Korday, Quintoos 29, 1014===&lt;br /&gt;
====A Caravan Arrives!====&lt;br /&gt;
Amid cheering, screaming, and tales of woe and hand-wringing, the gobber's carravan arrives. It's led by a trio of gobbers of various ages, each claming to be the head of things, though one (Kvnich Snigzof) seems to be the leader of even /them/. A middle-aged gobber in heavy bear-fur, he struts proudly at the caravan's head, atop a great wolf and with a dragonspitter across his shoulder...&lt;br /&gt;
&lt;br /&gt;
And declares the caravan open for business! The caravan spreads across a full quarter of Goblintown, and has quick business by the arvek and oruch, though other races hang back a while, in general. At first. &lt;br /&gt;
&lt;br /&gt;
The caravan is brightly colored, with wheels and cogs and other things. The Snigzofs' great flag flies over it all, a raging wolf with a thunderbelcher held firmly in its jaws. The old crest held a pair of blades, but with the invention of the thunderbelcher, the dragonspitter, the merchant family was quick to adopt.&lt;br /&gt;
&lt;br /&gt;
Maybe they /are/ related...&lt;br /&gt;
&lt;br /&gt;
'''General Items'''&lt;br /&gt;
: 2x Belt of Enviable Gobber's Stamina (Con +2) (3,000)&lt;br /&gt;
: 2x Dragonspitter +1 (3,975)&lt;br /&gt;
: 1x Thunderbelcher +1 (available with any of the following enhancements, select one at purchase: Flaming, Lightning, Bane) (8,100)&lt;br /&gt;
: 2x Claws of Attack, Orcish +1 (1744)&lt;br /&gt;
: 2x Spiked Heavy Shield +1 (to the shield, spikes are masterwork, however) (1110)&lt;br /&gt;
: 2x Dire Flail +1 (1793)&lt;br /&gt;
: 1x Sword of the Planes (16,737)&lt;br /&gt;
: 3x Goggles! Goggles of Minute Seeing (1,875)&lt;br /&gt;
: 3x Goggles! Goggles of Night (9,000)&lt;br /&gt;
: 2x Lenses! Lens of Detection (2,625)&lt;br /&gt;
: 1x Instant Fortress! (41,250)&lt;br /&gt;
: 1x Robe of Blending (6,300)&lt;br /&gt;
: 2x Scarab of Golembane (1,875)&lt;br /&gt;
: 2x Sustaining Spoon (never leave your labratory again!) (4,050)&lt;br /&gt;
: 2x Wand of Detect Secret Doors (563)&lt;br /&gt;
&lt;br /&gt;
'''Scrolls''' &lt;br /&gt;
: 3x Titan Fist (19)&lt;br /&gt;
: 2x Blur (113)&lt;br /&gt;
: 2x Darkvision (113)&lt;br /&gt;
: 1x Protection from Arrows  (113)&lt;br /&gt;
: 2x Protection from Energy (Fire or Lightning only) (282)&lt;br /&gt;
: 3x Protection from Law (19)&lt;br /&gt;
: 2x Repair Light Damage (19)&lt;br /&gt;
: 2x Repair Moderate Damage  (113)&lt;br /&gt;
: 2x Repair Serious Damage (282)&lt;br /&gt;
: 3x Dispel Magic (282)&lt;br /&gt;
: 2x Displacement (282)&lt;br /&gt;
: 3x Force Punch (282)&lt;br /&gt;
: 2x Stinking Cloud (282)&lt;br /&gt;
: 2x Tongues (282)&lt;br /&gt;
: 2x Water Breathing (282)&lt;br /&gt;
: 2x Detonate (525)&lt;br /&gt;
&lt;br /&gt;
'''Alchemicals''' &lt;br /&gt;
&lt;br /&gt;
All alchemicals are available! The cost for any is at 75\. &lt;br /&gt;
&lt;br /&gt;
However, while the items work, the user may experience additional effects. Whenever an alchemical item which is applied to the skin or imbibed is used, the user should roll 1d6:&lt;br /&gt;
&lt;br /&gt;
: 1-2: Nothing&lt;br /&gt;
: 3-4: The PC grows an unusual color for the next 24 hours or until dispelled&lt;br /&gt;
: 5: Tongue-tied for the next half hour as your tongue attempts to swap to &amp;quot;gobber-speak&amp;quot;; does not affect spell-casting but no one can understand what you say. &lt;br /&gt;
: 6: Suffer a mild case of Goblin Twitch for the next half hour. Shiny things become of slight interest, especially if of a technical nature.&lt;br /&gt;
&lt;br /&gt;
All effects stack.&lt;br /&gt;
&lt;br /&gt;
=== 	Tariday, Quintoos 27, 1014===&lt;br /&gt;
====Strange Sildanyari Rituals ====&lt;br /&gt;
Word whips through the streets like a whippoorwill. [[Sandy]]! [[Sandy|The Shrew]]! Married!&lt;br /&gt;
&lt;br /&gt;
A hoax! A lie!&lt;br /&gt;
&lt;br /&gt;
But the rumors persist. Refuse to be put down.&lt;br /&gt;
&lt;br /&gt;
Others claim they saw the sildanyari with [[Saevrinimata|another]] (they assume it's male, so difficult to tell with the pointy-eared) heading towards a jewelry shoppe. Or discussing one.&lt;br /&gt;
&lt;br /&gt;
A mage comes forward and swears he was hired to whisk the two away to a secret, unbeknown beach locale!&lt;br /&gt;
&lt;br /&gt;
Scandal! Lies! Hoax!&lt;br /&gt;
&lt;br /&gt;
...but. What if it's TRUE???&lt;br /&gt;
&lt;br /&gt;
Statements from [[Jibbom|Steel Von Ironblood]] have yet to be collected.&lt;br /&gt;
&lt;br /&gt;
====A Small Ad in Various Alexandrian Newspapers ====&lt;br /&gt;
In various newspapers that do exist, the [[Sandy|Lady Sandiel]] takes out a small ad. It says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not married. I am not getting married. THAT IS ALL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No doubt this will do nothing to help stomp out any speculation. It's too amusing to too many.&lt;br /&gt;
&lt;br /&gt;
====More Ads Taken Out! ====&lt;br /&gt;
[[Mikilos]] Mithralla is still single. There are postings of this, placed where the elf's usual business flyers go. Single. Any rumors to the contrary are false, and any details into the matter unimportant. And any delegations of inquiry from his family are really unnecessary and please please just go back home....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 26, 1014===&lt;br /&gt;
====A Gobber Caravan====&lt;br /&gt;
&amp;quot;So I says to him, I--heh. Jorgiz Bottleworsher, ya make a better impression ah listenin if yer ears weren't half-folded across't yer--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaaaauuuggghh!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an yer weren't hoppin mad, an--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAUUUUGGGHHH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an with steam comin outcher either side of yer fa--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAA!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well Taara's Hairy Eye, Jorg, what is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEY. ARE. COMING! THEY! EVERYTHING I HAVE--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They? Who they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE SNIGZOF!&amp;quot; and with this final yell, Jorgiz screams to the sky, his gobber-ears flaring and flapping in incessant rage, before running off, as fast as his bandy-legs can take him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; says the older gobber, then shoves a bony finger up his gobber-nose. Scratches around. &amp;quot;Well, that'd do it.&amp;quot; And, scratching at his handsomely warty gobber-bum (he was quite the looker in his day), the older gobber bends down to lift up the scrap of paper dropped from the other gobber.&lt;br /&gt;
&lt;br /&gt;
The Alexandrian Tribune article reads:&lt;br /&gt;
&lt;br /&gt;
:The Family Snigzof are headed to Alexandria, bringing tales of unimaginable fortune, daring adventure! The arrival causes a mixture of unrest and anticipation among the merchanter and adventuring population. As a precaution, the Watch has commandeered mages from the Society to enforce &amp;quot;fire-suppression&amp;quot; in Goblintown during the arrival.&lt;br /&gt;
&lt;br /&gt;
:The Snigzof caravan is expected to arrive within days, just in time for Yule. It will bear goods from the wonders (and horrors) of the City Clank. The news has Goblintown in an uproar, as the family is well-known, and other merchants scrambling for goods...and accusing the Snigizof of piracy.&lt;br /&gt;
&lt;br /&gt;
:Not an uncommon claim these days, what with the raids just south of the Tornmawr River...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' Celebrate the holidays with us, Part 2! The caravan will be arriving in days. In the meantime, please include some of the tension in your RP--the merchant houses are generally unhappy with the idea, as a well-known gobber caravan can only bring further chaos to already strained relations (or the Tariens say, much-needed relief to some over-stuffed egos!). Mages have been drafted to watch for fires within Goblintown, and gobbers of course, are putting on their best and fluffing up their warts, hoping to arrange a marriage or two within this illustrious merchant family.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 13, 1014===&lt;br /&gt;
====Myrrish Baron Seeks Asylum====&lt;br /&gt;
A Myrrish Baron, one Turilo Psovik, has sought asylum in Alexandria according to leaks from the magistrate's offices that've set the rumor mills amongst Alexandria's upper class a-spinning. He claims to be in grave danger and claims that the recent airship crash he was involved in, in an effort to return home after his father's abdication of his Barony for reasons of 'madness', was an act of sabotage caused by shadowy forces on one side or the other of the current dispute between the heirs to the still unfilled throne of King Serenas. &lt;br /&gt;
 &lt;br /&gt;
Alexandria's governing council has yet to hear his petition, but the Baron is in protective custody somewhere in the city. Or so they say.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Rhaltaas 17, 1014===&lt;br /&gt;
====Thief Strikes the Petunia====&lt;br /&gt;
The Petunia's captain expressed pleasure at current sales. &amp;quot;It's not bad,&amp;quot; he said, before his brows drew downwards. &amp;quot;Though we had a lad try for the ship the other day. He broke in near some of the crates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked where the &amp;quot;lad&amp;quot; was, the captain made some vague response about local druids, and irritating the wizards of Rune.&lt;br /&gt;
&lt;br /&gt;
Local authorities are looking into the matter, though there seems nothing to report just yet. They are, however, watching the ship's intake of rubber sap, a common ingredient in some polymorph enchantments, in the interests of &amp;quot;adhering more closely with local justice methods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' +bbread 7/15 is current with supplies left and available. Expect it to stay that way until the ship departs. X) - Lah&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 10, 1014===&lt;br /&gt;
====Open Market!====&lt;br /&gt;
Despite recent attacks, a great whale of a ship, the Petunia, made way into Alexandria's harbor this week. The Petunia sailed all the way from Rune, and bears, it claims, leftover goods from the 5-year chaos on the island that only now is beginning to settle. The recently-founded wizard's parliment (who spend much of their time arguing various points and sundry, as is the way of proper wizardry), has licensed the Petunia to place these items for sale, either as a charity, for funds, to defund a political opponent, or...who the hell knows why wizards do anything anymore?&lt;br /&gt;
&lt;br /&gt;
: 2x Headbands of Vast Intellect +2 (3,000 gp ea)&lt;br /&gt;
: 3x Potion of Haste (560g ea)&lt;br /&gt;
: 2x Scroll of Fly (280g ea)&lt;br /&gt;
: 1x +1 Flaming Battleaxe (6,250g ea)&lt;br /&gt;
: 2x Scroll of Heroism (280g ea)&lt;br /&gt;
: 1x +1 Platemail of Light Fortification (4,240g ea)&lt;br /&gt;
: 1x +2 Bec-de-Corbin (6,200g ea)&lt;br /&gt;
: 2x Wand of Mage Armor (560g ea)&lt;br /&gt;
: 2x Wand of Enlarge Person (560g ea)&lt;br /&gt;
: 2x +1 Light Crossbow (1,750g ea)&lt;br /&gt;
: 2x Gray Bag of Tricks (2,550g ea)&lt;br /&gt;
: 5x Universal Solvent (35g ea)&lt;br /&gt;
: 5x Soveriegn Glue (1,800g ea)&lt;br /&gt;
: 5x Alchemical Grease (3g ea)&lt;br /&gt;
: 5x Bloodblock (19g ea)&lt;br /&gt;
: ?x An unknown number of stylish wizarding hats, robes, and accoutrements&lt;br /&gt;
		  &lt;br /&gt;
The Petunia will be in dock for the next two weeks before sailing on to other parts of Ea. Please +request to staff with your interest.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 10, 1014===&lt;br /&gt;
Word has recently leaked on the street that the man who tried to poison Steel Von Ironblood (Aka [[Jibbom]]) has been moved by the magistrates into 'protective custody' of some kind. He's been taken out of the dungeons and moved *someplace* less known.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 30, 1014===&lt;br /&gt;
The lastest news is that a ship ran aground at one of the Lighthouses that dot the coast of the Alexandros region. Investigators found that some sort of creatures had murdered the lighthouse keeper with intent to cause catastrophes at sea. This continues the trend of strangeness at sea that's been plagueing the region.&lt;br /&gt;
&lt;br /&gt;
Armed soldiers have now taken the island over and secured it, and other such lighthouses are now being fortified and protected from attack even more carefully than they were before. This is at significant expense, but clearly a necessary precaution now.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Constantin]], [[Angrid]], [[Vennan]], [[Jessa]], [[Munch]], [[Quint]] and [[Mako]]&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Daeshen 28, 1014===&lt;br /&gt;
The Braggart's Cup was awarded to one [[Emir]] Zalaahd, eventually, but it was something else that occurred that caught most everyone's attention. &lt;br /&gt;
 &lt;br /&gt;
The story is that one [[Jibbom|Steel Von Ironblood]] was poisoned by someone in the midst of the festivities. While quick thinking preserved his life, the poisoned was said to've escaped...at least initially. &lt;br /&gt;
 &lt;br /&gt;
Rumors also say that the guard and several of the mercenaries present for the Bragging Rights night were seen at the docks, arresting a man who was trying to escape on a skiff.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 27, 1014===&lt;br /&gt;
====Dragon in the Marketplace?====&lt;br /&gt;
Frantic rumors are circulating that a DRAGON landed in the middle of the MARKET DISTRICT today! It seems to be in conjunction with a little shop called Sunwall Arms, which creates personalized weapons that, by all accounts, seem to be EXCELLENT at dragonslaying. (Sales projected to jump at least 15%!)&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Jibbom]], [[Donk]], [[Spike]], [[Teppus]], [[Ormarr]], or [[Achala]]!&lt;br /&gt;
&lt;br /&gt;
====Gobber Arrested!====&lt;br /&gt;
AS a result of some sort of undisclosed 'act of terrorism', a Bludgunni goblin was arrested outside the city in connection with a failed attack on the Wayfarer's Inn. Apparently, he was seeking revenge on Alexandria for its role in Bludgun's defeat in the [[Game History|War on Sendor]].&lt;br /&gt;
&lt;br /&gt;
He is now awaiting trial in the Alexandrian dungeons.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Abrahil]], [[Ellerela]], [[Myrana]] and [[Mikilos]].&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 26, 1014===&lt;br /&gt;
====INFERNUS====&lt;br /&gt;
One fine morning, a shopowner on the docks found his window shattered. He walked inside with trepidation and found its interior ransacked, along with a large banner draped across one wall that is said to've read: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;INFERNUS. WE'RE CALLING YOU OUT! YOU WON'T KNOW WHEN! YOU WON'T KNOW WHERE! BUT IT'S COMING!!!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Of course, the shop owner said that this had a lot more spelling errors in it and being a clerk he had the time to correct them and have it make sense. Mostly. &lt;br /&gt;
 &lt;br /&gt;
Whoever this Infernus is, though, he appears to've made some enemies. The shopkeeper just wishes he didn't have anything to do with it.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 25, 1014===&lt;br /&gt;
====Fernwood Pub Home to Unusual Event====&lt;br /&gt;
The poor Fernwood Pub.&lt;br /&gt;
&lt;br /&gt;
Whenever will its indignities end? Tonight, everyone was enjoying their nice meals and some boy comes in and, well... he hands his cat to that crazy lady that's always talking to the trees and the cat just starts having kittens right there at meal time. A very inopportune time for the Fernwood's denizens -- some of which left the establishment rather than see all that while they were trying to eat.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Leisel]], [[Quint]], [[Umien]], [[Ellerela]], or [[Achala]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 24, 1014===&lt;br /&gt;
====Pirates Infighting====&lt;br /&gt;
In the latest round of rumors and gossip, it seems that the pirates that have been plaguing Alexandria's waters have taken to infighting amongst themselves. Word is that there was a break down at one of the infamous pirate parleys and as such they aren't coordinated like they used to be. &lt;br /&gt;
 &lt;br /&gt;
That said, even with the pirates being less of a threat, ship disappearances are still happening with alarming regularity. The Alexandrian navy has stepped up patrols of the waters and that does seem to have had a deterrent effect, to some degree, but now one or two *navy* vessels have gone missing. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is of a concern to merchants everywhere. Sea travel is dangerous enough as it is, after all, and this is raising tensions between the Airship Sailors and their sea-traveling cousins as they compete for contracts. &lt;br /&gt;
 &lt;br /&gt;
The government is beginning to put price controls in place to ensure there's not a repeat of the price-gouging that happened last year during the 'false mists'.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Aenyn]], [[Jibbom]], [[Donk]], [[Emir]], [[Kilian]], or [[Ormarr]] ICly&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 22, 1014===&lt;br /&gt;
====Teresa====&lt;br /&gt;
Her name was Teresa.&lt;br /&gt;
&lt;br /&gt;
Few figures mark the center of a tragedy so well as a small child. Teresa, a young girl of twelve was slain this evening in the dualy-guarded space between two rival houses. A group of adventurers found her slain, most of her face missing by an attack of an unnatural creature.&lt;br /&gt;
&lt;br /&gt;
As the Watch conducts its search and the Mourners prepare her body, those of Tradition and those of Artifice accuse one another over how the creature was let into Sage Orum's Plaza, though the Watch has named no one officially...&lt;br /&gt;
&lt;br /&gt;
...or even if there was a murder.&lt;br /&gt;
&lt;br /&gt;
Or an accident.&lt;br /&gt;
&lt;br /&gt;
As of this time, no one is certain. As a consequence, tensions will remain higher between the two groups, though this is not expected to last. The heads of both organizations have been engaging in a public, joint effort to address the mess left behind, which has had some impact.&lt;br /&gt;
&lt;br /&gt;
The family of the girl, who are tied to the river-merchants, could not be reached for comment.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Jibbom]], [[Sonja]], [[Saevrinimata]], or [[Zalara]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 13, 1014===&lt;br /&gt;
====Limited Edition====&lt;br /&gt;
In recent days a new line of collectable plush toys have been seen around the city, often in the hands of small children, but on occasion held tightly by an adult Collector. The source of these toys is uncertain, but rumors persist of a laughing wizard handing them out at the orphanage. Rare, but occasionally posted flyers detail some of the options. &lt;br /&gt;
&lt;br /&gt;
Bane of Night: &lt;br /&gt;
:Dashing adventure abounds with this wondrous plushie! Based on the local hero, this plush item has authentic features and wardrobe modeled after the real Bane of Night! (Additional Wardrobe pieces not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;Steel von Ironblood, Bane of Night!&amp;quot; &lt;br /&gt;
:&amp;quot;Have at thee, foul beast!&amp;quot; &lt;br /&gt;
:&amp;quot;Now now ladies, settle down!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
BrightScale of Am'shere: &lt;br /&gt;
:Delightfully soft and adorably squishable, this popular plush is based upon another local hero. Hand dyed armor and tabbard are made from all natural fibers, guaranteed to last years of playtime! (Swiftclaw Riding Accessory not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;......mmm.&amp;quot; &lt;br /&gt;
:&amp;quot;.....ah.&amp;quot; &lt;br /&gt;
:&amp;quot;.....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lady Sandiel: &lt;br /&gt;
:A wildly popular model based upon the true lady of Alexandria, this plush comes with extended wardrobe and bustle. Delux hips and blunt objects come standard! Squeeze the belly (carefully) to hear real quotes! &lt;br /&gt;
:&amp;quot;What do you want?&amp;quot; &lt;br /&gt;
:&amp;quot;How'd you get in here?&amp;quot; &lt;br /&gt;
:&amp;quot;Get that damn ---! outta my face!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Donk: &lt;br /&gt;
:The sheer awesome which is Donk cannot be contained in plush form. We're sorry.&lt;br /&gt;
&lt;br /&gt;
OOC: See [[Mikilos]] for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Tariday Daeshen 4, 1014===&lt;br /&gt;
====The Spell Canon====&lt;br /&gt;
Once, Alexandros had a weapon. &lt;br /&gt;
 &lt;br /&gt;
This weapon, the Planar Disjunction Cannon, was of Kulthian design. While how it was built is one lost art amongst many, what it did was unleash a great torrent of energy powerfful enough to ccut a swath of destruction across the land and to destroy enemiy ships, armies... or floating fortresses. &lt;br /&gt;
 &lt;br /&gt;
Indeed, the last time the Cannon was used was during the Illuminated Order War, where it was fired at the floating fortress Merkabah which was then brought low. This lead to the defeat of the supposed Kulthian remnants that lead this force, but it was not without cost. The Spell Cannon itself was then targeted by a direct exposure to the Elemental Plane of Earth -- which turned the complex in the Red Ridge Mountains itself into stone and unleashed numerous earth elementals into the countryside. While this thread has since been neutralized, the complex itself remains useless and transformed, with little being done about it. &lt;br /&gt;
 &lt;br /&gt;
Until now, anyways. With the increasing threat of piracy and more, the City Council of Alexandria has announced that it intends to seek a way to reclaim the Spell Cannon so that it can be revived and once again serve as a detrrent and weapon against those who threaten the fair city of Alexandria and its allies. Researchers from the local societies of Engineers and Wizrds have been called in to study the problems. Solutions are being devised. &lt;br /&gt;
 &lt;br /&gt;
Or say they say.&lt;br /&gt;
&lt;br /&gt;
OOC: See Whirlpool for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 06, 1014===&lt;br /&gt;
====Summer Flu====&lt;br /&gt;
A summer flu has broken out amongst the denizens of lower Alexandria. &lt;br /&gt;
 &lt;br /&gt;
People are flocking to the Soldier's Defense hospital for treatment and the Hearthguards are doing their best, with help from the other churches, to contain the outbreak before it actually takes any lives. The illness is not particularly serious and runs its course after a day or two, though takes a little longer for the elderly and the children. &lt;br /&gt;
 &lt;br /&gt;
If you're a cleric, you've probably got your hands full.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 31, 1014===&lt;br /&gt;
====Demon Among the Quills====&lt;br /&gt;
A demon ruptured the nominal quiet of Quill's Repose this evening. Leaping onto the Lady Octavia's circulation desk, the demon revealed itself before beginning to set the place on fire. It spoke in a searing, unearthly tongue, though witnesses were able to make out the words, &amp;quot;Wrong!&amp;quot; though little else.&lt;br /&gt;
&lt;br /&gt;
Two adventurers, who were visiting the Repose, stepped forward as the creature began to wreck the place. Working together, the paladin and a mage subdued the creature with heroic blows. The mage declared the beast was on its way to summoning more of its kind just as the final blow was rendered.&lt;br /&gt;
&lt;br /&gt;
Cleanup will take some time; the damage is still being ascertained, though it is minimal compared to what it might have been. Wilder theroies suggest the demon is a cause of Taara's anger at being left out of the new Society's building. Others, however, suggest the demon itself was just spiteful enough to enact the terror it caused. &amp;quot;It could have been angry over a library fine,&amp;quot; one magi suggested.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Sonja]] or [[Mikilos]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 11 ===&lt;br /&gt;
====Jailhouse Bar and Grill!====&lt;br /&gt;
The Jailhouse Bar recently had another fantastic evening of violent entertainment with one of their famous 'Fight Nights'. Some battles were long, some were short, but all of them were entertaining as rowdy bloodsport went on throughout the night. Victorious fighters included [[Kalkorth]], Conquerer of the North, [[Angrid]] the Angry, [[Gragnar]] the Growler, [[Katja]] the Crusher, and [[Munch]]y the Golem. All triumphed against a variety of oddball opponents.&lt;br /&gt;
&lt;br /&gt;
While the fights were entertaining, all agree that the show was stolen by the fight announcer: [[Jibbom|Steel Von Ironblood]], Bane of the Night. All in attendance were greatly impressed at how the dashing and handsome halfling's running commentary added an entirely new dimension of entertainment to the proceedings. This according to Jibbom Taribree, who is quite happy to discuss this subject at length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 15===&lt;br /&gt;
====Jibbom of the Mighty Thews! ====&lt;br /&gt;
The latest word on the street is that [[Jibbom|Steel Von Ironblood]] has displayed great feats of strength. Why, he even beat [[Boshter|a tall Arvek Nar]] in an armwrestling contest! After this, he magnanimously declared that he'd buy everyone around him free ale.&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar]] declared him to be 'Steel Von Ironthews'.&lt;br /&gt;
&lt;br /&gt;
No, really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 31===&lt;br /&gt;
====Getting Together for a Hunting Expedition====&lt;br /&gt;
Rumor has it that some golem smith is getting folks together for an expedition for materials, and has been spreading instructions for interested parties to meet him at his shop. Which golem, and which shop? Look man, I can't tell them apart, how many Golems with a store can there be?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Craft]] for details!&lt;br /&gt;
&lt;br /&gt;
===Eliday Aestry 15===&lt;br /&gt;
====Whorls of Aether====&lt;br /&gt;
Another day of peaceful worship has been interrupted by out of control magicks at the Temple Square. Half-drowned out by the raucous afternoon worship of the [[Tarien|Tarienites]], a handful of adventurers all but exploded in a brilliant flash of green light what devoured all by two of their number; a [[sildanyar|llyanesi]] arcanist and a [[Humans|Xian]] pugilist. Rumor has it that a giant bug of sorts appeared right before they all vanished.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Halani]], [[Jibbom]] or [[Mikilos]] ICly for further details&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 27===&lt;br /&gt;
====Did You Hear??====&lt;br /&gt;
Did you hear about [[Donk]] Yauti? Apparently he's some kind of king, or an heir apparent...I don't know, he's destined for some kind of throne. Some people were talking about him in the tavern. A gnomish cavalier... I know, I saw him dragging that gaggle of orphans along behind him, singing about him. They must know something we don't, because apparently he toppled a ''kingdom''! And not just any kingdom, but one that was conspiring against Alexandria itself! ...where? Somewhere underground, I think. Enemies of House Brache.&lt;br /&gt;
&lt;br /&gt;
You don't know House Brache? Well, they were only one of the foremost secretive houses standing against the [[Nonplayer Characters|Sorceress Altima]], at ''great'' risk to themselves! Yeah, heroes, yeah.&lt;br /&gt;
&lt;br /&gt;
Speaking of heroes, did you see that game of [[Calendar|Tarienball]]? I'm not sure ''what'' to make of that...&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 18===&lt;br /&gt;
====Strange Dancers====&lt;br /&gt;
Quite a few people are speaking of seeing something quite strange, but all of them have close to the same account of what happened.&lt;br /&gt;
&lt;br /&gt;
In the light of the full moon, a strange dancer can be seen on the rooftops of a few buildings. Those that actually get more than a passing glance see the strange flowing dance of the veiled dancer, before the dancer disappears from sight. None have gotten a good and clear look at this dancer, but most have put it upon the strange practices of the upcoming Sky Dancers Song holiday that is coming up. (by [[Moonshadow]])&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 17===&lt;br /&gt;
====Tarien's Miracle====&lt;br /&gt;
As usual, rumors are circulating the taverns. Less usual? Their subject. Apparently, [[Tarien]] decided to bestow a 'holy miracle' upon the people of Alexandros. While most got a good giggle out of it, most of the participants are... irritated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'miracle' involved [[Spike|Spikington McChairFoe]], beloved so-called 'saint' of the carpenter's guild and [[Nonplayer_Characters|Greta]]. Apparently, an altercation near the fountain in the temple square happened when the insane golem was apparently 'provoked' by a trio of poo-flinging monkeys. Then more monkeys showed up, gilded in gold, a sure sign of Tarien's favor. Then? Then Greta showed up. Waiting for the really strange part of the story?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's that? You mean that wasn't the strange part!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. See, when Greta showed up and ordered everyone involved arrested, including the monkeys... Spike took a hostage. That is, she took a monkey hostage. Then, to top it all off, she double-crossed a gnome or halfling or somethin' who offered himself in a hostage exchange, and ran off to hide INSIDE the [[Daeus|Daeusite temple]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man. I don't know who's got it worse... Spike, who's no doubt cooling her heels in a cell... or the Watch who have to spend a whole night with Spike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. That lucht is calling it a miracle of Tarien.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 09===&lt;br /&gt;
====Illothian Fallout====&lt;br /&gt;
It's little surprise when rumors spread through the city that the Illothan 'announcement' resulted in (at least) one death. Details are vague and while there must have been more than a few witnesses present it seems as if no one wants to talk at length about it.&lt;br /&gt;
&lt;br /&gt;
One of the Illothan acolytes--or perhaps a man by the name of Ted (who may actually be an acolyte)--fell to black magics, assault by the watch, divine retribution, or adventurer intervention in the middle of their announcement. The contents of the announcement are as variable as there are districts in this city but the two dominant threads propose either defection from the cult or the exposure of several, individual cells of worship dedicated to other dark gods.&lt;br /&gt;
&lt;br /&gt;
The Watch, the [[Althea|Altheans]], and the Vardamans are said to be involved (and maybe those new-fangled [[Serriel|Serrielites]] and the followers of [[Daeus]] as well).&lt;br /&gt;
&lt;br /&gt;
Details are lacking.&lt;br /&gt;
&lt;br /&gt;
===Eliday Firetide 03===&lt;br /&gt;
====A Contest Won====&lt;br /&gt;
A contest was held at the Armsmaster Arena this prior evening -- a contest in which a chest had to be pried from deep within a pit of mud. Typically, many contestants became involved and it descended into a free for all before long -- though one individual had to be pried from the melee by [[Spike|Official Spikington Chairfoe]], designated enforcer by the [[Angoron|Angorites]], for 'improper magic use'.&lt;br /&gt;
&lt;br /&gt;
The eventual winner was a dwarf known only as '[[Thaim]]'. He came to possess the Braggart's Beer Mug, which entitles him to the occasional free alcoholic drink at participating establishments.&lt;br /&gt;
&lt;br /&gt;
Second place went to a fellow by the name of [[Conrad]], who won the 'Running Away Boots', for displaying a considerable deal of intelligence and perception in spotting a second, concealed chest in the pit and escaping with it unnoticed.&lt;br /&gt;
&lt;br /&gt;
All in all, everyone involved seem to have a good time, even if they got extremely muddy.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting_Started]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=8781</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=8781"/>
		<updated>2012-12-30T12:42:55Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Recent Rumors in Alexandria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
[[File:play_now.png|850px|link=Play_Now|center]]&lt;br /&gt;
&lt;br /&gt;
=Welcome to an Age of Heroes=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
In Taara's wake the earth crumbled. [[Recent History|Gods fell]], others rose, and the race of mankind looked forward and saw the destruction of nations. For five years, [[Magitech and Magic|necrotech]] seared the world's landscape and forces unknown decimated the once-insurmountable Walls of Charn. [[Locations|Nations]] turned against one another with the vanishing of monarchs--brother to brother and kin to kin. During the struggles, the nation of Dragonier attempted to keep the peace before it, too, fell. Other nations threatened to follow. &lt;br /&gt;
&lt;br /&gt;
Now returned from the Mists, [[Alexandria]] finds itself thrown into a world in turmoil. In this world, the [[Gods of Good|Pantheon of Light]] stride forward in anger, the [[Gods of Neutrality|Twilight]] fall into debate, and the [[Gods of Evil|forces of Darkness]] are locked in a war between Maugrim and Taara. High arcana soars over the landscape with the renewed activity of the [[races|Old Races]], while guilds and organizations struggle to find their footing with the fall of Rune. The [[sildanyar]] and [[khazad]] have moved forward into the world once again, driven by the perceived neglect of the world by humankind.  &lt;br /&gt;
&lt;br /&gt;
The world had waited for the return of [[Alexandria]] and the return of the [[Myrddion|Myrrish]] and [[Bludgun]] kings for five years--only to find Alexandria suddenly returned unchanged, and unknowing, from the Land of Mists. To Alexandria, the [[Recent History|War of Sendor]] is just days past. To the world--&lt;br /&gt;
&lt;br /&gt;
It is the time for heroes.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Current Meta-Arc=&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;&lt;br /&gt;
In the midst of the great river, at the edge of the sea, Alexandria has been a hub for trade for centuries. It has also been a place of turmoil as merchants and nations alike contested for control of its waters. Of late, Alexandria's merchants walk warily, with increasing looks over shoulder and port. Someone is stirring the waters again. Adventurers have been called into address sabotage, fires, and worse. Pirates, seeing possible weakness, have begun circling, some even reaching to Alexandria's shore.&lt;br /&gt;
&lt;br /&gt;
'''Update:''' Yule and The Gathering are coming up! Check out +events for a better description of what this holiday entails.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
==Recent Website Updates==&lt;br /&gt;
===December 19===&lt;br /&gt;
====Actions and Maneuvers in PF!====&lt;br /&gt;
We've a new page up! It is in the Pathfinder section of our site and tries to clarify &amp;quot;Just What Can I do in a Round?&amp;quot; It also addresses combat maneuvers a bit, too. &lt;br /&gt;
&lt;br /&gt;
I don't claim everything is correct yet. If you see an error, don't hesitate to send a polite @mail. &lt;br /&gt;
&lt;br /&gt;
To see the charts, head on over to Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder]], and look under the Resources section. Or, [[Actions_in_Pathfinder|click here]].&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===December 10===&lt;br /&gt;
====Celebrating the Holidays, pt 2.5!====&lt;br /&gt;
&lt;br /&gt;
Happy Holidays! As we prepare for the final stretch of Tenebrae's holiday preparation, staff wanted to take time out to say hi to our new folks...and to give a firm hand-shake to the old. With this in mind, we wanted to ask: who are you? And, what stories do you want to tell?&lt;br /&gt;
&lt;br /&gt;
So just for the fun of it, staff is tossing out some Character Questionairres. You don't need to fill these out. X) But if you do, staff will award you 3 RPPs if you're new. If you're old, fill one out for your oldest, and youngest, PC. We'll give you 3 RPP for that, too. Just share what answers you can and share them on the forum. :3&lt;br /&gt;
&lt;br /&gt;
We may do PrP bounties with these, depending on the response and your own interests.&lt;br /&gt;
&lt;br /&gt;
[http://forum.tenebraemush.net/index.php/topic,1471.0.html Happy holidays, everyone!]&lt;br /&gt;
   &lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
PS No one HAS to do this. It's just something fun to help us learn about eachother. :D And that is why we are offering RPPs if you do. X)&lt;br /&gt;
&lt;br /&gt;
===December 8===&lt;br /&gt;
Paizo just released their [http://paizo.com/paizo/blog/v5748dyo5le61?Monkeying-Around official monk update]. We'll be incorporating it.&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===November 26===&lt;br /&gt;
====About the Caravan...====&lt;br /&gt;
'''Note: '''Anyone who can email me a log showing their RP with any of these themes, the gobbers will give an extra-super-discounted price to (via magic; it just happens).&lt;br /&gt;
&lt;br /&gt;
Plugging RP Shamelessly Since 1997,&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
:lahar.tenebrae@yahoo.com&lt;br /&gt;
&lt;br /&gt;
===November 13===&lt;br /&gt;
====Search Paizo PRD from Google!====&lt;br /&gt;
We've made a plugin. Directions for installing it are in [[Start Here]] &amp;gt; [[Pathfinder_Resources|What is Pathfinder?]] and then scrolling down to the tutorials and resources section. Or, click [[Search_the_Paizo_PRD_Using_Google_from_Your_Browser|here]]!&lt;br /&gt;
&lt;br /&gt;
Works with Firefox, Chrome, and IE.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 23===&lt;br /&gt;
====Ghosts, Gobbers, and Ghouls, Oh My!====&lt;br /&gt;
In just a few days, we enter into the land of spooks, ghosts, and goblins. And the High Hunt, one of Tenebrae's greatest festivities in honor of Gilead! To celebrate these two events, staff will be dropping the occasional, unique horror-themed Magic Item into plots and PrPs. That is, items that have never been seen before, and will not be seen again (probably).&lt;br /&gt;
&lt;br /&gt;
In addition, we'll be awarding all PrPs as Death Consent for the next two weeks! That is, treasure and XP will be given at the same level as they would a DM'd plot. In addition, well. There is the risk of DEATH.&lt;br /&gt;
&lt;br /&gt;
But it is Halloween.&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===October 13===&lt;br /&gt;
Not so long ago, we updated the grid. X) This was a project that ran the span of two years, and for which we're grateful to a number of folks for leading to its completion. &lt;br /&gt;
&lt;br /&gt;
Soon, we'll be working towards Release Package 8! RP8 will contain mostly PrCs and Feats, things that Outbreak, Thunder, and I will be digging into soon. &lt;br /&gt;
&lt;br /&gt;
In the meantime, I'd like to announce two more animal companions, ones we've had some demand for: the rhinoceros and the elephant! These two have been added to the wiki under World &amp;gt; [[Flora and Fauna]].&lt;br /&gt;
&lt;br /&gt;
There's a new [[RPPs|RPP spend]], as well: Gladiators! These [[RPPs]] provide bonuses to gladiatorial combat. &lt;br /&gt;
 &lt;br /&gt;
As PrCs take a bit of time to code, Ob and I will be dropping some items here and there, just so it doesn't hit at once. X) We're also working on some rules for artificer constructs, but this will need a little playtesting before it's released.&lt;br /&gt;
 &lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===October 10===&lt;br /&gt;
====Maps Added!====&lt;br /&gt;
We've added maps to the website! You may [[Alexandria|view them here]], or in the game by &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map/view &amp;lt;nowiki&amp;gt;&amp;lt;name of map&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;. Or, just type &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+map&amp;lt;/font&amp;gt; while you're in that area.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Release Package 8!====&lt;br /&gt;
We've begun to &amp;quot;gear up&amp;quot; for Release Package 8! While still in the works, it's known that RP8 will contain our Prestige Classes...as well as one or two other surprises.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
====Do You Facebook?====&lt;br /&gt;
We're now on Facebook! Check us out at [https://www.facebook.com/tenebrae.mux Tenebrae.MUX]!&lt;br /&gt;
&lt;br /&gt;
Many of our community members use Facebook, so this is just another way to chat. We're not intending FB to be a major outlet, though we may share updates about Release Packages and the like. More, it's an opportunity for those who are interested to meet other members of the community...or for us to answer questions such as, &amp;quot;What's a MUX?&amp;quot; and &amp;quot;They're still alive, really?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, being who we are, '''we respect your choice of privacy: we're not going to friend you unless you friend us.''' How you make use of this resource is all up to you, though we're pleased to provide you updates and goings-on about the world we all share (this will be mostly in the form of Release Packages, or &amp;quot;hey, our server's down for a few hours&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
===September 13===&lt;br /&gt;
====Your Rumors, Your Stories!====&lt;br /&gt;
As part of celebrations, many of your stories and rumors have been placed on the grid! You can see them just by visiting...&lt;br /&gt;
&lt;br /&gt;
Among them:&lt;br /&gt;
&lt;br /&gt;
:Arena (Jibbom)&lt;br /&gt;
:Southern Bridge Over Tornmawr River (Colrick)&lt;br /&gt;
: Festival Grounds (Colrick)&lt;br /&gt;
: Catacombs (Cesran)&lt;br /&gt;
&lt;br /&gt;
...to name a few! Drop by, poke about, or contribute: http://forum.tenebraemush.net/index.php/topic,1426.0.html &lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
====Orgs and You====&lt;br /&gt;
This is a bit lengthy, so I apologize ahead of time. On the other, I hope it answers some questions! &lt;br /&gt;
:- Lahar&lt;br /&gt;
     &lt;br /&gt;
''Where can I find lists of existing orgs?''&lt;br /&gt;
&lt;br /&gt;
There are several places to find lists of existing orgs: &lt;br /&gt;
&lt;br /&gt;
:Alexandria: Core Setting &amp;gt; [[Local Organizations]]&lt;br /&gt;
:Worldwide: World &amp;gt; [[Organizations]]&lt;br /&gt;
:Temple: World &amp;gt; Organizations &amp;gt; [[Religious Organizations|Temple Affiliations]]&lt;br /&gt;
:Monastic: World &amp;gt; Organizations &amp;gt; [[Organizations|Monastic]] OR Characters &amp;gt; Classes &amp;gt; [[Monk]]&lt;br /&gt;
:Cavalier: Characters &amp;gt; Classes &amp;gt; [[Cavalier]]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
''What are some examples?''&lt;br /&gt;
&lt;br /&gt;
Many of the deities have their own groups, while others work together over a common cause. For instance, the Silver Crescent is composed of a number of different faiths, and Tarien and Angorite groups may often be found side by side, while other groups blend Korites and Angorites quite well.&lt;br /&gt;
     &lt;br /&gt;
Here's one of Eluna's:&lt;br /&gt;
&lt;br /&gt;
:Vision Keepers: This order is arguably a military armed faction of clergymen who follow Eluna. Composed mostly of non-elves, the followers of this order consist of paladins, rangers, and other warriors who often accompany other members of the clergy on quests to recover magical artifacts, locate ancient hoards as well as defend Eluna’s shrines and temples. The head of this order is known as The Wielder of the Star of Tears and represents the sickle phase of the moon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Are orgs limited to the ones listed? Can I make my own?''&lt;br /&gt;
&lt;br /&gt;
Not at all, and yes, absolutely. In fact, if you've something specific that suits you, let us know. For player-created groups, the guidelines are pretty much the same as everything else: make sure you leave room for other people and that it is headed by NPCs. A chivalric group of knights is fine; the same chivalric group who is the star of everything and in secret rules the entire country is not... and, well, everyone should feel free to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How do I join an existing org?''&lt;br /&gt;
&lt;br /&gt;
For most orgs (save the underworld ones and the Crimson Hand), becoming a member just means declaring your intent and RPing towards it. You might even include it as part of your background. On Tenebrae, orgs are considered storytelling devices, not clubs, and we treat them as such. In fact, if an org lists &amp;quot;by invite only,&amp;quot; that is likely old text and should probably be deleted. Check with staff.&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
''Will there be more org-based RPP spends? RPP spends in general?''&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
     &lt;br /&gt;
 &lt;br /&gt;
''How can I get others involved?''&lt;br /&gt;
&lt;br /&gt;
Some of the ways include roleplay, and use of the Roleplay Requests +bboard. If you'd like some other ideas, speak with staff; we're always happy to help!&lt;br /&gt;
&lt;br /&gt;
===September 11===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
&lt;br /&gt;
The +events code has another addition: +event/notifyalts&lt;br /&gt;
&lt;br /&gt;
If you've already set up your alts for the RPP tracker, then you just need to type +event/notifyalts. You and all your alts will then be set so that any time any one of your alts receives an alert for an +event they're scheduled for, the system will notify all of them. This goes for @mails and @pemits.&lt;br /&gt;
&lt;br /&gt;
Some notes: To set up your alts, send in a +request if you haven't already.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
====Events +help Updates====&lt;br /&gt;
Updates:&lt;br /&gt;
* &amp;lt;del&amp;gt;+event/notifyalts is now listed under +help rpp.&amp;lt;/del&amp;gt; It'll be added soon to +help events. &lt;br /&gt;
* Information about the notifications, what type and when they occur, may now be found under +help events.&lt;br /&gt;
&lt;br /&gt;
: Lahar&lt;br /&gt;
&lt;br /&gt;
===September 10===&lt;br /&gt;
====Events Code Updates====&lt;br /&gt;
The +events code has an addition: alerts! 24-hours before an event is scheduled to start, the +events docket will send an @mail to the Poster of the +event as well as any confirmed players reminding them about it. 10 minutes and 0 minutes before an event is scheduled to start, the same players will receive a @pemit from the +events docket reminding them.&lt;br /&gt;
&lt;br /&gt;
These alerts will only occur on any events created AFTER this bbpost. Contact Outbreak with any questions you may have, or if you'd like your existing +event to start sending alerts.&lt;br /&gt;
: Outbreak&lt;br /&gt;
&lt;br /&gt;
===August 30===&lt;br /&gt;
====Aaaaand...Launched!====&lt;br /&gt;
Welcome to the new grid, y'all!&lt;br /&gt;
&lt;br /&gt;
As of now, the BRAND! NEW! GRID! is open to you guys! Feel free to explore it! Just remember to use the RP Nexus 'ic' exit the first time ''with each alt''. That way, the standard ooc and ic commands will work correctly for you from here on out.&lt;br /&gt;
&lt;br /&gt;
Along with the grid comes a new +map! It'll tell you where you are wherever you be. We have a couple different maps that you can view with +map/view all. Hooray!&lt;br /&gt;
&lt;br /&gt;
Finally, be sure to check out opportunities to earn additional RPPs, XP, and gold as a way to celebrate the end of two years' hard work: http://forum.tenebraemush.net/index.php?topic=1426&lt;br /&gt;
&lt;br /&gt;
Happy gridding, you guys! :D Be sure to thank all the staff for their hard work! ESPECIALLY ME. (Just kidding, I just threw the map code together. They did all the heavy lifting!)&lt;br /&gt;
&lt;br /&gt;
- Mudslide&lt;br /&gt;
&lt;br /&gt;
===August 29===&lt;br /&gt;
====Grid Launch, Tomorrow!====&lt;br /&gt;
Tomorrow evening, we'll be launching the new grid! As we do, we'll be closing off the old one. As of this time, please migrate your PCs off the old grid and towards the Gaming Table. If you forget, you will not be &amp;quot;trapped,&amp;quot; this will just make the transition easier for everyone.&lt;br /&gt;
&lt;br /&gt;
The new grid will be enterable via the RP Nexus. You'll enter it using the 'ic' exit, just as though you were a new player. From there on, you'll be able to use +ooc and +ic as normal.&lt;br /&gt;
&lt;br /&gt;
When hitting the new grid for the first time, you will find that it is a little different than the old one. For instance, everyone begins in part of the [[Alexandros|Heartlands]], the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
We condensed the grid as we could, while retaining important features and landmarks, and smoothing out some of the geography.  The role of the river, for instance, is more apparent and mountains may be traversed and visited. That said, it's condensed when compared to the older version. What this means is, the new grid will have that familiar feel to it, though it will be different.&lt;br /&gt;
&lt;br /&gt;
Also...as part of the opening celebrations, and the closing of RP7, we will be having some contests and events, and the chance to earn additional XP, RPPs, and more! +bbread on for details. :D&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
====And to Celebrate...====&lt;br /&gt;
A game's grid is central to its community, and it is important to us that everyone get a chance to be a part of it. What we'd like to ask for your help in--is developing the rumors, legends, and history around these new areas in Alexandria and the Heartlands.&lt;br /&gt;
&lt;br /&gt;
See, while many areas of the grid are old, some are new, untried, and untested! How did these areas come about? What legends have been told about them?&lt;br /&gt;
&lt;br /&gt;
So! For every legend you craft and share on the forums, staff will award 1 RPP (up to 3). These legends should be a story in and of themselves--a legend locals tell about the Fate Spire, deep within the mountain range, for example. Local gossip throughout the shipyards about the dockworker who never came home. The tale you tell is up to you.&lt;br /&gt;
&lt;br /&gt;
Some new areas in need of local gossip include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The Monestary at Fate's Spire&lt;br /&gt;
* The Soldier's Defense&lt;br /&gt;
* Vadran Village&lt;br /&gt;
* The Arena&lt;br /&gt;
* The khazads' mining village, hidden in the midst of the Redridge Mountains...&lt;br /&gt;
&lt;br /&gt;
...and many more, waiting for your discovery, your exploration, your input.&lt;br /&gt;
&lt;br /&gt;
To share your legend, go here: http://forum.tenebraemush.net/index.php/topic,1426.0.html&lt;br /&gt;
&lt;br /&gt;
As an added bonus and to celebrate our new grid's opening, for the next three weeks we'll award a bonus RPP, as well as additional XP, to anyone who runs a PrP (Player Run Plot) featuring one of the new &amp;quot;legends&amp;quot; that someone's posted. Participants will receive a bonus, too!&lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community!&lt;br /&gt;
&lt;br /&gt;
- Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
===August 28===&lt;br /&gt;
====Hooray, Mudslide!====&lt;br /&gt;
Mudslide's chugging away at grid code!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===August 25===&lt;br /&gt;
====RP 7 Rollout, Part 1!====&lt;br /&gt;
Welcome to the first part of Release Package 7! RP7 is one of our larger packages, and so will be rolled out in parts. The first part involves a significant expansion of our Roleplay Points system, or RPPs. We've added a variety of new options, which can be seen under Characters &amp;gt; [[RPPs]] on the website!&lt;br /&gt;
&lt;br /&gt;
Note that some items have been adjusted due to feedback. If there was an increase, it's on us! If the cost was reduced, please let us know and we'll refund you.&lt;br /&gt;
&lt;br /&gt;
We've also included a new command, +roll/ten which can be used to 'take ten' on appropriate skills.&lt;br /&gt;
&lt;br /&gt;
Finally, we have two bug fixes! First, Wizard 0-Level Spells are now onboard and running, so please see 1/38 on getting those fixed if it is something you need to do. In addition, Fighter Training has received some tweaks and upgrades! If you're a fighter, please unequip and requip your armor and equipment to see the changes.&lt;br /&gt;
&lt;br /&gt;
As with all new additions, expect there to be a few bumps as things settle in. &lt;br /&gt;
&lt;br /&gt;
Thank you for being part of our community! Too, a special thanks goes out to everyone who's pitched in, particularly our coders, reviewers, to make this package a reality. Some of this has been over two years in the making, and we hope the wait has been, will be, worth it.&lt;br /&gt;
 &lt;br /&gt;
- Your Tenebrae Staff&lt;br /&gt;
&lt;br /&gt;
NOTE: The special materials policy has been rolled into RPPs.&lt;br /&gt;
&lt;br /&gt;
===August 22===&lt;br /&gt;
====Preview: New Grid!====&lt;br /&gt;
The new grid is a little different than the old one. For instance, you begin in part of the Heartlands, the area around Alexandria. From here, it is sort of like Zelda--there are enterable towns and places, accessible from the greater &amp;quot;world map.&amp;quot; When you enter these places, the map will change to show the local townscape. On the new grid, there are two such places: [[Wilderness Pointe]], and [[Alexandria]].&lt;br /&gt;
&lt;br /&gt;
Here's a sample of the new, traversable [[Alexandros|Heartlands]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
              ~~~  @@@@@@&lt;br /&gt;
               ~~~ @@@@@@@@&lt;br /&gt;
         ~~      ~~@[W]@@@@@&lt;br /&gt;
           ~~      @@@@@@@@&lt;br /&gt;
           ~~        |   ~~  ^&lt;br /&gt;
      -----------\   |  ~~   ^&lt;br /&gt;
     /      ~~    --[3]-[4]--[5]&lt;br /&gt;
     |       ~~     ~|    ^   |&lt;br /&gt;
    [7]       ~~~ ~~~|   ^    |&lt;br /&gt;
     |         ~~ ~~ |  ^     |&lt;br /&gt;
     |          ~~~~ | ^     [6]&lt;br /&gt;
     |             ~~| ^     /&lt;br /&gt;
    [1]-------------[A]^----/&lt;br /&gt;
    @@@             ~~ ^&lt;br /&gt;
  @@[2]@            ~~ ^&lt;br /&gt;
  @@@@@             ~~ ^&lt;br /&gt;
   @@@              ~~  ^&lt;br /&gt;
                     ~~ ^&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I've taken the legend off to save space...but, note the areas with letters instead of numbers. Those? Those are enterable &amp;quot;towns.&amp;quot; The biggest one is, of course, Alexandria...&lt;br /&gt;
&lt;br /&gt;
When the new grid launches, we'll be launching a MU-wide celebration, with chances to earn RPPs, XP, and additional treasures, so stay tuned!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' The Core Setting menu is being updated in preparation for the launch. This is posted to help avoid any confusion in the meantime... *shuffleshuffle*&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Happy Birthday, Lolth!====&lt;br /&gt;
[[file:mlpbd.png|link=http://forum.tenebraemush.net/index.php/topic,1407.msg7482.html]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Signed, Tenebrae (PS Couldn't find any dragons)&lt;br /&gt;
&lt;br /&gt;
===August 20===&lt;br /&gt;
====Preview: New RPP Spends!====&lt;br /&gt;
Whew! It has been a great season this year, and we've such a great community to thank for it. RP7 is around the corner, and as part of it, we've a number of things in store. The biggest of these, of course, is the new grid. The new grid is a project that's been 2+ years in the making, and has involved a near-MU-wide effort.&lt;br /&gt;
&lt;br /&gt;
In addition to the grid, we'll also have some new RPP spends. While this is all still in the reviews phase, I wanted to share some samples of what's up and coming...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Aspects...'''&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity I''&lt;br /&gt;
&lt;br /&gt;
You've developed a talent for mischief and trickery. Whether through practice as an avid prankster or through some connection to one of the more mischievous Gods or spirits, your ability to trick others for a laugh gives you an aura of mirth and high spirits. You may well receive the notice of the temples of Tarien. Dancing Lights 3/day.&lt;br /&gt;
&lt;br /&gt;
''Trickster's Affinity II''&lt;br /&gt;
&lt;br /&gt;
Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Spends...'''&lt;br /&gt;
&lt;br /&gt;
''Trained Blade (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've been honed, trained as a member of your organization. If you are an Elunite, for example, you've trained with the Hunters to find and bring back the misshapen of Garm. This purchase is only available to organizations with a more clearly defined opposition, so be sure to speak with staff before selecting it.&lt;br /&gt;
&lt;br /&gt;
Because of your training, you receive a +1 bonus to damage rolls made with a melee weapon against enemies of this type.&lt;br /&gt;
&lt;br /&gt;
For mechanical purposes, this should be selected after speaking with staff, and selected from the ranger's Favored Enemy list. Choices must be considered thematically appropriate. This may be taken more than once, but applies to a different type of creature each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Organizational Knowledge (15 RPP, Active Organization Membership)''&lt;br /&gt;
&lt;br /&gt;
You've studied extensively within your organization. As a bonus, you receive a +2 to any specific skill check related to their area of study. This may include any knowledge, craft, or profession skill. This may be taken multiple times, but applies to a different skill each time. The choice of skill should be thematic to the group. For example, knowledge/dungeoneering would likely not fit the Hearthguards, but knowledge/nature for the understanding of herbs might. In contrast, knowledge/nature might not fit the Progressive Arcanists, but profession/scribe might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm excited! I hope you, are, too! In the meantime, be sure to thank our code folk and our director, Whirlpoops the Fluffy Toilet. None of this would be possible without their efforts.&lt;br /&gt;
&lt;br /&gt;
See you ongrid!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 12===&lt;br /&gt;
Release Package 7 is on the wings. It is still a little ways away, but is entering the final stages of wrap-up. Included in RP7 will be the new grid.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===August 7===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
A few more clarifications to the Roleplay menu to make it easier to navigate. &amp;quot;Roleplay Archives&amp;quot; is now &amp;quot;Game History&amp;quot;, and &amp;quot;Recent Logs&amp;quot; has been moved to just &amp;quot;Logs.&amp;quot; From there, you can pick Recent Logs or Archived Logs.&lt;br /&gt;
&lt;br /&gt;
We're also trying something a little different with our logs page! What do you think?&lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
===July 30===&lt;br /&gt;
====RPPs: Clarifications and Updates!====&lt;br /&gt;
Hey there, folks. :3 After getting some feedback, I've clarified the [[RPPs|RPP page. How does it look]]?&lt;br /&gt;
&lt;br /&gt;
This is new for all of us, so we'll be keeping our ears to the ground in the coming months to hear what you have to say. RPPs, over time, will become a greater part of the game, and a way to award things we haven't had a method for, previously. Ancestral Weapon is one of these &amp;quot;types of things,&amp;quot; so expect to see options grow, not shrink. ... &lt;br /&gt;
&lt;br /&gt;
: - Lahar&lt;br /&gt;
&lt;br /&gt;
===July 21===&lt;br /&gt;
====RPPs: Multiple People in a Scene!====&lt;br /&gt;
How do you handle it when multiple people are in a scene, and want to send in a log? The best answer: use common sense and &amp;quot;whatever reasonably works.&amp;quot; Here's an example showing, and explaining, one way to do so: &lt;br /&gt;
 &lt;br /&gt;
:Roleplay &amp;gt; Roleplay Logs &amp;gt; [[A Cart of Rainbows]]&lt;br /&gt;
  &lt;br /&gt;
As always, please don't hesitate to speak up if you've a question. This is something new, and so we are all adjusting a little bit. ^^;&lt;br /&gt;
&lt;br /&gt;
===July 20===&lt;br /&gt;
====Roleplay Menu Updated====&lt;br /&gt;
The Roleplay menu has been updated! It's a little more organized, now. And look! Pathfinder!&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
===July 19===&lt;br /&gt;
====Grappling!====&lt;br /&gt;
We've updated the grappling charts to include a few more offerings from the greater Pathfinder community. Visit Start Here &amp;gt; [[Pathfinder Resources|What is Pathfinder?]] and check under &amp;quot;Pathfinder Resources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wed Jun 20===&lt;br /&gt;
====Release Package 6!====&lt;br /&gt;
Hello, everyone!&lt;br /&gt;
&lt;br /&gt;
Our sixth release package is now in the process of rolling out!&lt;br /&gt;
&lt;br /&gt;
The largest of the changes will be the introduction of RPPs. The code is now live, as you can see from your +sheets, and we'll be publishing some more information on this soon. We'll also be awarding everyone some starting points as well as bonuses from Aspects that were earned up until this time.&lt;br /&gt;
&lt;br /&gt;
We're also pleaed to announce some other tools that are going live. The Magic Item generator is the chief of these adn thse will be available during DM'd scenes to assist in the purchase of scrolls and potions. Expect some kinks and bugs to need to be worked out with these.&lt;br /&gt;
&lt;br /&gt;
Also included in RP6 are a number of fixes. Among them:&lt;br /&gt;
&lt;br /&gt;
* Attribute Damage is now calculated correctly.&lt;br /&gt;
* Chargen weighted attributes now let you know how much is left to spend!&lt;br /&gt;
* Numerous pre-req updates and fixes.&lt;br /&gt;
* A code tweak or two.&lt;br /&gt;
* Removed the old 3.5 feats of: Danger Sense, Dive for Cover, Double Wand Wielder, Wandstrike&lt;br /&gt;
* Knowledge/Artifice now merged with Craft/Artifice. If this means you have additional skill points leftover, please +request.&lt;br /&gt;
&lt;br /&gt;
A big thanks to the hard work of the entire staff corp and those players who've been assisting us with these matters. A special shout out goes to Azog, whose help has been instrumental.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' RP6 is now fully operational. Be sure to follow the [[Getting Started with RPPs]] and send staff your feedback.&lt;br /&gt;
&lt;br /&gt;
===May 29===&lt;br /&gt;
====Release Package 5====&lt;br /&gt;
Hi everyone. Whirlpool here!&lt;br /&gt;
&lt;br /&gt;
We're pleased to announce Release Package 5 is rolling out like Optimus Prime. This mostly consists of a few small things and a couple big things that have finally been made possible. Everyone's been burnin' the midnight oil as much as possible to make it all happen.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, Release Package 5 is here for your consideration and praise of our benevolent awesomeness. &amp;lt;.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Okay, in all seriousness, here it goes:&lt;br /&gt;
&lt;br /&gt;
* '''Artificer Spells''': The artificer's received a few new spells! A few of these are carried over into the Wizard/Sorc and Bard lists, though the focus has been on our new class and developing appropriate content for it. You can find these new spells by visiting the [[Artificer|Artificer's class page]]!&lt;br /&gt;
&lt;br /&gt;
* '''+hp''': Need to know your party's current hit points during battle? Type +hp when in a DM scene or a Plot Room. +hp is crafted primarily to help out our healers. Thank you, Outbreak!&lt;br /&gt;
&lt;br /&gt;
* '''Multiple Noms''': Type +help xp to see our new +nom command, +nom/multi! Also note that +nomcheck is now +nom/check. This is part of a slow, careful move towards a more uniform command structure. +nomcheck will work for a while, and will eventually be phased out in favor of the new form.&lt;br /&gt;
&lt;br /&gt;
* '''Events''': The biggest part of RP5 is our new events code! Events will help you schedule any sort of event related to Tenebrae: plots, gatherings, socials, and even gathering online to watch a movie at the Gaming Table. Given the size and complexity of this program, please consider it to be in beta, and forward any bugs through our +request system. Type +help events to get started!&lt;br /&gt;
&lt;br /&gt;
As with any new content, there may be a tweak or two as we move forward. Thank you for playing with us, for for being a part of this community.&lt;br /&gt;
&lt;br /&gt;
Our next RP will focus on the RPPs you've seen about the site (Characters &amp;gt; [[RPPs]]), and bringing them live. We're continuing work on the grid as well, and hope to have it in play soon.&lt;br /&gt;
&lt;br /&gt;
===May 24===&lt;br /&gt;
====New Website Section====&lt;br /&gt;
Opened up our [[Play Now]]! section!&lt;br /&gt;
&lt;br /&gt;
===May 23===&lt;br /&gt;
====Release Package Upcoming====&lt;br /&gt;
Hi, everyone! &lt;br /&gt;
 &lt;br /&gt;
It has been some time since our last release package. We have been hard at work on a new one and it will soon be going live. Big thanks to everyone who has so far worked on it. EQ and Outbreak especially, along with Lahar, of course. &lt;br /&gt;
 &lt;br /&gt;
Keep your eyes peeled!&lt;br /&gt;
&lt;br /&gt;
: - Whirlpool&lt;br /&gt;
&lt;br /&gt;
[[File:more_news.png|350px|link=Update_Archives|center]]&lt;br /&gt;
''&amp;quot;The roads shall be painted teal!&amp;quot; announced the maddened hobgoblin king. And lo, his subjects bowed before him, and all roads from Hither to Yon became teal with bright green roses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 50%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recent Rumors in Alexandria==&lt;br /&gt;
===Eliday, Khael 23, 1014===&lt;br /&gt;
====Olyeaux Estate Settled====&lt;br /&gt;
The estate of the late Lord Olyexau has finally been divided and sold, thanks in part to some adventurers from the Guild. His two feuding sons have been left the fruits (and vegetables) of his love of squash, and apparently have been legally denoted as &amp;quot;dunderheads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The estate itself, though, was granted to Lord George Brawnson, as per the will. Lord Brawnson is best known for his legendary adventuring exploits, such as feeding a purple worm its own tail and using the resutling ball as the head of a flail to take out an entire squadron of roc aerial cavalry, or the time he convinced a thousand year old dragon to pay him its hoard in exchange to forgo the usual beating.&lt;br /&gt;
&lt;br /&gt;
As Lord Brawnson is currently missing in action, the Brawnson estate has begun the process of reclaiming the overgrown and run-down Olyexau property and restoring it to glory, albeit with a Brawnson touch.&lt;br /&gt;
&lt;br /&gt;
===Variday, Khael 10, 1014===&lt;br /&gt;
====  Caravan Adds to Inventory====&lt;br /&gt;
&amp;quot;Whatddya mean I gotta pay a fine??!&amp;quot; the outraged roar could be heard for blocks. Kvnich Snigzof nearly ran afoul of the merchants' guild when word escaped that certain rumors /were/ true. His family was tied to the infamous Fizzlebog, the inventor of the dragonspitter and thunderbelcher. &lt;br /&gt;
&lt;br /&gt;
And the gobbers had swarmed. So had some artificers. Everyone, it seemed, was wanting an autograph.&lt;br /&gt;
&lt;br /&gt;
The City (via the Merchanter's Guild) is wanting him to pay damages. In response, he's added some healing potions to his list, in attempt to gain counter-support from the adventuring community.&lt;br /&gt;
&lt;br /&gt;
OOC: The following items have been added, though they possess the same side effects as the alchemicals (see +bbread 7/18). As folks purchase, I update these +bbposts, so all supply quantities are current. As usual, email me a log of you RPing about the caravan ongrid, and I'll add an additional 5\ discount to the price. :3&lt;br /&gt;
&lt;br /&gt;
The caravan will be leaving in 1 week.&lt;br /&gt;
&lt;br /&gt;
- Lahar&lt;br /&gt;
&lt;br /&gt;
'''New Items'''&lt;br /&gt;
:6x Potions of Cure Light Wounds (37 gold ea.)&lt;br /&gt;
:4x Potions of Cure Moderate Wounds (225 gold ea.)&lt;br /&gt;
:4x Potions of Cure Serious Wounds (562 gold ea.)&lt;br /&gt;
&lt;br /&gt;
=== 	Korday, Quintoos 29, 1014===&lt;br /&gt;
====A Caravan Arrives!====&lt;br /&gt;
Amid cheering, screaming, and tales of woe and hand-wringing, the gobber's carravan arrives. It's led by a trio of gobbers of various ages, each claming to be the head of things, though one (Kvnich Snigzof) seems to be the leader of even /them/. A middle-aged gobber in heavy bear-fur, he struts proudly at the caravan's head, atop a great wolf and with a dragonspitter across his shoulder...&lt;br /&gt;
&lt;br /&gt;
And declares the caravan open for business! The caravan spreads across a full quarter of Goblintown, and has quick business by the arvek and oruch, though other races hang back a while, in general. At first. &lt;br /&gt;
&lt;br /&gt;
The caravan is brightly colored, with wheels and cogs and other things. The Snigzofs' great flag flies over it all, a raging wolf with a thunderbelcher held firmly in its jaws. The old crest held a pair of blades, but with the invention of the thunderbelcher, the dragonspitter, the merchant family was quick to adopt.&lt;br /&gt;
&lt;br /&gt;
Maybe they /are/ related...&lt;br /&gt;
&lt;br /&gt;
'''General Items'''&lt;br /&gt;
: 2x Belt of Enviable Gobber's Stamina (Con +2) (3,000)&lt;br /&gt;
: 2x Dragonspitter +1 (3,975)&lt;br /&gt;
: 1x Thunderbelcher +1 (available with any of the following enhancements, select one at purchase: Flaming, Lightning, Bane) (8,100)&lt;br /&gt;
: 2x Claws of Attack, Orcish +1 (1744)&lt;br /&gt;
: 2x Spiked Heavy Shield +1 (to the shield, spikes are masterwork, however) (1110)&lt;br /&gt;
: 2x Dire Flail +1 (1793)&lt;br /&gt;
: 1x Sword of the Planes (16,737)&lt;br /&gt;
: 3x Goggles! Goggles of Minute Seeing (1,875)&lt;br /&gt;
: 3x Goggles! Goggles of Night (9,000)&lt;br /&gt;
: 2x Lenses! Lens of Detection (2,625)&lt;br /&gt;
: 1x Instant Fortress! (41,250)&lt;br /&gt;
: 1x Robe of Blending (6,300)&lt;br /&gt;
: 2x Scarab of Golembane (1,875)&lt;br /&gt;
: 2x Sustaining Spoon (never leave your labratory again!) (4,050)&lt;br /&gt;
: 2x Wand of Detect Secret Doors (563)&lt;br /&gt;
&lt;br /&gt;
'''Scrolls''' &lt;br /&gt;
: 3x Titan Fist (19)&lt;br /&gt;
: 2x Blur (113)&lt;br /&gt;
: 2x Darkvision (113)&lt;br /&gt;
: 1x Protection from Arrows  (113)&lt;br /&gt;
: 2x Protection from Energy (Fire or Lightning only) (282)&lt;br /&gt;
: 3x Protection from Law (19)&lt;br /&gt;
: 2x Repair Light Damage (19)&lt;br /&gt;
: 2x Repair Moderate Damage  (113)&lt;br /&gt;
: 2x Repair Serious Damage (282)&lt;br /&gt;
: 3x Dispel Magic (282)&lt;br /&gt;
: 2x Displacement (282)&lt;br /&gt;
: 3x Force Punch (282)&lt;br /&gt;
: 2x Stinking Cloud (282)&lt;br /&gt;
: 2x Tongues (282)&lt;br /&gt;
: 2x Water Breathing (282)&lt;br /&gt;
: 2x Detonate (525)&lt;br /&gt;
&lt;br /&gt;
'''Alchemicals''' &lt;br /&gt;
&lt;br /&gt;
All alchemicals are available! The cost for any is at 75\. &lt;br /&gt;
&lt;br /&gt;
However, while the items work, the user may experience additional effects. Whenever an alchemical item which is applied to the skin or imbibed is used, the user should roll 1d6:&lt;br /&gt;
&lt;br /&gt;
: 1-2: Nothing&lt;br /&gt;
: 3-4: The PC grows an unusual color for the next 24 hours or until dispelled&lt;br /&gt;
: 5: Tongue-tied for the next half hour as your tongue attempts to swap to &amp;quot;gobber-speak&amp;quot;; does not affect spell-casting but no one can understand what you say. &lt;br /&gt;
: 6: Suffer a mild case of Goblin Twitch for the next half hour. Shiny things become of slight interest, especially if of a technical nature.&lt;br /&gt;
&lt;br /&gt;
All effects stack.&lt;br /&gt;
&lt;br /&gt;
=== 	Tariday, Quintoos 27, 1014===&lt;br /&gt;
====Strange Sildanyari Rituals ====&lt;br /&gt;
Word whips through the streets like a whippoorwill. [[Sandy]]! [[Sandy|The Shrew]]! Married!&lt;br /&gt;
&lt;br /&gt;
A hoax! A lie!&lt;br /&gt;
&lt;br /&gt;
But the rumors persist. Refuse to be put down.&lt;br /&gt;
&lt;br /&gt;
Others claim they saw the sildanyari with [[Saevrinimata|another]] (they assume it's male, so difficult to tell with the pointy-eared) heading towards a jewelry shoppe. Or discussing one.&lt;br /&gt;
&lt;br /&gt;
A mage comes forward and swears he was hired to whisk the two away to a secret, unbeknown beach locale!&lt;br /&gt;
&lt;br /&gt;
Scandal! Lies! Hoax!&lt;br /&gt;
&lt;br /&gt;
...but. What if it's TRUE???&lt;br /&gt;
&lt;br /&gt;
Statements from [[Jibbom|Steel Von Ironblood]] have yet to be collected.&lt;br /&gt;
&lt;br /&gt;
====A Small Ad in Various Alexandrian Newspapers ====&lt;br /&gt;
In various newspapers that do exist, the [[Sandy|Lady Sandiel]] takes out a small ad. It says:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not married. I am not getting married. THAT IS ALL.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No doubt this will do nothing to help stomp out any speculation. It's too amusing to too many.&lt;br /&gt;
&lt;br /&gt;
====More Ads Taken Out! ====&lt;br /&gt;
[[Mikilos]] Mithralla is still single. There are postings of this, placed where the elf's usual business flyers go. Single. Any rumors to the contrary are false, and any details into the matter unimportant. And any delegations of inquiry from his family are really unnecessary and please please just go back home....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variday, Quintoos 26, 1014===&lt;br /&gt;
====A Gobber Caravan====&lt;br /&gt;
&amp;quot;So I says to him, I--heh. Jorgiz Bottleworsher, ya make a better impression ah listenin if yer ears weren't half-folded across't yer--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaaaauuuggghh!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an yer weren't hoppin mad, an--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAUUUUGGGHHH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--an with steam comin outcher either side of yer fa--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AAAAAAAAAAAAAAAAAAAAAAAAAA!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well Taara's Hairy Eye, Jorg, what is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEY. ARE. COMING! THEY! EVERYTHING I HAVE--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They? Who they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE SNIGZOF!&amp;quot; and with this final yell, Jorgiz screams to the sky, his gobber-ears flaring and flapping in incessant rage, before running off, as fast as his bandy-legs can take him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; says the older gobber, then shoves a bony finger up his gobber-nose. Scratches around. &amp;quot;Well, that'd do it.&amp;quot; And, scratching at his handsomely warty gobber-bum (he was quite the looker in his day), the older gobber bends down to lift up the scrap of paper dropped from the other gobber.&lt;br /&gt;
&lt;br /&gt;
The Alexandrian Tribune article reads:&lt;br /&gt;
&lt;br /&gt;
:The Family Snigzof are headed to Alexandria, bringing tales of unimaginable fortune, daring adventure! The arrival causes a mixture of unrest and anticipation among the merchanter and adventuring population. As a precaution, the Watch has commandeered mages from the Society to enforce &amp;quot;fire-suppression&amp;quot; in Goblintown during the arrival.&lt;br /&gt;
&lt;br /&gt;
:The Snigzof caravan is expected to arrive within days, just in time for Yule. It will bear goods from the wonders (and horrors) of the City Clank. The news has Goblintown in an uproar, as the family is well-known, and other merchants scrambling for goods...and accusing the Snigizof of piracy.&lt;br /&gt;
&lt;br /&gt;
:Not an uncommon claim these days, what with the raids just south of the Tornmawr River...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' Celebrate the holidays with us, Part 2! The caravan will be arriving in days. In the meantime, please include some of the tension in your RP--the merchant houses are generally unhappy with the idea, as a well-known gobber caravan can only bring further chaos to already strained relations (or the Tariens say, much-needed relief to some over-stuffed egos!). Mages have been drafted to watch for fires within Goblintown, and gobbers of course, are putting on their best and fluffing up their warts, hoping to arrange a marriage or two within this illustrious merchant family.&lt;br /&gt;
&lt;br /&gt;
:- Lahar&lt;br /&gt;
&lt;br /&gt;
===Tariday, Quintoos 13, 1014===&lt;br /&gt;
====Myrrish Baron Seeks Asylum====&lt;br /&gt;
A Myrrish Baron, one Turilo Psovik, has sought asylum in Alexandria according to leaks from the magistrate's offices that've set the rumor mills amongst Alexandria's upper class a-spinning. He claims to be in grave danger and claims that the recent airship crash he was involved in, in an effort to return home after his father's abdication of his Barony for reasons of 'madness', was an act of sabotage caused by shadowy forces on one side or the other of the current dispute between the heirs to the still unfilled throne of King Serenas. &lt;br /&gt;
 &lt;br /&gt;
Alexandria's governing council has yet to hear his petition, but the Baron is in protective custody somewhere in the city. Or so they say.&lt;br /&gt;
&lt;br /&gt;
=== Gilday, Rhaltaas 17, 1014===&lt;br /&gt;
====Thief Strikes the Petunia====&lt;br /&gt;
The Petunia's captain expressed pleasure at current sales. &amp;quot;It's not bad,&amp;quot; he said, before his brows drew downwards. &amp;quot;Though we had a lad try for the ship the other day. He broke in near some of the crates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When asked where the &amp;quot;lad&amp;quot; was, the captain made some vague response about local druids, and irritating the wizards of Rune.&lt;br /&gt;
&lt;br /&gt;
Local authorities are looking into the matter, though there seems nothing to report just yet. They are, however, watching the ship's intake of rubber sap, a common ingredient in some polymorph enchantments, in the interests of &amp;quot;adhering more closely with local justice methods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' +bbread 7/15 is current with supplies left and available. Expect it to stay that way until the ship departs. X) - Lah&lt;br /&gt;
&lt;br /&gt;
===Gilday, Rhaltaas 10, 1014===&lt;br /&gt;
====Open Market!====&lt;br /&gt;
Despite recent attacks, a great whale of a ship, the Petunia, made way into Alexandria's harbor this week. The Petunia sailed all the way from Rune, and bears, it claims, leftover goods from the 5-year chaos on the island that only now is beginning to settle. The recently-founded wizard's parliment (who spend much of their time arguing various points and sundry, as is the way of proper wizardry), has licensed the Petunia to place these items for sale, either as a charity, for funds, to defund a political opponent, or...who the hell knows why wizards do anything anymore?&lt;br /&gt;
&lt;br /&gt;
: 2x Headbands of Vast Intellect +2 (3,000 gp ea)&lt;br /&gt;
: 3x Potion of Haste (560g ea)&lt;br /&gt;
: 2x Scroll of Fly (280g ea)&lt;br /&gt;
: 1x +1 Flaming Battleaxe (6,250g ea)&lt;br /&gt;
: 2x Scroll of Heroism (280g ea)&lt;br /&gt;
: 1x +1 Platemail of Light Fortification (4,240g ea)&lt;br /&gt;
: 1x +2 Bec-de-Corbin (6,200g ea)&lt;br /&gt;
: 2x Wand of Mage Armor (560g ea)&lt;br /&gt;
: 2x Wand of Enlarge Person (560g ea)&lt;br /&gt;
: 2x +1 Light Crossbow (1,750g ea)&lt;br /&gt;
: 2x Gray Bag of Tricks (2,550g ea)&lt;br /&gt;
: 5x Universal Solvent (35g ea)&lt;br /&gt;
: 5x Soveriegn Glue (1,800g ea)&lt;br /&gt;
: 5x Alchemical Grease (3g ea)&lt;br /&gt;
: 5x Bloodblock (19g ea)&lt;br /&gt;
: ?x An unknown number of stylish wizarding hats, robes, and accoutrements&lt;br /&gt;
		  &lt;br /&gt;
The Petunia will be in dock for the next two weeks before sailing on to other parts of Ea. Please +request to staff with your interest.&lt;br /&gt;
&lt;br /&gt;
===Variday, Rhaltaas 10, 1014===&lt;br /&gt;
Word has recently leaked on the street that the man who tried to poison Steel Von Ironblood (Aka [[Jibbom]]) has been moved by the magistrates into 'protective custody' of some kind. He's been taken out of the dungeons and moved *someplace* less known.&lt;br /&gt;
&lt;br /&gt;
===Eliday, Daeshen 30, 1014===&lt;br /&gt;
The lastest news is that a ship ran aground at one of the Lighthouses that dot the coast of the Alexandros region. Investigators found that some sort of creatures had murdered the lighthouse keeper with intent to cause catastrophes at sea. This continues the trend of strangeness at sea that's been plagueing the region.&lt;br /&gt;
&lt;br /&gt;
Armed soldiers have now taken the island over and secured it, and other such lighthouses are now being fortified and protected from attack even more carefully than they were before. This is at significant expense, but clearly a necessary precaution now.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Constantin]], [[Angrid]], [[Vennan]], [[Jessa]], [[Munch]], [[Quint]] and [[Mako]]&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Daeshen 28, 1014===&lt;br /&gt;
The Braggart's Cup was awarded to one [[Emir]] Zalaahd, eventually, but it was something else that occurred that caught most everyone's attention. &lt;br /&gt;
 &lt;br /&gt;
The story is that one [[Jibbom|Steel Von Ironblood]] was poisoned by someone in the midst of the festivities. While quick thinking preserved his life, the poisoned was said to've escaped...at least initially. &lt;br /&gt;
 &lt;br /&gt;
Rumors also say that the guard and several of the mercenaries present for the Bragging Rights night were seen at the docks, arresting a man who was trying to escape on a skiff.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 27, 1014===&lt;br /&gt;
====Dragon in the Marketplace?====&lt;br /&gt;
Frantic rumors are circulating that a DRAGON landed in the middle of the MARKET DISTRICT today! It seems to be in conjunction with a little shop called Sunwall Arms, which creates personalized weapons that, by all accounts, seem to be EXCELLENT at dragonslaying. (Sales projected to jump at least 15%!)&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with: [[Jibbom]], [[Donk]], [[Spike]], [[Teppus]], [[Ormarr]], or [[Achala]]!&lt;br /&gt;
&lt;br /&gt;
====Gobber Arrested!====&lt;br /&gt;
AS a result of some sort of undisclosed 'act of terrorism', a Bludgunni goblin was arrested outside the city in connection with a failed attack on the Wayfarer's Inn. Apparently, he was seeking revenge on Alexandria for its role in Bludgun's defeat in the [[Game History|War on Sendor]].&lt;br /&gt;
&lt;br /&gt;
He is now awaiting trial in the Alexandrian dungeons.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Abrahil]], [[Ellerela]], [[Myrana]] and [[Mikilos]].&lt;br /&gt;
&lt;br /&gt;
===Gilday, Daeshen 26, 1014===&lt;br /&gt;
====INFERNUS====&lt;br /&gt;
One fine morning, a shopowner on the docks found his window shattered. He walked inside with trepidation and found its interior ransacked, along with a large banner draped across one wall that is said to've read: &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;INFERNUS. WE'RE CALLING YOU OUT! YOU WON'T KNOW WHEN! YOU WON'T KNOW WHERE! BUT IT'S COMING!!!&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
Of course, the shop owner said that this had a lot more spelling errors in it and being a clerk he had the time to correct them and have it make sense. Mostly. &lt;br /&gt;
 &lt;br /&gt;
Whoever this Infernus is, though, he appears to've made some enemies. The shopkeeper just wishes he didn't have anything to do with it.&lt;br /&gt;
&lt;br /&gt;
===Tariday, Daeshen 25, 1014===&lt;br /&gt;
====Fernwood Pub Home to Unusual Event====&lt;br /&gt;
The poor Fernwood Pub.&lt;br /&gt;
&lt;br /&gt;
Whenever will its indignities end? Tonight, everyone was enjoying their nice meals and some boy comes in and, well... he hands his cat to that crazy lady that's always talking to the trees and the cat just starts having kittens right there at meal time. A very inopportune time for the Fernwood's denizens -- some of which left the establishment rather than see all that while they were trying to eat.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Leisel]], [[Quint]], [[Umien]], [[Ellerela]], or [[Achala]].&lt;br /&gt;
&lt;br /&gt;
===Variday, Daeshen 24, 1014===&lt;br /&gt;
====Pirates Infighting====&lt;br /&gt;
In the latest round of rumors and gossip, it seems that the pirates that have been plaguing Alexandria's waters have taken to infighting amongst themselves. Word is that there was a break down at one of the infamous pirate parleys and as such they aren't coordinated like they used to be. &lt;br /&gt;
 &lt;br /&gt;
That said, even with the pirates being less of a threat, ship disappearances are still happening with alarming regularity. The Alexandrian navy has stepped up patrols of the waters and that does seem to have had a deterrent effect, to some degree, but now one or two *navy* vessels have gone missing. &lt;br /&gt;
 &lt;br /&gt;
Needless to say, this is of a concern to merchants everywhere. Sea travel is dangerous enough as it is, after all, and this is raising tensions between the Airship Sailors and their sea-traveling cousins as they compete for contracts. &lt;br /&gt;
 &lt;br /&gt;
The government is beginning to put price controls in place to ensure there's not a repeat of the price-gouging that happened last year during the 'false mists'.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Aenyn]], [[Jibbom]], [[Donk]], [[Emir]], [[Kilian]], or [[Ormarr]] ICly&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Daeshen 22, 1014===&lt;br /&gt;
====Teresa====&lt;br /&gt;
Her name was Teresa.&lt;br /&gt;
&lt;br /&gt;
Few figures mark the center of a tragedy so well as a small child. Teresa, a young girl of twelve was slain this evening in the dualy-guarded space between two rival houses. A group of adventurers found her slain, most of her face missing by an attack of an unnatural creature.&lt;br /&gt;
&lt;br /&gt;
As the Watch conducts its search and the Mourners prepare her body, those of Tradition and those of Artifice accuse one another over how the creature was let into Sage Orum's Plaza, though the Watch has named no one officially...&lt;br /&gt;
&lt;br /&gt;
...or even if there was a murder.&lt;br /&gt;
&lt;br /&gt;
Or an accident.&lt;br /&gt;
&lt;br /&gt;
As of this time, no one is certain. As a consequence, tensions will remain higher between the two groups, though this is not expected to last. The heads of both organizations have been engaging in a public, joint effort to address the mess left behind, which has had some impact.&lt;br /&gt;
&lt;br /&gt;
The family of the girl, who are tied to the river-merchants, could not be reached for comment.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Jibbom]], [[Sonja]], [[Saevrinimata]], or [[Zalara]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 13, 1014===&lt;br /&gt;
====Limited Edition====&lt;br /&gt;
In recent days a new line of collectable plush toys have been seen around the city, often in the hands of small children, but on occasion held tightly by an adult Collector. The source of these toys is uncertain, but rumors persist of a laughing wizard handing them out at the orphanage. Rare, but occasionally posted flyers detail some of the options. &lt;br /&gt;
&lt;br /&gt;
Bane of Night: &lt;br /&gt;
:Dashing adventure abounds with this wondrous plushie! Based on the local hero, this plush item has authentic features and wardrobe modeled after the real Bane of Night! (Additional Wardrobe pieces not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;Steel von Ironblood, Bane of Night!&amp;quot; &lt;br /&gt;
:&amp;quot;Have at thee, foul beast!&amp;quot; &lt;br /&gt;
:&amp;quot;Now now ladies, settle down!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
BrightScale of Am'shere: &lt;br /&gt;
:Delightfully soft and adorably squishable, this popular plush is based upon another local hero. Hand dyed armor and tabbard are made from all natural fibers, guaranteed to last years of playtime! (Swiftclaw Riding Accessory not included.) Squeeze the belly to hear real quotes! &lt;br /&gt;
:&amp;quot;......mmm.&amp;quot; &lt;br /&gt;
:&amp;quot;.....ah.&amp;quot; &lt;br /&gt;
:&amp;quot;.....&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lady Sandiel: &lt;br /&gt;
:A wildly popular model based upon the true lady of Alexandria, this plush comes with extended wardrobe and bustle. Delux hips and blunt objects come standard! Squeeze the belly (carefully) to hear real quotes! &lt;br /&gt;
:&amp;quot;What do you want?&amp;quot; &lt;br /&gt;
:&amp;quot;How'd you get in here?&amp;quot; &lt;br /&gt;
:&amp;quot;Get that damn ---! outta my face!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Donk: &lt;br /&gt;
:The sheer awesome which is Donk cannot be contained in plush form. We're sorry.&lt;br /&gt;
&lt;br /&gt;
OOC: See [[Mikilos]] for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Tariday Daeshen 4, 1014===&lt;br /&gt;
====The Spell Canon====&lt;br /&gt;
Once, Alexandros had a weapon. &lt;br /&gt;
 &lt;br /&gt;
This weapon, the Planar Disjunction Cannon, was of Kulthian design. While how it was built is one lost art amongst many, what it did was unleash a great torrent of energy powerfful enough to ccut a swath of destruction across the land and to destroy enemiy ships, armies... or floating fortresses. &lt;br /&gt;
 &lt;br /&gt;
Indeed, the last time the Cannon was used was during the Illuminated Order War, where it was fired at the floating fortress Merkabah which was then brought low. This lead to the defeat of the supposed Kulthian remnants that lead this force, but it was not without cost. The Spell Cannon itself was then targeted by a direct exposure to the Elemental Plane of Earth -- which turned the complex in the Red Ridge Mountains itself into stone and unleashed numerous earth elementals into the countryside. While this thread has since been neutralized, the complex itself remains useless and transformed, with little being done about it. &lt;br /&gt;
 &lt;br /&gt;
Until now, anyways. With the increasing threat of piracy and more, the City Council of Alexandria has announced that it intends to seek a way to reclaim the Spell Cannon so that it can be revived and once again serve as a detrrent and weapon against those who threaten the fair city of Alexandria and its allies. Researchers from the local societies of Engineers and Wizrds have been called in to study the problems. Solutions are being devised. &lt;br /&gt;
 &lt;br /&gt;
Or say they say.&lt;br /&gt;
&lt;br /&gt;
OOC: See Whirlpool for rumor details.&lt;br /&gt;
&lt;br /&gt;
===Korday, Daeshen 06, 1014===&lt;br /&gt;
====Summer Flu====&lt;br /&gt;
A summer flu has broken out amongst the denizens of lower Alexandria. &lt;br /&gt;
 &lt;br /&gt;
People are flocking to the Soldier's Defense hospital for treatment and the Hearthguards are doing their best, with help from the other churches, to contain the outbreak before it actually takes any lives. The illness is not particularly serious and runs its course after a day or two, though takes a little longer for the elderly and the children. &lt;br /&gt;
 &lt;br /&gt;
If you're a cleric, you've probably got your hands full.&lt;br /&gt;
&lt;br /&gt;
===Kesenday, Callem 31, 1014===&lt;br /&gt;
====Demon Among the Quills====&lt;br /&gt;
A demon ruptured the nominal quiet of Quill's Repose this evening. Leaping onto the Lady Octavia's circulation desk, the demon revealed itself before beginning to set the place on fire. It spoke in a searing, unearthly tongue, though witnesses were able to make out the words, &amp;quot;Wrong!&amp;quot; though little else.&lt;br /&gt;
&lt;br /&gt;
Two adventurers, who were visiting the Repose, stepped forward as the creature began to wreck the place. Working together, the paladin and a mage subdued the creature with heroic blows. The mage declared the beast was on its way to summoning more of its kind just as the final blow was rendered.&lt;br /&gt;
&lt;br /&gt;
Cleanup will take some time; the damage is still being ascertained, though it is minimal compared to what it might have been. Wilder theroies suggest the demon is a cause of Taara's anger at being left out of the new Society's building. Others, however, suggest the demon itself was just spiteful enough to enact the terror it caused. &amp;quot;It could have been angry over a library fine,&amp;quot; one magi suggested.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' For rumors and general info, follow-up with [[Sonja]] or [[Mikilos]] ICly.&lt;br /&gt;
&lt;br /&gt;
===Ceriday, Callem 11 ===&lt;br /&gt;
====Jailhouse Bar and Grill!====&lt;br /&gt;
The Jailhouse Bar recently had another fantastic evening of violent entertainment with one of their famous 'Fight Nights'. Some battles were long, some were short, but all of them were entertaining as rowdy bloodsport went on throughout the night. Victorious fighters included [[Kalkorth]], Conquerer of the North, [[Angrid]] the Angry, [[Gragnar]] the Growler, [[Katja]] the Crusher, and [[Munch]]y the Golem. All triumphed against a variety of oddball opponents.&lt;br /&gt;
&lt;br /&gt;
While the fights were entertaining, all agree that the show was stolen by the fight announcer: [[Jibbom|Steel Von Ironblood]], Bane of the Night. All in attendance were greatly impressed at how the dashing and handsome halfling's running commentary added an entirely new dimension of entertainment to the proceedings. This according to Jibbom Taribree, who is quite happy to discuss this subject at length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gilday, Callem 15===&lt;br /&gt;
====Jibbom of the Mighty Thews! ====&lt;br /&gt;
The latest word on the street is that [[Jibbom|Steel Von Ironblood]] has displayed great feats of strength. Why, he even beat [[Boshter|a tall Arvek Nar]] in an armwrestling contest! After this, he magnanimously declared that he'd buy everyone around him free ale.&lt;br /&gt;
&lt;br /&gt;
The [[Arvek Nar]] declared him to be 'Steel Von Ironthews'.&lt;br /&gt;
&lt;br /&gt;
No, really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tariday Aestry 31===&lt;br /&gt;
====Getting Together for a Hunting Expedition====&lt;br /&gt;
Rumor has it that some golem smith is getting folks together for an expedition for materials, and has been spreading instructions for interested parties to meet him at his shop. Which golem, and which shop? Look man, I can't tell them apart, how many Golems with a store can there be?&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Craft]] for details!&lt;br /&gt;
&lt;br /&gt;
===Eliday Aestry 15===&lt;br /&gt;
====Whorls of Aether====&lt;br /&gt;
Another day of peaceful worship has been interrupted by out of control magicks at the Temple Square. Half-drowned out by the raucous afternoon worship of the [[Tarien|Tarienites]], a handful of adventurers all but exploded in a brilliant flash of green light what devoured all by two of their number; a [[sildanyar|llyanesi]] arcanist and a [[Humans|Xian]] pugilist. Rumor has it that a giant bug of sorts appeared right before they all vanished.&lt;br /&gt;
&lt;br /&gt;
'''OOC:''' See [[Halani]], [[Jibbom]] or [[Mikilos]] ICly for further details&lt;br /&gt;
&lt;br /&gt;
===Gilday Firetide 27===&lt;br /&gt;
====Did You Hear??====&lt;br /&gt;
Did you hear about [[Donk]] Yauti? Apparently he's some kind of king, or an heir apparent...I don't know, he's destined for some kind of throne. Some people were talking about him in the tavern. A gnomish cavalier... I know, I saw him dragging that gaggle of orphans along behind him, singing about him. They must know something we don't, because apparently he toppled a ''kingdom''! And not just any kingdom, but one that was conspiring against Alexandria itself! ...where? Somewhere underground, I think. Enemies of House Brache.&lt;br /&gt;
&lt;br /&gt;
You don't know House Brache? Well, they were only one of the foremost secretive houses standing against the [[Nonplayer Characters|Sorceress Altima]], at ''great'' risk to themselves! Yeah, heroes, yeah.&lt;br /&gt;
&lt;br /&gt;
Speaking of heroes, did you see that game of [[Calendar|Tarienball]]? I'm not sure ''what'' to make of that...&lt;br /&gt;
&lt;br /&gt;
===Variday Firetide 18===&lt;br /&gt;
====Strange Dancers====&lt;br /&gt;
Quite a few people are speaking of seeing something quite strange, but all of them have close to the same account of what happened.&lt;br /&gt;
&lt;br /&gt;
In the light of the full moon, a strange dancer can be seen on the rooftops of a few buildings. Those that actually get more than a passing glance see the strange flowing dance of the veiled dancer, before the dancer disappears from sight. None have gotten a good and clear look at this dancer, but most have put it upon the strange practices of the upcoming Sky Dancers Song holiday that is coming up. (by [[Moonshadow]])&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 17===&lt;br /&gt;
====Tarien's Miracle====&lt;br /&gt;
As usual, rumors are circulating the taverns. Less usual? Their subject. Apparently, [[Tarien]] decided to bestow a 'holy miracle' upon the people of Alexandros. While most got a good giggle out of it, most of the participants are... irritated.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'miracle' involved [[Spike|Spikington McChairFoe]], beloved so-called 'saint' of the carpenter's guild and [[Nonplayer_Characters|Greta]]. Apparently, an altercation near the fountain in the temple square happened when the insane golem was apparently 'provoked' by a trio of poo-flinging monkeys. Then more monkeys showed up, gilded in gold, a sure sign of Tarien's favor. Then? Then Greta showed up. Waiting for the really strange part of the story?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's that? You mean that wasn't the strange part!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nope. See, when Greta showed up and ordered everyone involved arrested, including the monkeys... Spike took a hostage. That is, she took a monkey hostage. Then, to top it all off, she double-crossed a gnome or halfling or somethin' who offered himself in a hostage exchange, and ran off to hide INSIDE the [[Daeus|Daeusite temple]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man. I don't know who's got it worse... Spike, who's no doubt cooling her heels in a cell... or the Watch who have to spend a whole night with Spike.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. That lucht is calling it a miracle of Tarien.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ceriday Firetide 09===&lt;br /&gt;
====Illothian Fallout====&lt;br /&gt;
It's little surprise when rumors spread through the city that the Illothan 'announcement' resulted in (at least) one death. Details are vague and while there must have been more than a few witnesses present it seems as if no one wants to talk at length about it.&lt;br /&gt;
&lt;br /&gt;
One of the Illothan acolytes--or perhaps a man by the name of Ted (who may actually be an acolyte)--fell to black magics, assault by the watch, divine retribution, or adventurer intervention in the middle of their announcement. The contents of the announcement are as variable as there are districts in this city but the two dominant threads propose either defection from the cult or the exposure of several, individual cells of worship dedicated to other dark gods.&lt;br /&gt;
&lt;br /&gt;
The Watch, the [[Althea|Altheans]], and the Vardamans are said to be involved (and maybe those new-fangled [[Serriel|Serrielites]] and the followers of [[Daeus]] as well).&lt;br /&gt;
&lt;br /&gt;
Details are lacking.&lt;br /&gt;
&lt;br /&gt;
===Eliday Firetide 03===&lt;br /&gt;
====A Contest Won====&lt;br /&gt;
A contest was held at the Armsmaster Arena this prior evening -- a contest in which a chest had to be pried from deep within a pit of mud. Typically, many contestants became involved and it descended into a free for all before long -- though one individual had to be pried from the melee by [[Spike|Official Spikington Chairfoe]], designated enforcer by the [[Angoron|Angorites]], for 'improper magic use'.&lt;br /&gt;
&lt;br /&gt;
The eventual winner was a dwarf known only as '[[Thaim]]'. He came to possess the Braggart's Beer Mug, which entitles him to the occasional free alcoholic drink at participating establishments.&lt;br /&gt;
&lt;br /&gt;
Second place went to a fellow by the name of [[Conrad]], who won the 'Running Away Boots', for displaying a considerable deal of intelligence and perception in spotting a second, concealed chest in the pit and escaping with it unnoticed.&lt;br /&gt;
&lt;br /&gt;
All in all, everyone involved seem to have a good time, even if they got extremely muddy.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:more_rumors.png|350px|link=News_Archives|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting_Started]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8455</id>
		<title>Garrin</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8455"/>
		<updated>2012-10-19T08:47:18Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strangled by Alteri.&lt;br /&gt;
&lt;br /&gt;
Tying off Sonja's bandage, Alteri mutters 'Be right back', and strides over to sock one of the Garrin's in their ginger faces.&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8454</id>
		<title>Garrin</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8454"/>
		<updated>2012-10-19T08:39:27Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strangled by Alteri.&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8453</id>
		<title>Garrin</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Garrin&amp;diff=8453"/>
		<updated>2012-10-19T08:37:48Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Replaced content with &amp;quot;Strnagled by Alteri.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strnagled by Alteri.&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=7081</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=7081"/>
		<updated>2012-02-16T04:04:20Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Alexandrian Independence, Growing Politics, and the Coming of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recent History is intended to be just that. It's history summarized, aimed at helping newer players gain a foothold of the game, or for older ones to have a sort of &amp;quot;scroll&amp;quot; to look back on. The more minutiae rumors and histories of day-to-day life, including rumors involving current plots, are in the [[Main Page|rumor posts]]. Think of Recent History as a grander take on things, and if you are just starting out, this is where you want to begin. You can pick the rest up as you go.&lt;br /&gt;
&lt;br /&gt;
Most recent events are at the bottom. If you would like to look at yet older game history, it can be found [[Older Plots|over here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The War for Sendor and the Fall of Animus==&lt;br /&gt;
Kinnevack strode into Sendor years ago and turned the once-Myrrish land into a place of slavery and domination. She toppled old temples and ruled with an iron fist. The streets of Sendor turned to chaos, and where men fell, ogres and the old goblinkin took their place. Images of Maugrim dominated the Temple Square, and tribal spears ran red with the blood of Kor the Warlord, and drums sang of more to come.&lt;br /&gt;
&lt;br /&gt;
Alexandria joined forces with Myriddion, and drove its armies into Sendor. The pull required they withdraw troops from Blar, and that nation fell once again. Yet, Sendor and Myrddion marched with purpose to rescue friends and family. They marched into Sendor and drove demons from the town of Versis, they toppled the once-unsurmountable fort of Gettys. Despite losses and the crashing of airships, the gods of Light appeared to bless their efforts. &lt;br /&gt;
&lt;br /&gt;
Except, tragedy struck just the same.&lt;br /&gt;
&lt;br /&gt;
As they lay camped at Versis, the clerics of the Knowing God suddenly went blind. Animus was struck from the world through Taara's hand, and his loss sent magecraft into chaos, and began the unraveling of the nation of Rune. Shortly after His fall, Taara and Eluna's agents went to war over the dominion of magic. And, licking its wounds, the army still marched on--though now they looked over their shoulders, for gone was the Father of Wisdom and magic now bore two mothers, one of Evil and one of Light.&lt;br /&gt;
&lt;br /&gt;
They eventually would fell Kinnevack, and retake Sendor. And as the armies gathered beneath the combined flags of nations, world peace lay on the horizon, despite the fall of a god. The ancient king of Myrddion and the elder king of Bludgun saw much in common with one another, and began, in Alexandria, to reach towards one another with the hand of peace.&lt;br /&gt;
&lt;br /&gt;
Behind the falling of Sendor, the ghost of a whisper suggested that the twisted god of war, Kosomoth, was gone as well. To most, this is at best a worrisoem suggestion. Those deeply involved within their faith, however, heatedly debate the correlation between the fall of Bludgun and of the god so many of its people worshipped. They also look to Taara, after the dust between her followers and Eluna's settled, but did not abate. And wonder at the reach of the dark goddess' greed.&lt;br /&gt;
&lt;br /&gt;
==The End of the War and the Vanishing of Alexandria==&lt;br /&gt;
With the end of the Sendor War, [[Alexandria]] became the center of world events. The weathered kings of two nations, [[Myrddion]] and [[Bludgun]], gathered and shook hands over the beginnings of world peace. It was at that time that Alexandria was ripped from the world--though to the world at large, she simply disappeared. She vanished from the world for five years, though Alexandria would not age but days, and so did the kings. In the meantime, the world plunged into war and once-proud Rune would crumble.&lt;br /&gt;
&lt;br /&gt;
The former followers of Animus were taken in at various temples. Navos switched from the pantheon of Light to that of Neutral, and absorbed many of them. Others too, went to a war-scarred Eluna, and yet more to other temples. Of Kosomoth's, little is known...&lt;br /&gt;
&lt;br /&gt;
==The Rediscovery of the World==&lt;br /&gt;
Shortly after the War, Alexandria plunged into what history would call The Mists. While the Mists were in place, life continued as it always had in Alexandria. The world around, however, saw a different picture. In the world, the goddess Taara cackled and shadows grew and sundered nations. Dragonier fell. Rune collapsed. And the great wall of Charn was no more.* For five years this continued, while for Alexandria it would seem five weeks.&lt;br /&gt;
&lt;br /&gt;
When Alexandria reappeared, it became a source of hope as well as suspicion. The world wondered why it had vanished, and Alexandrians quickly came to find that so had the great kings of Bludgun and Myrddion. Its walls were swiftly swarmed with politicians, accusers, ambassadors, hopefuls, and...refugees. &lt;br /&gt;
&lt;br /&gt;
Refugees from near and far fled into Alexandria as a place of sanity in a world gone mad, where food stores had been destroyed or life had just become &amp;quot;uncertain.&amp;quot; Politicians held heated talks, and during one event, a Myrrish man found himself poisoned. &lt;br /&gt;
&lt;br /&gt;
Amid this backdrop, rumors spread of a man and a woman in the Mists, of ancient figures of Alexandria's history coming forth again. The Mists however, faded, and since then, those rumors have been scoffed at. And, so far, the kings have not been found. Instead, Alexandria has found its greatest ally, Myrddion, locked in a cold war between two brothers.&lt;br /&gt;
&lt;br /&gt;
The people of Alexandria now reach out to a world that wasn't sure they would return. And they do not like what they hear. Some reach out for news of loved ones, others with anger and purpose. They find that the attitudes of the gods have changed, too. The Gods of Light have raised their swords and those of Twilight have become focused on their individual temples and followers, in effect raising their fortress walls. The Gods of Dark--news trickles in, but what rumors are heard brings terror to the hearts of the brave and timid alike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The stories of individual nations may be found on their pages.&lt;br /&gt;
&lt;br /&gt;
==Alexandrian Independence, Growing Politics, and the Coming of Magic==&lt;br /&gt;
As Alexandria opened itself to the refugees and the world re-emerged, it found itself host to a number of events. The sildanyari, long secluded from the events of the world, stepped forward and offered a gift of unknown arcane magics. In the face of the fractured mages guilds, practioners of the craft watch closely, as do politicians. They are wary at what the true meaning of such a gift might be.&lt;br /&gt;
&lt;br /&gt;
Despite its long closure, the Eidolon Court of Alexandros may open soon--a major step, as the Court was the first of its kind, the original, in the world. Of late, the gods have also spoken--they released into the world unknown energies and prayers, causing a surge in Temple participation worldwide. Some seers argue the sildanyari are merely copycats--acting on an opportunity. Others argue that in the face of Taara's Scourge, everyone should contribute.&lt;br /&gt;
&lt;br /&gt;
All this, of course, occurs during the backdrop of Alexandria's Independence festival.&lt;br /&gt;
&lt;br /&gt;
==The Fake Mists==&lt;br /&gt;
Roughly a year after Alexandria's reappearance, the mists returned...or so it seemed. They rolled out of the Red Ridge mountains as they did before, crossing over the countryside from east to west. Panic grew as they settled into place and farms shut down. Some people crowded into the city while others fled the area all together for fear of being trapped outside the world again. &lt;br /&gt;
 &lt;br /&gt;
Food became more difficult to obtain and crops rotted in the fields, unharvested. Prices on essentials of all kinds rose and the coffers of merchants who sougth to exploit the situation swelled. &lt;br /&gt;
 &lt;br /&gt;
Slowly, through the dilligent work of the city watch and adventurers, it became known that the mists were fake, not like the ones that had swallowed the city before, and were coming from someplace a near the mining town of Denston in the Red Ridge Mountains. It was believed that a Mul'niessa known only as Malik was behind the growing fear. Many military forces and workers were made to work the farms that had been abandoned to secure the harvest and others still, and mercenaries, went to work rooting out the source of the mists in the mountains. &lt;br /&gt;
 &lt;br /&gt;
Eventually, it was found in the fortress known as Khamon Sotch--an old khazadi fort lost to ages. Small, for khazadi standards, but still formidable. It was there that bold adventurers and city watch men struck a blow against the allies of the Shadow Sorceress by destroying the mist generator and putting an end to the mul'niessans's plans.&lt;br /&gt;
&lt;br /&gt;
Officially, Malik is said to've been killed at the battle of Khamon Sotch, but it is believed that the thwarted bank robbery on the same day of the assault on the fort is no coincidence. Many speculate that Malik was killed or captured there and that the mists were nothing more than a large effort to swell the bank's coffers and then rob it -- nothing more, nothing less. &lt;br /&gt;
 &lt;br /&gt;
Either way, Alexandria is again free of the fear that had gripped it and stands strengthened in the views of those who thought it might slip away again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplay]]&lt;br /&gt;
[[Category:Getting_Started]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=7080</id>
		<title>Recent History</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Recent_History&amp;diff=7080"/>
		<updated>2012-02-16T04:01:06Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* The Fake Mists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recent History is intended to be just that. It's history summarized, aimed at helping newer players gain a foothold of the game, or for older ones to have a sort of &amp;quot;scroll&amp;quot; to look back on. The more minutiae rumors and histories of day-to-day life, including rumors involving current plots, are in the [[Main Page|rumor posts]]. Think of Recent History as a grander take on things, and if you are just starting out, this is where you want to begin. You can pick the rest up as you go.&lt;br /&gt;
&lt;br /&gt;
Most recent events are at the bottom. If you would like to look at yet older game history, it can be found [[Older Plots|over here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The War for Sendor and the Fall of Animus==&lt;br /&gt;
Kinnevack strode into Sendor years ago and turned the once-Myrrish land into a place of slavery and domination. She toppled old temples and ruled with an iron fist. The streets of Sendor turned to chaos, and where men fell, ogres and the old goblinkin took their place. Images of Maugrim dominated the Temple Square, and tribal spears ran red with the blood of Kor the Warlord, and drums sang of more to come.&lt;br /&gt;
&lt;br /&gt;
Alexandria joined forces with Myriddion, and drove its armies into Sendor. The pull required they withdraw troops from Blar, and that nation fell once again. Yet, Sendor and Myrddion marched with purpose to rescue friends and family. They marched into Sendor and drove demons from the town of Versis, they toppled the once-unsurmountable fort of Gettys. Despite losses and the crashing of airships, the gods of Light appeared to bless their efforts. &lt;br /&gt;
&lt;br /&gt;
Except, tragedy struck just the same.&lt;br /&gt;
&lt;br /&gt;
As they lay camped at Versis, the clerics of the Knowing God suddenly went blind. Animus was struck from the world through Taara's hand, and his loss sent magecraft into chaos, and began the unraveling of the nation of Rune. Shortly after His fall, Taara and Eluna's agents went to war over the dominion of magic. And, licking its wounds, the army still marched on--though now they looked over their shoulders, for gone was the Father of Wisdom and magic now bore two mothers, one of Evil and one of Light.&lt;br /&gt;
&lt;br /&gt;
They eventually would fell Kinnevack, and retake Sendor. And as the armies gathered beneath the combined flags of nations, world peace lay on the horizon, despite the fall of a god. The ancient king of Myrddion and the elder king of Bludgun saw much in common with one another, and began, in Alexandria, to reach towards one another with the hand of peace.&lt;br /&gt;
&lt;br /&gt;
Behind the falling of Sendor, the ghost of a whisper suggested that the twisted god of war, Kosomoth, was gone as well. To most, this is at best a worrisoem suggestion. Those deeply involved within their faith, however, heatedly debate the correlation between the fall of Bludgun and of the god so many of its people worshipped. They also look to Taara, after the dust between her followers and Eluna's settled, but did not abate. And wonder at the reach of the dark goddess' greed.&lt;br /&gt;
&lt;br /&gt;
==The End of the War and the Vanishing of Alexandria==&lt;br /&gt;
With the end of the Sendor War, [[Alexandria]] became the center of world events. The weathered kings of two nations, [[Myrddion]] and [[Bludgun]], gathered and shook hands over the beginnings of world peace. It was at that time that Alexandria was ripped from the world--though to the world at large, she simply disappeared. She vanished from the world for five years, though Alexandria would not age but days, and so did the kings. In the meantime, the world plunged into war and once-proud Rune would crumble.&lt;br /&gt;
&lt;br /&gt;
The former followers of Animus were taken in at various temples. Navos switched from the pantheon of Light to that of Neutral, and absorbed many of them. Others too, went to a war-scarred Eluna, and yet more to other temples. Of Kosomoth's, little is known...&lt;br /&gt;
&lt;br /&gt;
==The Rediscovery of the World==&lt;br /&gt;
Shortly after the War, Alexandria plunged into what history would call The Mists. While the Mists were in place, life continued as it always had in Alexandria. The world around, however, saw a different picture. In the world, the goddess Taara cackled and shadows grew and sundered nations. Dragonier fell. Rune collapsed. And the great wall of Charn was no more.* For five years this continued, while for Alexandria it would seem five weeks.&lt;br /&gt;
&lt;br /&gt;
When Alexandria reappeared, it became a source of hope as well as suspicion. The world wondered why it had vanished, and Alexandrians quickly came to find that so had the great kings of Bludgun and Myrddion. Its walls were swiftly swarmed with politicians, accusers, ambassadors, hopefuls, and...refugees. &lt;br /&gt;
&lt;br /&gt;
Refugees from near and far fled into Alexandria as a place of sanity in a world gone mad, where food stores had been destroyed or life had just become &amp;quot;uncertain.&amp;quot; Politicians held heated talks, and during one event, a Myrrish man found himself poisoned. &lt;br /&gt;
&lt;br /&gt;
Amid this backdrop, rumors spread of a man and a woman in the Mists, of ancient figures of Alexandria's history coming forth again. The Mists however, faded, and since then, those rumors have been scoffed at. And, so far, the kings have not been found. Instead, Alexandria has found its greatest ally, Myrddion, locked in a cold war between two brothers.&lt;br /&gt;
&lt;br /&gt;
The people of Alexandria now reach out to a world that wasn't sure they would return. And they do not like what they hear. Some reach out for news of loved ones, others with anger and purpose. They find that the attitudes of the gods have changed, too. The Gods of Light have raised their swords and those of Twilight have become focused on their individual temples and followers, in effect raising their fortress walls. The Gods of Dark--news trickles in, but what rumors are heard brings terror to the hearts of the brave and timid alike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The stories of individual nations may be found on their pages.&lt;br /&gt;
&lt;br /&gt;
==Alexandrian Independence, Growing Politics, and the Coming of Magic==&lt;br /&gt;
As Alexandria opened itself to the refugees and the world re-emerged, it found itself host to a number of events. The sildanyari, long secluded from the events of the world, stepped forward and offered a gift of unknown arcane magics. In the face of the fractured mages guilds, practioners of the craft watch closely, as do politicians. They are wary at what the true meaning of such a gift might be.&lt;br /&gt;
&lt;br /&gt;
Despite its long closure, the Endilion Court of Alexandros may open soon--a major step, as the Court was the first of its kind, the original, in the world. Of late, the gods have also spoken--they released into the world unknown energies and prayers, causing a surge in Temple participation worldwide. Some seers argue the sildanyari are merely copycats--acting on an opportunity. Others argue that in the face of Taara's Scourge, everyone should contribute.&lt;br /&gt;
&lt;br /&gt;
All this, of course, occurs during the backdrop of Alexandria's Independence festival.&lt;br /&gt;
&lt;br /&gt;
==The Fake Mists==&lt;br /&gt;
Roughly a year after Alexandria's reappearance, the mists returned...or so it seemed. They rolled out of the Red Ridge mountains as they did before, crossing over the countryside from east to west. Panic grew as they settled into place and farms shut down. Some people crowded into the city while others fled the area all together for fear of being trapped outside the world again. &lt;br /&gt;
 &lt;br /&gt;
Food became more difficult to obtain and crops rotted in the fields, unharvested. Prices on essentials of all kinds rose and the coffers of merchants who sougth to exploit the situation swelled. &lt;br /&gt;
 &lt;br /&gt;
Slowly, through the dilligent work of the city watch and adventurers, it became known that the mists were fake, not like the ones that had swallowed the city before, and were coming from someplace a near the mining town of Denston in the Red Ridge Mountains. It was believed that a Mul'niessa known only as Malik was behind the growing fear. Many military forces and workers were made to work the farms that had been abandoned to secure the harvest and others still, and mercenaries, went to work rooting out the source of the mists in the mountains. &lt;br /&gt;
 &lt;br /&gt;
Eventually, it was found in the fortress known as Khamon Sotch--an old khazadi fort lost to ages. Small, for khazadi standards, but still formidable. It was there that bold adventurers and city watch men struck a blow against the allies of the Shadow Sorceress by destroying the mist generator and putting an end to the mul'niessans's plans.&lt;br /&gt;
&lt;br /&gt;
Officially, Malik is said to've been killed at the battle of Khamon Sotch, but it is believed that the thwarted bank robbery on the same day of the assault on the fort is no coincidence. Many speculate that Malik was killed or captured there and that the mists were nothing more than a large effort to swell the bank's coffers and then rob it -- nothing more, nothing less. &lt;br /&gt;
 &lt;br /&gt;
Either way, Alexandria is again free of the fear that had gripped it and stands strengthened in the views of those who thought it might slip away again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplay]]&lt;br /&gt;
[[Category:Getting_Started]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=File:Lady_Sandiel_Lines.JPG&amp;diff=5484</id>
		<title>File:Lady Sandiel Lines.JPG</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=File:Lady_Sandiel_Lines.JPG&amp;diff=5484"/>
		<updated>2011-07-25T01:12:10Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=4953</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=4953"/>
		<updated>2011-06-30T23:32:14Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.&lt;br /&gt;
 &lt;br /&gt;
Unending prosperity and eternal peace are unattainable, even to the gods.&lt;br /&gt;
&lt;br /&gt;
: - Sorceress Queen Altima&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About Our NPCs=&lt;br /&gt;
The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
&lt;br /&gt;
=Individual NPCs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
&lt;br /&gt;
:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
  &lt;br /&gt;
It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
&lt;br /&gt;
Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
 &lt;br /&gt;
Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
 &lt;br /&gt;
Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
'''Barntos:''' Advian Barntos is the current Chosen of Thul, but also a former High Priest of Vardama with Alexandria. He was elevated to the position upon the murder of the former head of the Church within the Alexandrian community and both he and his second, one Felix Cranston. Moving with great stealth and keeping his allegiance to Thul secret with nefarious means, he orchestrated the corruption of the temple and the rtaising of the dead within its tombs, sealing it from the outside world while he transformed himself into a blood drinking abomination. Having used the Alexandrian adventurer community to loot greath wealth from lost Vardaman temples, he hired numerous mercenaries and creatures to defend the interior of the temple. Eventually, his plan to sacrifice the remaining Vardamans was foiled when Alexandrian guard and its mercenaries, who did not particularly enjoy being used, defeated him in combat and purified the temple, slaying Cranston. At some point later, several Vardaman priests received visions that Barntos had rapidly ascended to the height of Chosen by slaying the previous Chosen of Thul in ritual combat, making him the highest ranking priest of that faith within Charn, a position he remains to this day. It is also said he is responsible for the existance of the Garnaks -- a sorcerous clan of vampire hobgoblins formerly involved with the city-state of Blar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Baldwin Addelberg:''' The elder patriarch of the Addelberg family of Alexandria. The Addelbergs are famous familial group of wizards, known for their eccentric personalities. Some of them are said to even be competent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
 &lt;br /&gt;
Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well. He is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magus Bryan Dessek:&amp;quot; A well-regarded wizard from Rune, who dabbles in artifice and is known for several treatises on Kulthian magic. He recently has arrived in Alexandria and established a home there, apparently to work on some manner of project related to an archaeological find he established.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;quot;Lord Eff:&amp;quot;&amp;quot; An enigmatic nobleman - if he even is truly a nobleman - that has recently taken up residence in Alexandria's nobles' district. Apparently a recluse, no-one knows what he even looks like, despite the fact that he often hires adventurers to go out on monster hunts, always bringing back the corpses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
&lt;br /&gt;
Usually FE crops up in poses like this:&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
&lt;br /&gt;
:: Or&lt;br /&gt;
 &lt;br /&gt;
:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
&lt;br /&gt;
Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
&lt;br /&gt;
At a rally in support of the Myrrish effots towards re-taking Sendor, Haley was revealed to have been murdered and reanimated.  Before anyone could react, Haley's body exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''He Who Hungers:''' He Who Hungers is both the name and the title of the leader of a faction of lycanthropic Caracoroth worshippers known as the Children of Garm. Supposedly the prophecized freer of Caracorth,  He Who Hungers was never seen anywhere near Alexandria proper. Legend places him as a giant of enormous size and strength. It said in stories that have become local legend that he was defeated within arms reach of freeing Caracoroth from the chains that bind him and that Gilead himself has bound his watch's agent at the sight of his defeat so that he might lament his fall for all eternity. It is said that a massive hammer, sunk into the earth near the Hobgoblin settlement popularly known as 'Liberton' amongst Alexandrians, belongs to him and that whoever should draw it from the earth may become the next He Who Hungers.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ivald the Mighty:&amp;quot; A hard-drinking, boisterous jotun of a man, Ivald came to Alexandria during the most recent Tournament Paramount, and was a loud and friendly presence throughout. During the closing ceremonies, he revealed himself to be a ghaele azata, a celestial servitor of Angoron, and pronounced his approval of the heroes of Alexandria before departing for Heroes' Welcome once more. Rumor has it that he's married to a servant of Tarien.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&lt;br /&gt;
'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
 &lt;br /&gt;
A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
 &lt;br /&gt;
During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
 &lt;br /&gt;
Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
 &lt;br /&gt;
Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
 &lt;br /&gt;
Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Acolyte Slate:&amp;quot; A quiet, humble albino acolyte of Althea that serves at the temple in Alexandria. Rumor has it that he was an amnesiac who was taken in by the temple - certainly, Matron Eleniel keeps a close eye on his progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
'''Toeburst:''' Captain Toeburst is gnomish ocean going ship's captain, though it is also said that he is the owner of several airships. What he is known most for, however, is heavily involvement in the Alexanrian mercenary community and that he often hires young would-be adventurers to test his experimental equipment in the pursuit of lost ocean treasures. His high levels of wealth speak to the success of these ventures.&lt;br /&gt;
&lt;br /&gt;
'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn. His titles include, but are not limited to: Tristus Serenas the Magnificent, High King of the Holy Kingdom Myrddion, Lion of Bryn Myridorn, Emperor of the Seven Islands, Lord Knight of the Most High Order of Ea, and Guardian of the Holy Sword.&lt;br /&gt;
&lt;br /&gt;
'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
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==V==&lt;br /&gt;
&lt;br /&gt;
'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
&lt;br /&gt;
'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionately referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whitefoot:&amp;quot; A mad wizard whose past is obscured in history, it is known that he wished to defeat death itself - defying Vardama with plans to render every sentient being into undead or eternally preserved in construct form. The ghost of Whitefoot is said to have been defeated by adventurers, but whatever happened during that final battle is unknown.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=4952</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=4952"/>
		<updated>2011-06-30T23:31:27Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.&lt;br /&gt;
 &lt;br /&gt;
Unending prosperity and eternal peace are unattainable, even to the gods.&lt;br /&gt;
&lt;br /&gt;
: - Sorceress Queen Altima&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About Our NPCs=&lt;br /&gt;
The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
&lt;br /&gt;
=Individual NPCs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
&lt;br /&gt;
:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
  &lt;br /&gt;
It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
&lt;br /&gt;
Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
 &lt;br /&gt;
Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
 &lt;br /&gt;
Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
'''Barntos:''' Advian Barntos is the current Chosen of Thul, but also a former High Priest of Vardama with Alexandria. He was elevated to the position upon the murder of the former head of the Church within the Alexandrian community and both he and his second, one Felix Cranston. Moving with great stealth and keeping his allegiance to Thul secret with nefarious means, he orchestrated the corruption of the temple and the rtaising of the dead within its tombs, sealing it from the outside world while he transformed himself into a blood drinking abomination. Having used the Alexandrian adventurer community to loot greath wealth from lost Vardaman temples, he hired numerous mercenaries and creatures to defend the interior of the temple. Eventually, his plan to sacrifice the remaining Vardamans was foiled when Alexandrian guard and its mercenaries, who did not particularly enjoy being used, defeated him in combat and purified the temple, slaying Cranston. At some point later, several Vardaman priests received visions that Barntos had rapidly ascended to the height of Chosen by slaying the previous Chosen of Thul in ritual combat, making him the highest ranking priest of that faith within Charn, a position he remains to this day. It is also said he is responsible for the existance of the Garnaks -- a sorcerous clan of vampire hobgoblins formerly involved with the city-state of Blar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Baldwin Addelberg:''' The elder patriarch of the Addelberg family of Alexandria. The Addelbergs are famous familial group of wizards, known for their eccentric personalities. Some of them are said to even be competent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
 &lt;br /&gt;
Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well. He is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magus Bryan Dessek:&amp;quot; A well-regarded wizard from Rune, who dabbles in artifice and is known for several treatises on Kulthian magic. He recently has arrived in Alexandria and established a home there, apparently to work on some manner of project related to an archaeological find he established.&lt;br /&gt;
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==E==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Eff:&amp;quot; An enigmatic nobleman - if he even is truly a nobleman - that has recently taken up residence in Alexandria's nobles' district. Apparently a recluse, no-one knows what he even looks like, despite the fact that he often hires adventurers to go out on monster hunts, always bringing back the corpses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
&lt;br /&gt;
Usually FE crops up in poses like this:&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
&lt;br /&gt;
:: Or&lt;br /&gt;
 &lt;br /&gt;
:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
&lt;br /&gt;
Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
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&lt;br /&gt;
'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
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==H==&lt;br /&gt;
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'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
&lt;br /&gt;
At a rally in support of the Myrrish effots towards re-taking Sendor, Haley was revealed to have been murdered and reanimated.  Before anyone could react, Haley's body exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
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&lt;br /&gt;
'''He Who Hungers:''' He Who Hungers is both the name and the title of the leader of a faction of lycanthropic Caracoroth worshippers known as the Children of Garm. Supposedly the prophecized freer of Caracorth,  He Who Hungers was never seen anywhere near Alexandria proper. Legend places him as a giant of enormous size and strength. It said in stories that have become local legend that he was defeated within arms reach of freeing Caracoroth from the chains that bind him and that Gilead himself has bound his watch's agent at the sight of his defeat so that he might lament his fall for all eternity. It is said that a massive hammer, sunk into the earth near the Hobgoblin settlement popularly known as 'Liberton' amongst Alexandrians, belongs to him and that whoever should draw it from the earth may become the next He Who Hungers.&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ivald the Mighty:&amp;quot; A hard-drinking, boisterous jotun of a man, Ivald came to Alexandria during the most recent Tournament Paramount, and was a loud and friendly presence throughout. During the closing ceremonies, he revealed himself to be a ghaele azata, a celestial servitor of Angoron, and pronounced his approval of the heroes of Alexandria before departing for Heroes' Welcome once more. Rumor has it that he's married to a servant of Tarien.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
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==M==&lt;br /&gt;
&lt;br /&gt;
'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
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==N==&lt;br /&gt;
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==O==&lt;br /&gt;
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==P==&lt;br /&gt;
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==Q==&lt;br /&gt;
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==R==&lt;br /&gt;
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'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
 &lt;br /&gt;
A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
 &lt;br /&gt;
During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
 &lt;br /&gt;
Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
 &lt;br /&gt;
Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
 &lt;br /&gt;
Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Acolyte Slate:&amp;quot; A quiet, humble albino acolyte of Althea that serves at the temple in Alexandria. Rumor has it that he was an amnesiac who was taken in by the temple - certainly, Matron Eleniel keeps a close eye on his progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
'''Toeburst:''' Captain Toeburst is gnomish ocean going ship's captain, though it is also said that he is the owner of several airships. What he is known most for, however, is heavily involvement in the Alexanrian mercenary community and that he often hires young would-be adventurers to test his experimental equipment in the pursuit of lost ocean treasures. His high levels of wealth speak to the success of these ventures.&lt;br /&gt;
&lt;br /&gt;
'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn. His titles include, but are not limited to: Tristus Serenas the Magnificent, High King of the Holy Kingdom Myrddion, Lion of Bryn Myridorn, Emperor of the Seven Islands, Lord Knight of the Most High Order of Ea, and Guardian of the Holy Sword.&lt;br /&gt;
&lt;br /&gt;
'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
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==U==&lt;br /&gt;
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==V==&lt;br /&gt;
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'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
&lt;br /&gt;
'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionately referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whitefoot:&amp;quot; A mad wizard whose past is obscured in history, it is known that he wished to defeat death itself - defying Vardama with plans to render every sentient being into undead or eternally preserved in construct form. The ghost of Whitefoot is said to have been defeated by adventurers, but whatever happened during that final battle is unknown.&lt;br /&gt;
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==X==&lt;br /&gt;
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==Y==&lt;br /&gt;
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==Z==&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Angoron&amp;diff=4850</id>
		<title>Angoron</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Angoron&amp;diff=4850"/>
		<updated>2011-06-19T07:03:15Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_angoron.gif‎]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
'''Greater Deity'''&lt;br /&gt;
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'''Symbol: '''A lightning bolt framing a great maul overlaid on a mountain&lt;br /&gt;
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'''Colors:''' Red, Blue and Brown&lt;br /&gt;
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'''Alignment: '''Chaotic Good&lt;br /&gt;
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'''Home Plane: '''Heroes' Welcome&lt;br /&gt;
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'''Celestial Symbol:''' The Constellation 'Great Titan'&lt;br /&gt;
&lt;br /&gt;
'''Portfolio: '''Barbarians, Good and Neutral Giants, Strongmen, Fighters, Athletes, Orcs, Acts of Heroism and Courage&lt;br /&gt;
&lt;br /&gt;
'''Domains: '''Good, Strength, Luck, Chaos, Liberation &lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignment: '''CG, CN, NG&lt;br /&gt;
&lt;br /&gt;
'''Favored Weapon: '''Myollnir (Earthbreaker)&lt;br /&gt;
&lt;br /&gt;
'''Other Names: '''The Brawler, The Iron Mountain, Garganos Behemoth (Dran), Strongest of the Gods, Patron of Heroes (Stormgarde), The Champion (Gustav) The Adamant Tower (Dwarves)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Angoron patrons heroes, courage, freedom and strength. . He is a massive, chaotic force and stands undisputed in his role as the strongest of the gods. Barbarians and fighters make up most of his following. His followers seek to experience the joys and pleasures of the world while also protecting those who cannot protect themselves, as it is the duty of the strong to protect those below them. His greatest creations are also his greatest failings; The Giants. Their fall and corruption still mars creation to this day. He is most popular amongst the people of Stormgarde, Dran and honorable cultures of giants, and orcs. Due to the number of cultures he influences, the stories that contain him and the folklore of the first age of the world concerning him are legion. He would often adventure together in the ancient stories with Tarien the Bard King and there are numerous stories of his dalliances with beautiful elves, humans, dwarves and giants. Angoron despises the cowardice and manipulations of the deity he considers to be a sniveling coward; Deimos. The irony being that Angoron is a vastly more powerful entity then Deimos. He desires to overcome Kosomoth’s powerful hold over hobgoblins, orcs and evil giants. On the material plane, he often takes the guise of a hugely muscled Giant, Minotaur, Human or, on occasion, Dwarf. His trademark Great Maul is always in hand.&lt;br /&gt;
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&lt;br /&gt;
== Dogma==&lt;br /&gt;
Angoron is first and foremost a barbaric god of strength, power and physical extremes. Those who follow him are lovers of sport, conquest, conquering and the physical pleasures as well. His good nature is exaggerated by his worldly behavior and this carries over to his followers who often mean well although sometimes they give way to their passions too much. They desire battle and thrive on exhibitions of their strength in combat and out of it as well. He firmly believes that the strong should lead the weak and that those with talent should step forward to the front of the line and be bold and courageous. He does not tolerate cowardice and encourages physical solutions to problems. He's not a thinking mans god but believes that through physical confrontation and challenge, people can learn more about themselves and better themselves. Angoron champions the cause of good by encouraging people to defend their own freedom and the freedom of those who may be to weak to adequately defend themselves.&lt;br /&gt;
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== Clergy and Temples ==&lt;br /&gt;
Angoron's church encourages individuality and his clergy tend to be earthy, straightforward, honorable, courageous and down to earth. &lt;br /&gt;
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Temples to Angoron tend to reflect both deity and culture. Being a chaotic good, he has no strict organized form of religion and instead those who reverence him tend to vary from culture to culture in terms of how and what they do. Most of his temples are large pavilions and open aired arenas with baths, wrestling rings, smithies and training grounds. A great altar, typically composed of granite and iron tends to dominate these places. Atop the altar is a recreation of Gargan'tral the World Breaker, also of granite. Priests of Angoron double as war priests shamans and bodyguards. His clerics and priests often journey with priesthood’s of other good gods, acting as bodyguards on missionary journeys on to unenlightened lands and areas dominated by monstrous races under the control of the evil or false deities. On off days, they may be found at times in taverns and feasting halls with the followers of Tarien, telling and boasting of tales of adventure.&lt;br /&gt;
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== Clerical Vestments ==&lt;br /&gt;
Their clerical garments lack any true uniformity except that they tend to favor colors of red and brown and occasionally blue in celebration of the storm. Their garments cause them to often seem like bodyguards or war-priests. Although they are not vain, their garments are almost always cut and stylized to take the opportunity to portray their physical abilities and physiques. They tend to not favor heavy armor pieces such as full plate as many train in unarmed combat as wrestlers and pugilists. And so they desire the most freedom they can have in terms of movement and flexibility.&lt;br /&gt;
&lt;br /&gt;
== Avatars ==&lt;br /&gt;
A gargantuan god of tremendous proportions and energetic nature, he takes many forms when he appears to his followers.  As the brawler, he appears as a massive barbarian human, fire giant or giantborn dressed in shredded garments, robes and adorned in shattered chains with an energetic look of glee and humor in his eyes. He rarely appears without Myollnir in hand.&lt;br /&gt;
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[[Category:Admin]][[Category:Religion]][[Category:Gods_and_Goddesses]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Mul%27niessa&amp;diff=4403</id>
		<title>Mul'niessa</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Mul%27niessa&amp;diff=4403"/>
		<updated>2011-05-03T05:56:57Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Mul'niessa Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known by many names such as the Dark Elves, Night Elves and Cursed Elves; these are elves who are descendants of ones who bound their souls and will to that of the Shadow Sorceress as an exchange for greater power and secrets that she claimed would enable them to maintain their tie to faery. She lied, in part, of course, but to this day the descendants of those originally deceived continue to honor and venerate the Goddess of Lies and they, as a collective whole, exist as one of the staunchest foes of The Light among all enlightened races. Despite this, history has, on occasion, marked out some members of the species who attempt to throw off the grip the Shadow Sorceress holds over their souls and to carve their own path in the world. Furthermore, the recent ascension of the dark goddess has not set well with all members of the race, and has created unforeseen division. Of late, a growing tricke of Shadow Elves attempt to exist independently of the actions and deeds of the greater portion of their race. Time will tell if such individuals are successful in their efforts and if the other, elven kindred will accept them among their ranks despite past transgressions, pacts, and cultural biases.&lt;br /&gt;
&lt;br /&gt;
The most ancient legends that relate the rise of the Shadow Elves, speak of a conflict between the twin princes of ancient Sandriel, in the aftermath of the death of the greatest of the elven High Kings. Both princes offered differing paths for the elven people to take in the wake of the grief of the lost of their most beloved. Civil war resulted, ending in the death of both princes and the cursing of an entire section of the elven people who had given their very souls into the hands of the Shadow Sorceress in search of mastery for the highest forms of arcane sorcery. Retreating underground, the newly formed race of Shadow Elves became a bane to the Dwarves of the world. They allied with cursed and outcast dwarves and engaged in near ongoing warfare while unleashing untold abominations that had long been imprisoned by the gods beneath the world. Some remained on the surface and founded realms in the ruined elven kingdoms and continued to menace all Gaea while making allies and slaves of other depraved and evil monstrous races.&lt;br /&gt;
&lt;br /&gt;
Two ages have passed since this era and it is mythology even for the long lived elven people, but the passions of racial bias and rivalry continue to run strong, maintained by the continued alliance of Shadow Elves with dark forces and the other elven kindreds, despite being stand offish, focusing their effort on the light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
[[image:darkelf01.jpg|thumb]]Shadow-Elves are as tall as High Elves, possessing skin tones that range from deep brown to shades of grey. They possess a nearly unearthly aura and beauty about them that surpasses even the High Elves and carries with it a sinister magnetic attraction. Their hair color tends towards shades of alabaster with some cases producing very light blond hair. They have a natural charismatic aura that makes them seem unattainable yet also grants them the ability to influence other individuals easily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society and Lands==&lt;br /&gt;
Shadow Elven society is dominated by their most powerful members, usually referred to as Nobles, with the rest of Shadow Elven kind being lesser in power. Nobles have yielded their full devotion over to the dark goddess and have received special empowerment for it despite the fact that she holds their souls in her thrall. The powers of a Noble are both granted and heredity in nature, meaning that they usually pass on from generation to generation but have been known to skip and yet can be conferred by the matriarchal priesthood through an elaborate ritual should one prove oneself worthy. Their society embraces much of what The Dark has to offer. They see love as a tool to be used to gain a means to an end and revenge as a tool that hones their powers to razor sharpness. They love intrigue and are used to back biting, being manipulative, controlling and deceitful. The most powerful of these is known as Shal'hazar and is enclosed in mist shrouded woods in the deeps of Charn. These Shadow Elves have long allied themselves with Charn and have had a heavy hand in influencing Charn's dark affairs. Other enclaves exist in the deeps of the earth as well. Recent events have caused some Shadow Elves to leave their traditional enclaves to strike out to establish settlements in the fringes of the Greatwood, striving to find equilibrium with accepting members of their fellow kindreds.&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
The rivalry between the Shadow Elves and Dawn Elves borders on holy war and has only intensified. In recent years, Shadow Elves have become more aggressive in their acts of subterfuge and manipulation as they reach into lands beyond their own. A few efforts have been made by groups of Shadow Elves to seek a balance with their brethren and to cut their ties with their Noble rulers and the dark goddess's grasp on their lives, but such efforts of redemption are easier said then done. The dwarves, too, have a long memory. Traditional dwarves well remember the destruction of the Axis of Gaea resulting from the betrayals of the Dark Iron Dwarves whose allies were staunch members of the Shadow Elf race. As a race, these elves wage an uphill battle in terms of being taken at face value.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
The traditional members of the pantheon of darkness are the ones who are most venerated by the Shadow Elves with Taara the Shadow Sorceress being their chief patron. Her priesthood, matriarchal in nature, holds a tight grasp on Shadow Elven society. A heavy bend of necromancy and command of death themed powers also promotes Thul heavily and Illotha is a natural fit as well due to their affinity for intrigue, thievery and manipulation. As a race, Shadow Elves tend towards the evil alignments but neutral Shadow Elves, particularly among exiles or those striking out away from their traditional mindsets, are not unknown. Good Shadow Elves are very rare but not impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Shadow Elves leave their core societies for any number of reasons. Exiles who are fleeing for their lives for some great crime, or due to being unable to fit into Shadow Elf society are not unheard of though, reasonably are not always believed and trusted in other lands. Many are superstitious of Shadow Elves and so they often find it difficult to be taken at face value, especially by other elves. Shadow Elves who are still in service of their homelands are often out and about on missions of secrecy in which disguising themselves is the best means to be able to move around freely.&lt;br /&gt;
&lt;br /&gt;
==Mul'niessa Racial Traits==&lt;br /&gt;
Elves normally stand around 4 and a half feet to 5 and a half feet tall, and tend towards unusually thin or slender when compared to humans. They mature at roughly 100 years, and may live to be over 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Mul'niessa Average Height and Weight&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mul'niessa, male&lt;br /&gt;
| 4ft 5in&lt;br /&gt;
| 100 lbs&lt;br /&gt;
| +2d8&lt;br /&gt;
| x3 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mul'niessa, female&lt;br /&gt;
| 4ft 5in&lt;br /&gt;
| 90 lbs&lt;br /&gt;
| +2d6&lt;br /&gt;
| x3 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Mul'niessa Starting Age&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Adulthood 	&lt;br /&gt;
| Barbarian, Rogue, Sorcerer 	&lt;br /&gt;
| Bard, Fighter, Paladin, Ranger 	&lt;br /&gt;
| Cleric, Druid, Monk, Wizard&lt;br /&gt;
|- 	&lt;br /&gt;
| 110 years 	&lt;br /&gt;
| +4d6 	&lt;br /&gt;
| +6d6 	&lt;br /&gt;
| +10d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Classification:''' humanoid (elf)&lt;br /&gt;
* '''+2 Dexterity, +2 Charisma, -2 Constitution:''' Shadow Elves are nimble and darkly manipulative.&lt;br /&gt;
* '''Medium''': Shadow Elves are Medium creatures, and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed''': Shadow Elves have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision''': A Shadow Elf can see in the dark up to 120 feet.&lt;br /&gt;
* '''Shadow Elf Immunities''': Shadow Elves are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.&lt;br /&gt;
* '''Keen Senses''': Shadow Elves receive a +2 racial bonus on Perception checks.&lt;br /&gt;
* '''Spell-Like Abilities''': A Shadow Elf can cast ''dancing lights'', ''darkness'', and ''faerie fire'' each once per day, using his total character level as his caster level.&lt;br /&gt;
* '''Fae Insight: '''Shadow Elves can perceive the truths and intentions of those around them better then most others. They gain a +2 racial bonus on Sense Motive checks. &lt;br /&gt;
* '''Weapon Familiarity''': Shadow Elves are proficient with the hand crossbow, rapier, and short sword.&lt;br /&gt;
* '''Taara's Blessing (Su):''' At 9 HD, a Shadow Elf can literally 'jump' through Shadows, granting him the ability to dimension door up to forty feet per day. He can make multiple jumps as long as the total distance traveled per day does not exceed 40'. Each time the shadow elf uses this ability it counts as at least 10 feet, no matter if he jumps less then that. A shadow elf can only shadow jump in locations with dim light.&lt;br /&gt;
* '''Languages''': Shadow Elves begin play speaking Thallassian and Common. Shadow Elves with high Intelligence can choose bonus languages from the following: Abyssal, Draconic, Gnomish, Goblin-Talk, Handspeech or Undercommon.&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Enter new category name]][[Category:Admin]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Mul%27niessa&amp;diff=4402</id>
		<title>Mul'niessa</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Mul%27niessa&amp;diff=4402"/>
		<updated>2011-05-03T05:53:43Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Mul'niessa Racial Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known by many names such as the Dark Elves, Night Elves and Cursed Elves; these are elves who are descendants of ones who bound their souls and will to that of the Shadow Sorceress as an exchange for greater power and secrets that she claimed would enable them to maintain their tie to faery. She lied, in part, of course, but to this day the descendants of those originally deceived continue to honor and venerate the Goddess of Lies and they, as a collective whole, exist as one of the staunchest foes of The Light among all enlightened races. Despite this, history has, on occasion, marked out some members of the species who attempt to throw off the grip the Shadow Sorceress holds over their souls and to carve their own path in the world. Furthermore, the recent ascension of the dark goddess has not set well with all members of the race, and has created unforeseen division. Of late, a growing tricke of Shadow Elves attempt to exist independently of the actions and deeds of the greater portion of their race. Time will tell if such individuals are successful in their efforts and if the other, elven kindred will accept them among their ranks despite past transgressions, pacts, and cultural biases.&lt;br /&gt;
&lt;br /&gt;
The most ancient legends that relate the rise of the Shadow Elves, speak of a conflict between the twin princes of ancient Sandriel, in the aftermath of the death of the greatest of the elven High Kings. Both princes offered differing paths for the elven people to take in the wake of the grief of the lost of their most beloved. Civil war resulted, ending in the death of both princes and the cursing of an entire section of the elven people who had given their very souls into the hands of the Shadow Sorceress in search of mastery for the highest forms of arcane sorcery. Retreating underground, the newly formed race of Shadow Elves became a bane to the Dwarves of the world. They allied with cursed and outcast dwarves and engaged in near ongoing warfare while unleashing untold abominations that had long been imprisoned by the gods beneath the world. Some remained on the surface and founded realms in the ruined elven kingdoms and continued to menace all Gaea while making allies and slaves of other depraved and evil monstrous races.&lt;br /&gt;
&lt;br /&gt;
Two ages have passed since this era and it is mythology even for the long lived elven people, but the passions of racial bias and rivalry continue to run strong, maintained by the continued alliance of Shadow Elves with dark forces and the other elven kindreds, despite being stand offish, focusing their effort on the light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
[[image:darkelf01.jpg|thumb]]Shadow-Elves are as tall as High Elves, possessing skin tones that range from deep brown to shades of grey. They possess a nearly unearthly aura and beauty about them that surpasses even the High Elves and carries with it a sinister magnetic attraction. Their hair color tends towards shades of alabaster with some cases producing very light blond hair. They have a natural charismatic aura that makes them seem unattainable yet also grants them the ability to influence other individuals easily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society and Lands==&lt;br /&gt;
Shadow Elven society is dominated by their most powerful members, usually referred to as Nobles, with the rest of Shadow Elven kind being lesser in power. Nobles have yielded their full devotion over to the dark goddess and have received special empowerment for it despite the fact that she holds their souls in her thrall. The powers of a Noble are both granted and heredity in nature, meaning that they usually pass on from generation to generation but have been known to skip and yet can be conferred by the matriarchal priesthood through an elaborate ritual should one prove oneself worthy. Their society embraces much of what The Dark has to offer. They see love as a tool to be used to gain a means to an end and revenge as a tool that hones their powers to razor sharpness. They love intrigue and are used to back biting, being manipulative, controlling and deceitful. The most powerful of these is known as Shal'hazar and is enclosed in mist shrouded woods in the deeps of Charn. These Shadow Elves have long allied themselves with Charn and have had a heavy hand in influencing Charn's dark affairs. Other enclaves exist in the deeps of the earth as well. Recent events have caused some Shadow Elves to leave their traditional enclaves to strike out to establish settlements in the fringes of the Greatwood, striving to find equilibrium with accepting members of their fellow kindreds.&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
The rivalry between the Shadow Elves and Dawn Elves borders on holy war and has only intensified. In recent years, Shadow Elves have become more aggressive in their acts of subterfuge and manipulation as they reach into lands beyond their own. A few efforts have been made by groups of Shadow Elves to seek a balance with their brethren and to cut their ties with their Noble rulers and the dark goddess's grasp on their lives, but such efforts of redemption are easier said then done. The dwarves, too, have a long memory. Traditional dwarves well remember the destruction of the Axis of Gaea resulting from the betrayals of the Dark Iron Dwarves whose allies were staunch members of the Shadow Elf race. As a race, these elves wage an uphill battle in terms of being taken at face value.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
The traditional members of the pantheon of darkness are the ones who are most venerated by the Shadow Elves with Taara the Shadow Sorceress being their chief patron. Her priesthood, matriarchal in nature, holds a tight grasp on Shadow Elven society. A heavy bend of necromancy and command of death themed powers also promotes Thul heavily and Illotha is a natural fit as well due to their affinity for intrigue, thievery and manipulation. As a race, Shadow Elves tend towards the evil alignments but neutral Shadow Elves, particularly among exiles or those striking out away from their traditional mindsets, are not unknown. Good Shadow Elves are very rare but not impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Shadow Elves leave their core societies for any number of reasons. Exiles who are fleeing for their lives for some great crime, or due to being unable to fit into Shadow Elf society are not unheard of though, reasonably are not always believed and trusted in other lands. Many are superstitious of Shadow Elves and so they often find it difficult to be taken at face value, especially by other elves. Shadow Elves who are still in service of their homelands are often out and about on missions of secrecy in which disguising themselves is the best means to be able to move around freely.&lt;br /&gt;
&lt;br /&gt;
==Mul'niessa Racial Traits==&lt;br /&gt;
Elves normally stand around 4 and a half feet to 5 and a half feet tall, and tend towards unusually thin or slender when compared to humans. They mature at roughly 100 years, and may live to be over 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | Mul'niessa Average Height and Weight&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mul'niessa, male&lt;br /&gt;
| 4ft 3in&lt;br /&gt;
| 100 lbs&lt;br /&gt;
| +2d8&lt;br /&gt;
| x3 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mul'niessa, female&lt;br /&gt;
| 4ft 3in&lt;br /&gt;
| 90 lbs&lt;br /&gt;
| +2d6&lt;br /&gt;
| x3 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TableMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | Mul'niessa Starting Age&lt;br /&gt;
{{T02}}&lt;br /&gt;
| Adulthood 	&lt;br /&gt;
| Barbarian, Rogue, Sorcerer 	&lt;br /&gt;
| Bard, Fighter, Paladin, Ranger 	&lt;br /&gt;
| Cleric, Druid, Monk, Wizard&lt;br /&gt;
|- 	&lt;br /&gt;
| 110 years 	&lt;br /&gt;
| +4d6 	&lt;br /&gt;
| +6d6 	&lt;br /&gt;
| +10d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Classification:''' humanoid (elf)&lt;br /&gt;
* '''+2 Dexterity, +2 Charisma, -2 Constitution:''' Shadow Elves are nimble and darkly manipulative.&lt;br /&gt;
* '''Medium''': Shadow Elves are Medium creatures, and have no bonuses or penalties due to their size.&lt;br /&gt;
* '''Normal Speed''': Shadow Elves have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision''': A Shadow Elf can see in the dark up to 120 feet.&lt;br /&gt;
* '''Shadow Elf Immunities''': Shadow Elves are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.&lt;br /&gt;
* '''Keen Senses''': Shadow Elves receive a +2 racial bonus on Perception checks.&lt;br /&gt;
* '''Spell-Like Abilities''': A Shadow Elf can cast ''dancing lights'', ''darkness'', and ''faerie fire'' each once per day, using his total character level as his caster level.&lt;br /&gt;
* '''Fae Insight: '''Shadow Elves can perceive the truths and intentions of those around them better then most others. They gain a +2 racial bonus on Sense Motive checks. &lt;br /&gt;
* '''Weapon Familiarity''': Shadow Elves are proficient with the hand crossbow, rapier, and short sword.&lt;br /&gt;
* '''Taara's Blessing (Su):''' At 9 HD, a Shadow Elf can literally 'jump' through Shadows, granting him the ability to dimension door up to forty feet per day. He can make multiple jumps as long as the total distance traveled per day does not exceed 40'. Each time the shadow elf uses this ability it counts as at least 10 feet, no matter if he jumps less then that. A shadow elf can only shadow jump in locations with dim light.&lt;br /&gt;
* '''Languages''': Shadow Elves begin play speaking Thallassian and Common. Shadow Elves with high Intelligence can choose bonus languages from the following: Abyssal, Draconic, Gnomish, Goblin-Talk, Handspeech or Undercommon.&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Enter new category name]][[Category:Admin]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Lady_Sandiel&amp;diff=3918</id>
		<title>Lady Sandiel</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Lady_Sandiel&amp;diff=3918"/>
		<updated>2011-02-14T04:17:55Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lady Arwenieniallwehn Sandiel is a frolicsome elf with great, swaying hips who hugs trees and who lives in a vampire-ridden manor. She for years has been accused of being somewhat demonic in nature despite her tendency to donate to orphanages.&lt;br /&gt;
&lt;br /&gt;
Oh. And the tree-hugging thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Faiza&amp;diff=3797</id>
		<title>Faiza</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Faiza&amp;diff=3797"/>
		<updated>2011-01-10T07:58:06Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faiza is smelly.&lt;br /&gt;
&lt;br /&gt;
She also has red hair.&lt;br /&gt;
&lt;br /&gt;
This makes her smell-IER.&lt;br /&gt;
&lt;br /&gt;
After the mists lifted and she found out Taara had done some terrible stuff, she totally facepalmed the most epic facepalm to have ever palmed a face.&lt;br /&gt;
&lt;br /&gt;
She also is a paladin. OR SO THEY SAY. Can shadow elves really be paladins? ONE WOULD THINK NOT. They are SO smelly. See above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Faiza&amp;diff=3794</id>
		<title>Faiza</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Faiza&amp;diff=3794"/>
		<updated>2011-01-10T07:52:27Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faiza is smelly.&lt;br /&gt;
&lt;br /&gt;
She also has red hair.&lt;br /&gt;
&lt;br /&gt;
This makes her smell-IER.&lt;br /&gt;
&lt;br /&gt;
After the mists lifted and she found out Taara had done some terrible stuff, she totally facepalmed the most epic facepalm to have ever palmed a face.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Agril&amp;diff=3428</id>
		<title>Agril</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Agril&amp;diff=3428"/>
		<updated>2010-12-09T07:32:56Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Replaced content with &amp;quot;


Category:Player&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3362</id>
		<title>Deimos</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3362"/>
		<updated>2010-12-04T13:54:05Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_deimos.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lesser Deity'''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' A flowing black mask&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black and Grey&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Neutral Evil&lt;br /&gt;
&lt;br /&gt;
'''Home Plane:''' The Abyss&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Corruption, Lies, Crime, Thieves&lt;br /&gt;
&lt;br /&gt;
'''Domains:'''  Luck, Trickery, Evil, Charm &lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignment:''' TN, CE, NE, LE&lt;br /&gt;
&lt;br /&gt;
'''Favored Weapon:''' A Thousand Smiles (dagger)&lt;br /&gt;
&lt;br /&gt;
'''Other Names:''' The Sly One, Father of Lies, The Deceiver, The Masquerade(The Vast), FalseMetal (Khazad Duin), Hith (Goblins), The Flawed One, Betrayer (Dran, Stormgarde)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though he lacks the overt power of the likes of Maugrim or the wide ranging influence of the likes of Taara, Deimos is probably the most invoked of the darker powers for he is the patron of greed, corruption and avarice.  He himself, consumed by a lust for souls and greed over their possession, does much to foster this devotion. Deimos is a sly and slithering god of darkness who is said to have an often-disputed origin. Some traditionalists point to him emerging from The Void, bearing with him the seeds of corruption, trickery and deception but others believe that Deimos actually emerged from the discarded shadow of Tarien the good aligned trickster god. Tarien, it is said by them, lost a bet with Animus and as part of the price, the god of balance split the deity in two, resulting in the lesser deity Tarien and the Lesser deity Deimos who represented the capricious side of the once more powerful whole being. Followers of Tarien, not entertaining the thought that their god spawned such an evil, nor the idea that he would lose any bet, reject this story. Deimos’ people delight in using this tale to darken the image of Tarien. Deimos' strength comes not from his actual power but rather his influence and control in the easily corrupted and influenced hearts of mortals. He is lying, he is deceit, he is corruption and ill-gotten wealth. He is a cunning dealmaker whose power lies in his ability to twist words and deceive even other mighty gods. Those who bargain with him and believe that they come out on top only find misery in the end. It should come as no surprise that Deimos is considered the patron god of thieves, criminals and the organized underworld. Many thieves guilds, covens and groups find it highly beneficial to appease him and his church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Though there are many who follow him out of free will, Deimos delights in gaining servants through trickery and duplicity. He prizes treachery and expects his clerics to be just like that. His clerics operate in secret and work along side underground cults and guilds. Deimos is most concerned with the amassing of wealth and power to the greater end of continental and global domination. His clergy and followers are taught to worship the value of the coin above all else and do whatever they can to come out on the top of a deal. Manipulating others emotions, cheating them and lying to them as is needed but be sly and stealth about it and use your wit and your intelligence because someone who knows of your nature is less likely to deal with you. Manipulating others is better then force, but do not be above forcing others to do the will of The Masquerade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
The Church of Deimos is strongest in lands like Veyshan and Charn where under handed dealings and corruption reigns supreme. His clergy are often indistinguishable from merchants and rogues and they are almost always wealthy. He has many followers amongst the corrupt nobles and upper class members who seek to use his favor to remain on top at the expense of those at the bottom. His priests often multiclass as Rogues and some of them have enough skill at manipulation, it is said they can sell someone air and get away with it. Many merchant households have shrines to him but the largest temple gathering is located beneath the city of Tashraan and in the midst of the headquarters for one of its great merchant houses.&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Deimos is a deity who thrives on lies, deception and trickery and as a result there are few if any consistent records of what he actually looks like. A spirit of dark greed and corruption, most common depictions of him are as a fat merchant, over adorned in gold, jewelry and devices of incalculable value and worth. Sometimes he appears as a goblin prince and other times he mocks the chosen people of Reos by appearing as a greedy black haired dwarf, over indulged in swarthy clothes, wealth and the trademark dwarven greed. No doubt he delights today in the growing economic strength of the dwarves in the hopes that this breeds further opportunities to corrupt them.&lt;br /&gt;
[[Category:Enter new category name]][[Category:Enter new category name]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3361</id>
		<title>Deimos</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3361"/>
		<updated>2010-12-04T13:52:16Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_deimos.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lesser Deity'''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' A flowing black mask&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black and Grey&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Neutral Evil&lt;br /&gt;
&lt;br /&gt;
'''Home Plane:''' The Abyss&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Corruption, Lies, Crime, Thieves&lt;br /&gt;
&lt;br /&gt;
'''Domains:'''  Luck, Trickery, Evil, Charm &lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignment:''' TN, CE, NE, LE&lt;br /&gt;
&lt;br /&gt;
'''Favored Weapon:''' A Thousand Smiles (dagger)&lt;br /&gt;
&lt;br /&gt;
'''Other Names:''' The Sly One, Father of Lies, The Deceiver, The Masquerade(The Vast), FalseMetal (Khazad Duin), Hith (Goblins), The Flawed One, Betrayer (Dran, Stormgarde)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though he lacks the overt power of the likes of Maugrim or the wide ranging influence of the likes of Taara, Deimos is probably the most invoked of the darker powers for he is the patron of greed, corruption and avarice.  He himself, consumed by a lust for souls and greed over their possession, does much to foster this devotion. Deimos is a sly and slithering god of darkness who is said to have an often-disputed origin. Some traditionalists point to him emerging from The Void, bearing with him the seeds of corruption, trickery and deception but others believe that Deimos actually emerged from the discarded shadow of Tarien the good aligned trickster god. Tarien, it is said by them, lost a bet with Animus and as part of the price, the god of balance split the deity in two, resulting in the lesser deity Tarien and the Lesser deity Deimos who represented the capricious side of the once more powerful whole being. Followers of Tarien, not entertaining the thought that their god spawned such an evil, nor the idea that he would lose any bet, reject this story. Deimos’ people delight in using this tale to darken the image of Tarien. Deimos' strength comes not from his actual power but rather his influence and control in the easily corrupted and influenced hearts of mortals. He is lying, he is deceit, he is corruption and ill-gotten wealth. He is a cunning dealmaker whose power lies in his ability to twist words and deceive even other mighty gods. Those who bargain with him and believe that they come out on top only find misery in the end. It should come as no surprise that Deimos is considered the patron god of thieves, criminals and the organized underworld. Many thieves guilds, covens and groups find it highly beneficial to appease him and his church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Though there are many who follow him out of free will, Deimos delights in gaining servants through trickery and duplicity. He prizes treachery and expects his clerics to be just like that. His clerics operate in secret and work along side underground cults and guilds. Deimos is most concerned with the amassing of wealth and power to the greater end of continental and global domination. His clergy and followers are taught to worship the value of the coin above all else and do whatever they can to come out on the top of a deal. Manipulating others emotions, cheating them and lying to them as is needed but be sly and stealth about it and use your wit and your intelligence because someone who knows of your nature is less likely to deal with you. Manipulating others is better then force, but do not be above forcing others to do the will of The Masquerade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
The Church of Deimos is strongest in lands like Veyshan and Charn where under handed dealings and corruption reigns supreme. His clergy are often indistinguishable from merchants and rogues and they are almost always wealthy. He has many followers amongst the corrupt nobles and upper class members who seek to use his favor to remain on top at the expense of those at the bottom. His priests often multiclass as Rogues and some of them have enough skill at manipulation, it is said they can sell someone air and get away with it. Many merchant households have shrines to him but the largest temple gathering is located beneath the city of Veyshan and in the midst of the headquarters for the Guild of the Sly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Deimos is a deity who thrives on lies, deception and trickery and as a result there are few if any consistent records of what he actually looks like. A spirit of dark greed and corruption, most common depictions of him are as a fat merchant, over adorned in gold, jewelry and devices of incalculable value and worth. Sometimes he appears as a goblin prince and other times he mocks Chodan by appearing as a greedy black haired dwarf, over indulged in swarthy clothes, wealth and the trademark dwarven greed.&lt;br /&gt;
[[Category:Enter new category name]][[Category:Enter new category name]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:DeityEvil&amp;diff=3359</id>
		<title>Template:DeityEvil</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:DeityEvil&amp;diff=3359"/>
		<updated>2010-12-04T11:02:17Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableDeityMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''[[Gods of Evil]]'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Deity'''&lt;br /&gt;
| '''AL'''&lt;br /&gt;
| '''Portfolio'''&lt;br /&gt;
| '''Domains'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Caracoroth]]&lt;br /&gt;
| CE&lt;br /&gt;
| God of savages, monsters, nightmares&lt;br /&gt;
| Evil, Chaos, Animals, Madness&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Deimos]]&lt;br /&gt;
| NE&lt;br /&gt;
| God of trickery, secrets, crime and corruption&lt;br /&gt;
| Luck, Trickery, Evil, Charm&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunahkar]]&lt;br /&gt;
| CE&lt;br /&gt;
| God of destruction, chaos, disaster, wrath&lt;br /&gt;
| Chaos, Destruction, Death, Weather, Evil&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Illotha]]&lt;br /&gt;
| NE&lt;br /&gt;
| Goddess of murder, poison, envy, loss&lt;br /&gt;
| Evil, Death, Knowledge, Rune&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Maugrim]]&lt;br /&gt;
| LE&lt;br /&gt;
| God of tyranny, slavery, pride, dragons&lt;br /&gt;
| Evil, Law, War, Strength, Destruction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Taara]]&lt;br /&gt;
| NE&lt;br /&gt;
| Goddess of cruelty, darkness, evil, lust&lt;br /&gt;
| Evil, Darkness, Magic, Destruction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Thul]]&lt;br /&gt;
| LE&lt;br /&gt;
| God of death, undeath, gluttony, contracts&lt;br /&gt;
| Death, Evil, Strength, Trickery, Law&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Template:DeityEvil&amp;diff=3358</id>
		<title>Template:DeityEvil</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Template:DeityEvil&amp;diff=3358"/>
		<updated>2010-12-04T11:00:52Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableDeityMain}}&lt;br /&gt;
{{T01}}&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''[[Gods of Evil]]'''&lt;br /&gt;
{{T02}}&lt;br /&gt;
| '''Deity'''&lt;br /&gt;
| '''AL'''&lt;br /&gt;
| '''Portfolio'''&lt;br /&gt;
| '''Domains'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Caracoroth]]&lt;br /&gt;
| CE&lt;br /&gt;
| God of savages, monsters, nightmares&lt;br /&gt;
| Evil, Chaos, Animals, Madness&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Deimos]]&lt;br /&gt;
| NE&lt;br /&gt;
| God of trickery, secrets, crime and corruption&lt;br /&gt;
| Luck, Trickery, Evil, Charm&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunahkar]]&lt;br /&gt;
| CE&lt;br /&gt;
| God of destruction, chaos, disaster, wrath&lt;br /&gt;
| Chaos, Destruction, Death, Weather, Evil&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Illotha]]&lt;br /&gt;
| NE&lt;br /&gt;
| Goddess of murder, poison, envy, loss&lt;br /&gt;
| Evil, Death, Knowledge, Rune&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Maugrim]]&lt;br /&gt;
| LE&lt;br /&gt;
| God of tyranny, slavery, pride, dragons&lt;br /&gt;
| Evil, Law, War, Strength, Destruction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Taara]]&lt;br /&gt;
| NE&lt;br /&gt;
| Goddess of cruelty, darkness, evil, lust&lt;br /&gt;
| Evil, Darkness, Magic, Destruction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Thul]]&lt;br /&gt;
| LE&lt;br /&gt;
| God of death, undeath, gluttony, contracts&lt;br /&gt;
| Death, Evil, Strength, Trickery&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Svarshan&amp;diff=3349</id>
		<title>Svarshan</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Svarshan&amp;diff=3349"/>
		<updated>2010-12-02T05:54:54Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He has an axe.&lt;br /&gt;
&lt;br /&gt;
Also, he falls on people.&lt;br /&gt;
&lt;br /&gt;
A lot.&lt;br /&gt;
&lt;br /&gt;
And trips on them.&lt;br /&gt;
&lt;br /&gt;
One time, Kylie got shot out of a cannon and managed to land ON Dar. This was an amazing coincidence!&lt;br /&gt;
&lt;br /&gt;
He is an infamous opponent of the demon elf! Lady Sandiel! And can often be found yelling at her house from the street corner.&lt;br /&gt;
&lt;br /&gt;
Also, he is paladim. :(&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3297</id>
		<title>Deimos</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Deimos&amp;diff=3297"/>
		<updated>2010-11-29T15:10:30Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;[[image:Deity_deimos.gif]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lesser Deity'''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' A flowing black mask&lt;br /&gt;
&lt;br /&gt;
'''Colors:''' Black and Grey&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
'''Home Plane:''' The Abyss&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Corruption, Lies, Crime, Thieves&lt;br /&gt;
&lt;br /&gt;
'''Domains:'''  Luck, Trickery, Evil, Charm &lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignment:''' CN, CE, NE&lt;br /&gt;
&lt;br /&gt;
'''Favored Weapon:''' A Thousand Smiles (dagger)&lt;br /&gt;
&lt;br /&gt;
'''Other Names:''' The Sly One, Father of Lies, The Deceiver, The Masquerade(The Vast), FalseMetal (Khazad Duin), Hith (Goblins), The Flawed One, Betrayer (Dran, Stormgarde)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though he lacks the overt power of the likes of Maugrim or the wide ranging influence of the likes of Taara, Deimos is probably the most invoked of the darker powers for he is the patron of greed, corruption and avarice.  He himself, consumed by a lust for souls and greed over their possession, does much to foster this devotion. Deimos is a sly and slithering god of darkness who is said to have an often-disputed origin. Some traditionalists point to him emerging from The Void, bearing with him the seeds of corruption, trickery and deception but others believe that Deimos actually emerged from the discarded shadow of Tarien the good aligned trickster god. Tarien, it is said by them, lost a bet with Animus and as part of the price, the god of balance split the deity in two, resulting in the lesser deity Tarien and the Lesser deity Deimos who represented the capricious side of the once more powerful whole being. Followers of Tarien, not entertaining the thought that their god spawned such an evil, nor the idea that he would lose any bet, reject this story. Deimos’ people delight in using this tale to darken the image of Tarien. Deimos' strength comes not from his actual power but rather his influence and control in the easily corrupted and influenced hearts of mortals. He is lying, he is deceit, he is corruption and ill-gotten wealth. He is a cunning dealmaker whose power lies in his ability to twist words and deceive even other mighty gods. Those who bargain with him and believe that they come out on top only find misery in the end. It should come as no surprise that Deimos is considered the patron god of thieves, criminals and the organized underworld. Many thieves guilds, covens and groups find it highly beneficial to appease him and his church.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
Though there are many who follow him out of free will, Deimos delights in gaining servants through trickery and duplicity. He prizes treachery and expects his clerics to be just like that. His clerics operate in secret and work along side underground cults and guilds. Deimos is most concerned with the amassing of wealth and power to the greater end of continental and global domination. His clergy and followers are taught to worship the value of the coin above all else and do whatever they can to come out on the top of a deal. Manipulating others emotions, cheating them and lying to them as is needed but be sly and stealth about it and use your wit and your intelligence because someone who knows of your nature is less likely to deal with you. Manipulating others is better then force, but do not be above forcing others to do the will of The Masquerade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
The Church of Deimos is strongest in lands like Veyshan and Charn where under handed dealings and corruption reigns supreme. His clergy are often indistinguishable from merchants and rogues and they are almost always wealthy. He has many followers amongst the corrupt nobles and upper class members who seek to use his favor to remain on top at the expense of those at the bottom. His priests often multiclass as Rogues and some of them have enough skill at manipulation, it is said they can sell someone air and get away with it. Many merchant households have shrines to him but the largest temple gathering is located beneath the city of Veyshan and in the midst of the headquarters for the Guild of the Sly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avatars==&lt;br /&gt;
Deimos is a deity who thrives on lies, deception and trickery and as a result there are few if any consistent records of what he actually looks like. A spirit of dark greed and corruption, most common depictions of him are as a fat merchant, over adorned in gold, jewelry and devices of incalculable value and worth. Sometimes he appears as a goblin prince and other times he mocks Chodan by appearing as a greedy black haired dwarf, over indulged in swarthy clothes, wealth and the trademark dwarven greed.&lt;br /&gt;
[[Category:Enter new category name]][[Category:Enter new category name]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rune&amp;diff=3252</id>
		<title>Rune</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rune&amp;diff=3252"/>
		<updated>2010-11-27T10:20:03Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Life and Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:The Greater World]]&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rune]]&lt;br /&gt;
'''Capital:''' The Ivory Tower&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 29,675 ([[Humans]] 65%, [[Elves]] 15%, [[Half-Elves]] 15%, [[Gnomes]] 4%, [[Halflings]] 1%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Magocracy&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Eluna]], [[Taara]], [[Reos]], [[Ceinara]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' Gold, ore, precious gems, mercenaries, tools, silver magic items, spells.&lt;br /&gt;
&lt;br /&gt;
'''Exports:''' Magic items, spells, artwork, crafts, jewelry, sculptures, timber, enchantments&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' All but especially Neutral and Lawful&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Those who just glance at Rune on the map may easily pass it over as a small, insignificant and unassuming realm. Possessing only one major city and nestled softly within a large forested valley region that sits on the south eastern side of the [[Sky Curtain Mountains]], Rune seems to control very little territory and is barley a speck on the map. Those who assume it is insignificant are woefully mistaken. Rune's territory is much larger then most any other nation for they extend their influence not in the realm of the material but in the realm of the immaterial. Rune, you see, is a Magocracy. They are a nation of [[wizard|wizards]], [[sorcerer|sorcerers]], [[bard|bards]] and other users of the arts arcane. Here choices are made that effect arcane spell casting across Arcania and things happen that affect the political activities and actions of other nations, whether they realize it or choose to believe it or not. Rune is mostly a forested region with the foothills and outlying reaches of the mountains jutting into it. Scattered about these domains are various castles, towers and small villages and solitary dwelling places.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Life and Society==&lt;br /&gt;
Political power in Rune once laid in the hands of the council known as The Convocation which itself functions as an immense magicians' guild, that networked all the major practitioners of arcane magic across the continent. The council employed wizards known as Conclave Wizards who served as diplomats, politicians, teachers, guides and sometimes the hand of law and retribution for Rune both home and abroad. Above the Convocation itself matters tended to become far more clandestine. A mysterious council of archmagi known as The Eldritch Council were the true string pullers and puppet masters but few ever laid eyes upon them, knowing little about the individual members excepting when an Archmage of all the lands was appointed. &lt;br /&gt;
&lt;br /&gt;
Now, the Parliament of Magi rules and Rune gradually rebuilds its body politic under new leadership. This is not an easy process, as  parliamentary procedure and governmental rules are still being created -- sometimes haphzardly given wizards tendency towards eccentricity.  &lt;br /&gt;
&lt;br /&gt;
Rune is predominantly human. It is one of the few nations in the world where its culture is almost strictly defined by the classes there. In Rune, if people don't have the magic they are used to its presence. It is part of their everyday life. Mage Fairs, Assembly Meetings, demonstrations of new forms of magic, Mage Duels and an ongoing study of the ancient arcane ways persists in Rune. The common folk of Rune, if there is such a thing, are used to the supernatural. It never becomes blase to them, but it is part of their lifestyle.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Necessity has always caused wizard kind to be an organized and somewhat insular lot through the years, even prior to the foundation of Rune. The seeds for the Arcane Houses were laid within the founding of the original arcane magic tradition by Animus and the mysterious magic known as The Founders. Though Rune would not exist for many millennia, early examples of the Convocation of Rune persisted through history, ultimately resulting in the modern day variation of it. The Wizard Houses scattered during the time of Kulthus but eventually reformed under the watchful eye of Rune.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Despite the name, the wizard houses had no bloodline ties. Instead they were common gatherings of generalist magi, and specialist wizards with an affinity for the school that ruled the House in question.  The Eight Houses, in turn, elected representatives from the House to represent themselves before the Wizards. Convocation.  The leader of the Convocation would be elected from within the general membership.  This practice remained true throughout history and is used, even today, to elect the leadership of Rune's ruling parliament.&lt;br /&gt;
&lt;br /&gt;
==Major Geographical Features==&lt;br /&gt;
Rune is mostly a forested region with the foothills and outlying reaches of the mountains jutting into it. Scattered about these domains are various castles, towers and small villages and solitary dwelling places. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
'''The Watchwood:''' The heart of Rune is protected by an enchanted forest known as The Watchwood. Numerous enchantments have been laid on this land that have similarities to The Veil of Llyranost. Those who are seeking Rune with hostile intentions find that the very paths of the forests twist and turn and send them back the way they came from.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Important Sites==&lt;br /&gt;
Although a number of small castles, magician towers, cottages and even planar gates exist in Rune, it has only one truly major landmark.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''The Spectrum Lyceum (Small City, 11,685):''' Rune's most defining cultural landmark is the Spectrum Lyceum, which serves as both the capital of the small Magocracy as well as the headquarters for several of its stronger mage guilds. This town is both quaint and awe inspiring for what it represents. Built around a towering slender spire known as The Null Tower, Spectrum Lyceum spreads out around it in a circular pattern of high spanning spires, libraries, mage schools, market squares, floating towers and fantastic and bizarre creatures and all manner of strange planar activities and comings and goings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
With Animus dead, the Conclave's power crashed. The once-universal hold of Rune has been broken and nations struggle to set up their own Orders of Magic, with their own laws and guidance in the wake of Rune's upheaval. Rune itself emerged from the chaos in a way that no one might have expected--but might have predicted, given the inquisitive minds that inhabited it.&lt;br /&gt;
&lt;br /&gt;
Today Rune's governing body is Parliament, or The Parliament of Magi, a governing body composed of competing members of magical schools and wizards old and young. Debate has not settled on what the new face of Rune will be, and discussions are as energetic, and heated, as someone might expect of politicians capable of casting fireball at a moment's notice.&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rune&amp;diff=3251</id>
		<title>Rune</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rune&amp;diff=3251"/>
		<updated>2010-11-27T10:17:48Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:The Greater World]]&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Rune]]&lt;br /&gt;
'''Capital:''' The Ivory Tower&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 29,675 ([[Humans]] 65%, [[Elves]] 15%, [[Half-Elves]] 15%, [[Gnomes]] 4%, [[Halflings]] 1%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Magocracy&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Eluna]], [[Taara]], [[Reos]], [[Ceinara]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' Gold, ore, precious gems, mercenaries, tools, silver magic items, spells.&lt;br /&gt;
&lt;br /&gt;
'''Exports:''' Magic items, spells, artwork, crafts, jewelry, sculptures, timber, enchantments&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' All but especially Neutral and Lawful&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Those who just glance at Rune on the map may easily pass it over as a small, insignificant and unassuming realm. Possessing only one major city and nestled softly within a large forested valley region that sits on the south eastern side of the [[Sky Curtain Mountains]], Rune seems to control very little territory and is barley a speck on the map. Those who assume it is insignificant are woefully mistaken. Rune's territory is much larger then most any other nation for they extend their influence not in the realm of the material but in the realm of the immaterial. Rune, you see, is a Magocracy. They are a nation of [[wizard|wizards]], [[sorcerer|sorcerers]], [[bard|bards]] and other users of the arts arcane. Here choices are made that effect arcane spell casting across Arcania and things happen that affect the political activities and actions of other nations, whether they realize it or choose to believe it or not. Rune is mostly a forested region with the foothills and outlying reaches of the mountains jutting into it. Scattered about these domains are various castles, towers and small villages and solitary dwelling places.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Life and Society==&lt;br /&gt;
Political power in Rune once laid in the hands of the council known as The Convocation which itself functions as an immense magicians' guild, that networked all the major practitioners of arcane magic across the continent. The council employed wizards known as Conclave Wizards who served as diplomats, politicians, teachers, guides and sometimes the hand of law and retribution for Rune both home and abroad. Above the Convocation itself matters tended to become far more clandestine. A mysterious council of archmagi known as The Eldritch Council were the true string pullers and puppet masters but few ever laid eyes upon them, knowing little about the individual members excepting when an Archmage of all the lands was appointed. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Rune is predominantly human. It is one of the few nations in the world where its culture is almost strictly defined by the classes there. In Rune, if people don't have the magic they are used to its presence. It is part of their everyday life. Mage Fairs, Assembly Meetings, demonstrations of new forms of magic, Mage Duels and an ongoing study of the ancient arcane ways persists in Rune. The common folk of Rune, if there is such a thing, are used to the supernatural. It never becomes blase to them, but it is part of their lifestyle.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Necessity has always caused wizard kind to be an organized and somewhat insular lot through the years, even prior to the foundation of Rune. The seeds for the Arcane Houses were laid within the founding of the original arcane magic tradition by Animus and the mysterious magic known as The Founders. Though Rune would not exist for many millennia, early examples of the Convocation of Rune persisted through history, ultimately resulting in the modern day variation of it. The Wizard Houses scattered during the time of Kulthus but eventually reformed under the watchful eye of Rune.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Despite the name, the wizard houses had no bloodline ties. Instead they were common gatherings of generalist magi, and specialist wizards with an affinity for the school that ruled the House in question.  The Eight Houses, in turn, elected representatives from the House to represent themselves before the Wizards. Convocation.  The leader of the Convocation would be elected from within the general membership.  This practice remained true throughout history and is used, even today, to elect the leadership of Rune's ruling parliament. &lt;br /&gt;
&lt;br /&gt;
==Major Geographical Features==&lt;br /&gt;
Rune is mostly a forested region with the foothills and outlying reaches of the mountains jutting into it. Scattered about these domains are various castles, towers and small villages and solitary dwelling places. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
'''The Watchwood:''' The heart of Rune is protected by an enchanted forest known as The Watchwood. Numerous enchantments have been laid on this land that have similarities to The Veil of Llyranost. Those who are seeking Rune with hostile intentions find that the very paths of the forests twist and turn and send them back the way they came from.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Important Sites==&lt;br /&gt;
Although a number of small castles, magician towers, cottages and even planar gates exist in Rune, it has only one truly major landmark.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''The Spectrum Lyceum (Small City, 11,685):''' Rune's most defining cultural landmark is the Spectrum Lyceum, which serves as both the capital of the small Magocracy as well as the headquarters for several of its stronger mage guilds. This town is both quaint and awe inspiring for what it represents. Built around a towering slender spire known as The Null Tower, Spectrum Lyceum spreads out around it in a circular pattern of high spanning spires, libraries, mage schools, market squares, floating towers and fantastic and bizarre creatures and all manner of strange planar activities and comings and goings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
With Animus dead, the Conclave's power crashed. The once-universal hold of Rune has been broken and nations struggle to set up their own Orders of Magic, with their own laws and guidance in the wake of Rune's upheaval. Rune itself emerged from the chaos in a way that no one might have expected--but might have predicted, given the inquisitive minds that inhabited it.&lt;br /&gt;
&lt;br /&gt;
Today Rune's governing body is Parliament, or The Parliament of Magi, a governing body composed of competing members of magical schools and wizards old and young. Debate has not settled on what the new face of Rune will be, and discussions are as energetic, and heated, as someone might expect of politicians capable of casting fireball at a moment's notice.&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Sildanyar&amp;diff=3250</id>
		<title>Sildanyar</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Sildanyar&amp;diff=3250"/>
		<updated>2010-11-27T10:09:39Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known to outsiders as the Fair Folk and known to themselves as the Sildanyar or The People of the Veil, the elven clans of Gaea represent much of the ancient wonder and beauty of the world. To many outside races, the elven kindred practically exemplify the concept of fae glamour and magic. They exude a sense of otherworldliness, ethereal grace and ephemeral power that tends to define the more mundane perceptions where expectations of the fae are concerned. Today nearly all elves hail from the hidden elven domain of Llyranost, located in the heart of the Greatwood on the very fringes of civilization. Precious little is known about this land as the elves guard their borders with a sense of desperation and aggressiveness that contrasts greatly to the diplomatic envoys sent out to other realms. Beyond Llyranost, glittering manses and enclaves located in places where the barriers between the mortal world and the unseen world are thin serve as houses of refugee for wandering bands of elves and the few friends and allies they allow within to learn of their secrets. &lt;br /&gt;
&lt;br /&gt;
Elves were originally creatures of the Unseen World, dwelling beyond the boundaries of The Veil and existing in a realm where magic reigned supreme and the very substance of the world was subject to be altered by the very whim of their inhabitants. Creations of the gods, they dwelled as spirits here, serving a role in the maintaining of the precious life giving energies of The World Tree. However, during their long vigil, Gunahkar the Destroyer and the patron of the Daemons of the Void, entered into the blissful realm of the Fae and sought to unmake the Feywild by wounding the world tree with his poisonous black spear. Though the elves arrayed much of their great magic against the destructive god, it was only the intervention of the gods of the light that they were able to survive and drive off the nihilistic being. Filled with wrath and a thirst for vengeance, many of the light elves sought to pursue Gunahkar and his minions to the material world of Gaea. Others had grown interested in devising realms of their own. Against the wishes of the Courts, these elves entered the world and did so arrayed in the shining glory. They served as champions of the gods of light in this era, establishing great kingdoms and pursuing the great allies of Gunahkar, from ocean to ocean. Many crusades did they undertake in the name of the light against the forces of The Void. However these elves soon found themselves akin to exiles for their abilities to return, at will, to the Feywild diminished over time and with it so did much of their potency and spiritual power. &lt;br /&gt;
&lt;br /&gt;
Civil war gripped them often as well. Their loss of true immortality saw the rising paranoia of many factions of nobility and some turned their hearts to the Shadow Sorceress and sealed a pact with her for access to power they believed would restore their waning might. The result was civil war, upon the death of their greatest king, dividing the elven nation up between various factions loyal to the twin sons with the daughter caught in the middle of it all. The end result was the cataclysmic end of the greatest of the elven nations, Mynâ€™Sandriel, and the death of the two sons along with the cursing of a large segment of the elves to become Shadow Elves, their spirits and souls seemingly eternally in the grip of Taara. The surviving princess led those who would come with her to what is today known as Llyranost where she, still somehow retaining a measure of the ancient vaunted immortality of the old world, reigns to this day. Known by many names, Cherylindrea surveys a dwindling race from the depths of a forest realm rapidly shrinking as it is besieged on all sides by forces that would drive elven kind from Gaea forever. The elves worked diligently to shape the forest of their homeland and in time the Elvenwood grew to be one of the most beautiful places on the continent of Arcania. At night, the forest would truly come alive with fey creatures, faeries, and more soaking in the magical glory of the wood. &lt;br /&gt;
&lt;br /&gt;
Llyranost grew in size over the centuries as more elves from various parts of the world continued to migrate to it on great pilgrimages. Many remained therein, but others would visit for a time and then return to their worldly explorations. In time the journeys to Llyranost came to be known as The Gathering and they would occur once ever few centuries as the elves re-affirmed their connection to the fey world that their ancestors had left and were barred from returning to. However, today the elves live in a state of apprehension, continuing to guard their borders and close their lands to outsiders on pain of death. Their once vaunted power is diminishing, fewer children are being born and desperation continues to drive the Veil Folk to seek more ways to preserve their way of life as a lingering threat hungrily seeks to lay claim to their powerful life energies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elven Races==&lt;br /&gt;
&lt;br /&gt;
'''Elf, Dawn''' ([[Llyranesi]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''Elf, Shadow''' ([[Mul'niessa]])&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''Elf, Wild''' ([[Sylvanori]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Recent events have greatly impacted the elves and threaten to up heave the status quo after centuries of lethargy. The ascension of the dark goddess has alarmed the Dawn and Wild Elves greatly and placed them on the offensive for the first time in generations of the histories of men. The arcane wizards of the Dawn Elves have forcefully ripped a shred into the thin planar walls that separated Llyranost from the Feywild, partially submerging portions of the realm with its mirror counter part. Bolstered by renewed access to their primordial energies, some factions of elves operate without the consent of the ancient queen and engage in activities with a newly renewed holy fervor, seeking open engagement with their Shadow Elven foes and bringing retribution for evils done to elven kind as they see fit. These Wild Hunts have caused tremendous stir as they casually dismiss diplomatic channels in favor of simply boldly interfering in affairs in other lands as it suits their agenda. A very few Shadow Elves disagree with the new direction taken by the dark goddess and tire of the puppet mastery of the Nobles. Some have struck out on their own in open rebellion, establishing enclaves far from the power center of the Shadow Elves but coming into open conflict with aggressive members of their kindred races who still want nothing to do with them.&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Arvek_Nar&amp;diff=3209</id>
		<title>Arvek Nar</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Arvek_Nar&amp;diff=3209"/>
		<updated>2010-11-16T02:27:43Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: Minor language fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Hobgoblin01.png|thumb]]In truth, hobgoblins are not normally counted among the typical collection of the so called &amp;quot;Enlightened Races&amp;quot; where it comes to being prone to adventure or to produce exceptional members of their species, but recent events have thrust them into the limelight. The hobgoblins, who call themselves the Arvek Nar, have shown that strength in the face of great adversity is possible from amongst their ranks in the eyes of other civilized races. The Arvek Nar can be found throughout the great continent, but favor either their own city states and hamlets or nations that have a strong military backbone and disposition towards order. They can be found as far away as Xian, serving as mercenary kensai under the command of a feudal shogun, or in Charn in regimented portions of the Charn army. Bludgun is the first major goblinoid empire to rise up since the destruction of Darugur in the late Second Age and it is the nation most populated by goblinoids and hobgoblins in particular. &lt;br /&gt;
&lt;br /&gt;
In Bludgun, the hobgoblin controlled City State of Blar is of particular note. It was founded when hobgoblins, flush with wealth from successful mercenary work, invested in cavalry in Bludgun's rugged frontier regions. Brutally battling the resident trolls, they were successful in clearing the territory and, with their sorcerous allies the Garnaks, were able to take hold of the territory. Naming it Blar, they built a city of their own and began to build. They rapidly developed their skills as cavalry and soldiers.&lt;br /&gt;
&lt;br /&gt;
All could not go well, however. The Garnaks were made vampires for their assistance in helping the Chosen of Thul and their plan was to establish the city and gather together a great city of goblinoids that they could feed on and, in time, sacrifice to ignite the spark of unlife in a so-called Avatar of Thul in the great temple-ziggurat they had constructed with their magics in the center of the city. Over time, their rule superseded that of the ostensible king of the City-State of Blar. It was this point that an internal revolt began and assistance was garnered from Alexandria. With the help of the Alexandrians, the Garnak plan was foiled and the city saved. In the aftermath of this, Blar broke away from Bludgun due to fears of reprisal from soliciting Alexandrian aid and Garnak influence, and a compact was put into place of mutual defense with itself and Alexandria. Since then, things have proven shaky but it has also brought to light additional evidence that the proclaimed &amp;quot;monstrous races&amp;quot; of The Great Continent and more then capable of working towards the greater good when the need for order requires it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
Averaging as tall as humans and somewhat more muscular and sturdy, hobgoblins represent a sort of middle ground between goblins and their larger cousins, bugbears. They're often grim faced and stern looking, made that much more exaggerated given their disposition towards regimentation and strict order. Their noses are small and often off-colored compared to their flesh. Large males can have either blue or red on noses. Skin tones can be orange, grey, brown or even red. Their hair is usually a shade of brown, grey or very dark and their eyes often yellow or seemingly colorless. Overly large canines giving them their tusk like appearance, granting a slight bestial appearance though they are never as pronounced as Orcish kind. Hobgoblins who mingle among other city-states and nations in the world tend to take on the trappings of that nation. The military armed forces of Blar favor light cavalry and uniforms that are light armors and vests richly decorated with braids, gold trim and patterns symbolic of their conquests and victories in battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society and Lands==&lt;br /&gt;
Ancient goblinoids carved out a cunning and fiercely powerful empire during the second age. Hobgoblins formed its backbone, their experienced use of polearms and calvary a standard which tacticians study to this day. This empire did not last; civil war ripped the empire of the goblinoids apart.&lt;br /&gt;
&lt;br /&gt;
Only recently have goblinoids managed to carve out new realms for themselves in the aftermath of the Crown Wars. Largest among these is Bludgun, which is in actuality shared with Oni (Ogre Magi) who were exiled from the Islands of Jade. Goblinoids themselves compromise most of the populace of Bludgun but they congregate in powerful fortress city-states scattered throughout this rugged realm. Bludgun has a loose grip on several other and smaller countries that have fallen to its expansionist habits. However, the nation itself now recovers from recent events, which has opened the way for some of these holdings, and people, to begin to look in other directions and methods of thought. &lt;br /&gt;
&lt;br /&gt;
Generally speaking, hobgoblins are traditionalists and stick closely to established laws of strict regimentation. This along with their military history makes hobgoblin armies well-known and well-feared. Their structured society and family units tends to lead them to think of themselves as subsuming into a greater whole. Discipline is instilled early and often, sometimes brutally. They are pragmatic, orderly, and have large families, as large amounts of breeding to replace fallen soldiers is considered an honorable thing to do due to high mortality rates. Their horizons are beginning to be broadened by exposure to the wider world, so this is being shaken up, but they're still a conservative and staid people by nature. &lt;br /&gt;
&lt;br /&gt;
Hobgoblins admire efficiency, bravery, and military prowess. The success of Blar has inspired some of them to step forward and look to different inspirations than the ways of old. This has opened the way for the faith of Serriel, and a number of them have begun to march under their banner under the guise of bringing forward hobgoblin civilization--though hers is by far not the only influence. Their scholars describe this as the beginning of a new era for the Sunset Children.&lt;br /&gt;
&lt;br /&gt;
As a race, the hobgoblins are known not only for their military tradition, but their expert horsemanship as well. Visitors to hobgoblin territory will find they have turned the notion of calvary itself into a sport to be envied. Teams of hobgoblins will ride in unison at high speeds and demonstrate challenging and even flashy combat maneuvering under the watchful eye of a judge. They are also known for riding or mounted events--such as mounted archery, or the lopping of trees with a great axe while full-tilt in the saddle.&lt;br /&gt;
&lt;br /&gt;
Their preoccupation with mounted combat and sportsmanship, perhaps surprisingly, has led the rare hobgoblin to take on the nature of druids. These druids tend to be hobgoblins dedicated to the care of horses--or even hobgoblins so dedicated that they take on the form of such to better lead or direct combat maneuvers beneath the enemy's watchful eye.&lt;br /&gt;
&lt;br /&gt;
==Other Races==&lt;br /&gt;
In terms of other races, Hobgoblins have long had to deal with the usual racial prejudices and dispositions of conflict as the rest of goblin kind. While some are making efforts to join their smaller Goblin cousins (who often supply the hobgoblins with weapons and armor) among the enlightened races of the world, they still find it difficult to connect with other races and tensions often run high. &lt;br /&gt;
&lt;br /&gt;
This is true especially when they measure other races against their own strict code of living, honor and conduct, and find them wanting. When they do relax, they tend to find much in common with Great Orcs who also have powerful code of honors but live according to the dictates of the natural world and the strength of the elements. Likewise they have much to do with goblin merchants and, should they and Dwarves get over their inbred hatreds, they will find they have much to talk about with Dwarven kind as well.&lt;br /&gt;
&lt;br /&gt;
Hobgoblins have existing routes of trade with the horse-loving peoples of the world, and as they march forward, find these relationships deepening. Competitions and shows are becoming more common between the races of hobgoblins and peoples such as the Phurai Dae. Given their organizational tendencies and love of the sport, hobgoblins find themselves increasingly in charge of these events, as other races can trust they will see meticulously to the care of mounts and riders. This is one of the few areas where hobgoblin assistance is appreciated.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
The hobgoblin leaning towards lives of strict control and structure means that many will cleave close to the lawful alignment with most being neutral or evil. Their exposure to the ways of other cultures is allowing for more variance but it is often under noteworthy circumstances. Religiously speaking, Serriel has experienced a recent surge among the hobgoblin faithful (representing the &amp;quot;marching forward and the Dawn of hobgoblin culture), as well as deities of war and law. Vardama, Kor, Maugrim, and Daeus are not unknown, and as the cults of Thul who once had power are now exposed, Thul's worship has decreased in favor of the Gray Lady.&lt;br /&gt;
&lt;br /&gt;
Culturally, hobgoblins are generally not homogeneous, and the cultures recently free from the dominance of Thul now embark on creating their own rituals and beliefs. They do have some rituals in common, one of which is the Circle of Spears.&lt;br /&gt;
&lt;br /&gt;
When a hobgoblin of importance passes, he or she is surrounded by warriors wielding spears, held so that the spears form a peak over the deceased's form. Afterwards, there are often martial contests to honor the fallen warrior, though these contests vary by region, and potentially the sort of events the hobgoblin valued in life (such as being a noted archer, for example).&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Hobgoblins are entering what could be considered a time of enlightenment as they are exposed more and more to the world outside of their strict daily practices and forced to mingle with various races and seek fortune and allies in lands beyond the ones they are used to. Would be hobgoblin adventurers tend to not adventure for random reasons but are usually retainers of a larger family or of a lord of some sort and they are working towards a long term goal. Monks and fighters are common career paths for the Hobgoblin adventurer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
&lt;br /&gt;
When the nation of Blar asserted itself, hobgoblins around the world took notice. Of late, they've begun to find their footing, seeking to emulate the success of Blar and bring the march of civilization forward to and with the hobgoblin race. As such, many of them have found faith with Serriel, who finds Her faith strong among such peoples. However, although other deities, especially those lawfully oriented, are not uncommon. &lt;br /&gt;
&lt;br /&gt;
The stride of the hobgoblins, however, is met with traditional hostilities.&lt;br /&gt;
&lt;br /&gt;
==Arvek Nar Racial Traits==&lt;br /&gt;
The Arvek Nar mature and age at roughly the same rate as humans do, though their build is heavier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+'''Arvek Nar Average Height and Weight'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arvek Nar, male&lt;br /&gt;
| 4ft 10in&lt;br /&gt;
| 150 lbs&lt;br /&gt;
| +2d12&lt;br /&gt;
| x7 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Arvek Nar, female&lt;br /&gt;
| 4ft 5in&lt;br /&gt;
| 110 lbs&lt;br /&gt;
| +2d12&lt;br /&gt;
| x7 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Classification:''' humanoid (goblinoid)&lt;br /&gt;
* '''+2 Dexterity, +2 Constitution, -2 Charisma''': Hobgoblins are fast and hearty but do not see eye to eye with most other species.&lt;br /&gt;
* '''Medium Sized''': Hobgoblins are medium sized creatures and have no flaws or benefits due to their size.&lt;br /&gt;
* '''Normal Speed''': Hobgoblins have a base speed of 30 feet.&lt;br /&gt;
* '''Darkvision''': Hobgoblins can see in the dark up to 60 feet.&lt;br /&gt;
* '''Sneaky''': Hobgoblins gain a +2 racial bonus on Stealth checks.&lt;br /&gt;
* '''Master Riders''': Hobgoblins gain a +4 Racial bonus on all Ride checks and may use Wild Empathy with all creatures trained for riding. Furthermore, they may use their full ride bonus on all animals, even if that animal is not trained for riding.&lt;br /&gt;
* '''Regimented Minds: '''Hobgoblins gain a +2 bonus to against illusions, enchantments and compulsory effects as their minds are disciplined and not easily confused or swayed.&lt;br /&gt;
* '''Weapon Familiarity:''' Hobgoblin are proficient with falchions, and all polearms and treat any weapon with the word &amp;quot;goblin&amp;quot; in it as a martial weapon.&lt;br /&gt;
* '''Iron Wall (Su):''' At 9th level, a hobgoblin can form a temporary, impenetrable barrier with their weapon. As an immediate action once per day, a hobgoblin can force an opponent to succeed on a reflex save versus this ability (10 + 1/2 hob's hit dice + Cha mod) or stop in their tracks. The opponent must be attempting to pass through a square that the hob threatens for this to take effect.&lt;br /&gt;
* '''Languages''': All hobgoblins begin play speaking Common and Goblin-Talk. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Infernal, Jotun, Khazdul or Yrch-Speak.&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=3197</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=3197"/>
		<updated>2010-11-05T02:51:16Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* H */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.&lt;br /&gt;
 &lt;br /&gt;
Unending prosperity and eternal peace are unattainable, even to the gods&lt;br /&gt;
&lt;br /&gt;
: - Sorceress Queen Altima&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=About Our NPCs=&lt;br /&gt;
The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
&lt;br /&gt;
=Individual NPCs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
 &lt;br /&gt;
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'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
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'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
&lt;br /&gt;
:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
  &lt;br /&gt;
It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
&lt;br /&gt;
Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
 &lt;br /&gt;
Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
 &lt;br /&gt;
Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
'''Barntos:''' Advian Barntos is the current Chosen of Thul, but also a former High Priest of Vardama with Alexandria. He was elevated to the position upon the murder of the former head of the Church within the Alexandrian community and both he and his second, one Felix Cranston. Moving with great stealth and keeping his allegiance to Thul secret with nefarious means, he orchestrated the corruption of the temple and the rtaising of the dead within its tombs, sealing it from the outside world while he transformed himself into a blood drinking abomination. Having used the Alexandrian adventurer community to loot greath wealth from lost Vardaman temples, he hired numerous mercenaries and creatures to defend the interior of the temple. Eventually, his plan to sacrifice the remaining Vardamans was foiled when Alexandrian guard and its mercenaries, who did not particularly enjoy being used, defeated him in combat and purified the temple, slaying Cranston. At some point later, several Vardaman priests received visions that Barntos had rapidly ascended to the height of Chosen by slaying the previous Chosen of Thul in ritual combat, making him the highest ranking priest of that faith within Charn, a position he remains to this day. It is also said he is responsible for the existance of the Garnaks -- a sorcerous clan of vampire hobgoblins formerly involved with the city-state of Blar.&lt;br /&gt;
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&lt;br /&gt;
'''Baldwin Addelberg:''' The elder patriarch of the Addelberg family of Alexandria. The Addelbergs are famous familial group of wizards, known for their eccentric personalities. Some of them are said to even be competent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
 &lt;br /&gt;
Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&lt;br /&gt;
'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well. He is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
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&lt;br /&gt;
'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
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'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
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==D==&lt;br /&gt;
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==E==&lt;br /&gt;
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'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
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'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
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==F==&lt;br /&gt;
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'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
&lt;br /&gt;
Usually FE crops up in poses like this:&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
&lt;br /&gt;
:: Or&lt;br /&gt;
 &lt;br /&gt;
:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
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'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
&lt;br /&gt;
Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
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==G==&lt;br /&gt;
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'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
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&lt;br /&gt;
'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
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==H==&lt;br /&gt;
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'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
&lt;br /&gt;
At a rally in support of the Myrrish effots towards re-taking Sendor, Haley was revealed to have been murdered and reanimated.  Before anyone could react, Haley's body exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
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&lt;br /&gt;
'''He Who Hungers:''' He Who Hungers is both the name and the titlle of the leader of a faction of lycanthropic Caracoroth worshippers known as the Children of Garm. Supposedly the prophecized freer of Caracorth,  He Who Hungers was never seen anywhere near Alexandria proper. Legend places him as a giant of enormous size and strength. It said in stories that have become local legend that he was defeated within arms reach of freeing Caracoroth from the chains that bind him and that Gilead himself has bound his watch's agent at the sight of his defeat so that he might lament his fall for all eternity. It is said that a massive hammer, sunk into the earth near the Hobgoblin settlement popularly known as 'Liberton' amongst Alexandrians, belongs to him and that whoever should draw it from the earth may become the next He Who Hungers.&lt;br /&gt;
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==I==&lt;br /&gt;
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==J==&lt;br /&gt;
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'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
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==K==&lt;br /&gt;
&lt;br /&gt;
'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
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==M==&lt;br /&gt;
&lt;br /&gt;
'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
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'''Mother Mayhem:''' 'Mother Mayhem', whose actual name is Serella Mayhew, is an elderly Liberator who resides in Averium's Battlehall.  Though she appears to be somewhat frail and constantly leans on a walking stick, she can actually do quite a bit of damage with said stick when she wishes.  She is fiercely protective of the other Liberators at the Battlehall, but not so protective that she won't find errands for them to do if they happen to be unoccupied (sometimes even if they are occupied).  She fought in the war for Alexandrian independence; some say she she fought alongside Haley Lunatec and Rawyn Telenil, and some people even claim she fought alongside the Daeusite paladin, Greta.&lt;br /&gt;
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==N==&lt;br /&gt;
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==O==&lt;br /&gt;
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==P==&lt;br /&gt;
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==Q==&lt;br /&gt;
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==R==&lt;br /&gt;
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'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
 &lt;br /&gt;
A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
 &lt;br /&gt;
During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
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==S==&lt;br /&gt;
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'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
 &lt;br /&gt;
Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
 &lt;br /&gt;
Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
 &lt;br /&gt;
Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&lt;br /&gt;
'''Toeburst:''' Captain Toeburst is gnomish ocean going ship's captain, though it is also said that he is the owner of several airships. What he is known most for, however, is heavily involvement in the Alexanrian mercenary community and that he often hires young would-be adventurers to test his experimental equipment in the pursuit of lost ocean treasures. His high levels of wealth speak to the success of these ventures.&lt;br /&gt;
&lt;br /&gt;
'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&lt;br /&gt;
'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
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&lt;br /&gt;
'''Vardian Calcine:''' A thin man in his fifties, with white hair carefully combed back. His face is horribly scarred on the right side by a burn, but neither scars nor age diminish the intensity of his brown eyes. He smells strongly of jasmine.&lt;br /&gt;
&lt;br /&gt;
A member of the Academy of Sages, he is known as a skilled wizard. He has a way of terrorizing his students with a glance or calculatedly inoffensive but cutting remarks. Despite -- or possibly because of -- this dread, other faculty consider him a capable teacher.&lt;br /&gt;
&lt;br /&gt;
He has had a quiet, but active political life. In the recent past, he backed parties uninterested in the war against Bludgun. With the swell of popular support for the war, the connections and clout he had cultivated dried up. Since then he has kept a low profile, ostensibly to focus on his work and teaching.&lt;br /&gt;
&lt;br /&gt;
Vardian's researches often push the envelope, in ways that occasionally cause him trouble in the Academy. He has been savvy enough to avoid censure -- so far. What has helped insulate him from trouble is in encouraging outlandish research or experimentation by associates, lending them support, keeping tabs on them, and then protecting himself if (or when) things go wrong.&lt;br /&gt;
&lt;br /&gt;
It is rumored he dabbles in forbidden necromantic research, but nobody's ever managed to prove such a thing.&lt;br /&gt;
&lt;br /&gt;
He has been associated with Bartole the Mad, who attempted to breed elementals with animals directly, with [http://wtimmins.tripod.com/Logs/LOGcalcine3.html unwelcome results].&lt;br /&gt;
&lt;br /&gt;
He has long had an interest with a cult of madness who worship the symbol of a door. Among the dangers associated with this cult have included a mysterious House of Doors, an awakened black bear named Grager, door elementals, the House of Whispers, and the books of horn and ivory. Nothing has been heard about this cult for several years, so members of the Academy aware of such events hope the cult is done and gone. For his part, Vardian has apparently given up his researches into the door cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionately referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
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==W==&lt;br /&gt;
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==X==&lt;br /&gt;
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==Y==&lt;br /&gt;
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==Z==&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=3196</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=3196"/>
		<updated>2010-11-05T02:45:31Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:5px; background-color:#e7eaea;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;width:100%; background-color:#e7eaea;&amp;quot;&amp;gt;Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.&lt;br /&gt;
 &lt;br /&gt;
Unending prosperity and eternal peace are unattainable, even to the gods&lt;br /&gt;
&lt;br /&gt;
: - Sorceress Queen Altima&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About Our NPCs=&lt;br /&gt;
The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
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=Individual NPCs=&lt;br /&gt;
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&lt;br /&gt;
==A==&lt;br /&gt;
&lt;br /&gt;
'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
 &lt;br /&gt;
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'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
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'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
&lt;br /&gt;
:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
  &lt;br /&gt;
It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
&lt;br /&gt;
Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
 &lt;br /&gt;
Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
 &lt;br /&gt;
Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&lt;br /&gt;
'''Barntos:''' Advian Barntos is the current Chosen of Thul, but also a former High Priest of Vardama with Alexandria. He was elevated to the position upon the murder of the former head of the Church within the Alexandrian community and both he and his second, one Felix Cranston. Moving with great stealth and keeping his allegiance to Thul secret with nefarious means, he orchestrated the corruption of the temple and the rtaising of the dead within its tombs, sealing it from the outside world while he transformed himself into a blood drinking abomination. Having used the Alexandrian adventurer community to loot greath wealth from lost Vardaman temples, he hired numerous mercenaries and creatures to defend the interior of the temple. Eventually, his plan to sacrifice the remaining Vardamans was foiled when Alexandrian guard and its mercenaries, who did not particularly enjoy being used, defeated him in combat and purified the temple, slaying Cranston. At some point later, several Vardaman priests received visions that Barntos had rapidly ascended to the height of Chosen by slaying the previous Chosen of Thul in ritual combat, making him the highest ranking priest of that faith within Charn, a position he remains to this day. It is also said he is responsible for the existance of the Garnaks -- a sorcerous clan of vampire hobgoblins formerly involved with the city-state of Blar.&lt;br /&gt;
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&lt;br /&gt;
'''Baldwin Addelberg:''' The elder patriarch of the Addelberg family of Alexandria. The Addelbergs are famous familial group of wizards, known for their eccentric personalities. Some of them are said to even be competent. &lt;br /&gt;
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'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
 &lt;br /&gt;
Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
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==C==&lt;br /&gt;
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'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well. He is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
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'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
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'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
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==D==&lt;br /&gt;
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==E==&lt;br /&gt;
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'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
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'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
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'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
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==F==&lt;br /&gt;
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'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
&lt;br /&gt;
Usually FE crops up in poses like this:&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
&lt;br /&gt;
:: Or&lt;br /&gt;
 &lt;br /&gt;
:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
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'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
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Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
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==G==&lt;br /&gt;
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'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
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'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
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==H==&lt;br /&gt;
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'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
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&lt;br /&gt;
'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
&lt;br /&gt;
At a recent rally in support of supporting the Myrrish in re-taking Sendor, Haley was revealed to be undead.  Before anyone could do anything about it, Haley's corpse exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
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&lt;br /&gt;
'''He Who Hungers:''' He Who Hungers is both the name and the titlle of the leader of a faction of lycanthropic Caracoroth worshippers known as the Children of Garm. Supposedly the prophecized freer of Caracorth,  He Who Hungers was never seen anywhere near Alexandria proper. Legend places him as a giant of enormous size and strength. It said in stories that have become local legend that he was defeated within arms reach of freeing Caracoroth from the chains that bind him and that Gilead himself has bound his watch's agent at the sight of his defeat so that he might lament his fall for all eternity. It is said that a massive hammer, sunk into the earth near the Hobgoblin settlement popularly known as 'Liberton' amongst Alexandrians, belongs to him and that whoever should draw it from the earth may become the next He Who Hungers.&lt;br /&gt;
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==I==&lt;br /&gt;
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==J==&lt;br /&gt;
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'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
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==K==&lt;br /&gt;
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'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
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==L==&lt;br /&gt;
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'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
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==M==&lt;br /&gt;
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'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
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'''Mother Mayhem:''' 'Mother Mayhem', whose actual name is Serella Mayhew, is an elderly Liberator who resides in Averium's Battlehall.  Though she appears to be somewhat frail and constantly leans on a walking stick, she can actually do quite a bit of damage with said stick when she wishes.  She is fiercely protective of the other Liberators at the Battlehall, but not so protective that she won't find errands for them to do if they happen to be unoccupied (sometimes even if they are occupied).  She fought in the war for Alexandrian independence; some say she she fought alongside Haley Lunatec and Rawyn Telenil, and some people even claim she fought alongside the Daeusite paladin, Greta.&lt;br /&gt;
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==N==&lt;br /&gt;
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==O==&lt;br /&gt;
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==P==&lt;br /&gt;
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==Q==&lt;br /&gt;
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==R==&lt;br /&gt;
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'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
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A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
 &lt;br /&gt;
During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
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==S==&lt;br /&gt;
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'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
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'''Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
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Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
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Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
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Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
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'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
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==T==&lt;br /&gt;
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'''Toeburst:''' Captain Toeburst is gnomish ocean going ship's captain, though it is also said that he is the owner of several airships. What he is known most for, however, is heavily involvement in the Alexanrian mercenary community and that he often hires young would-be adventurers to test his experimental equipment in the pursuit of lost ocean treasures. His high levels of wealth speak to the success of these ventures.&lt;br /&gt;
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'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn.&lt;br /&gt;
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'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
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==U==&lt;br /&gt;
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==V==&lt;br /&gt;
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'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
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'''Vardian Calcine:''' A thin man in his fifties, with white hair carefully combed back. His face is horribly scarred on the right side by a burn, but neither scars nor age diminish the intensity of his brown eyes. He smells strongly of jasmine.&lt;br /&gt;
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A member of the Academy of Sages, he is known as a skilled wizard. He has a way of terrorizing his students with a glance or calculatedly inoffensive but cutting remarks. Despite -- or possibly because of -- this dread, other faculty consider him a capable teacher.&lt;br /&gt;
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He has had a quiet, but active political life. In the recent past, he backed parties uninterested in the war against Bludgun. With the swell of popular support for the war, the connections and clout he had cultivated dried up. Since then he has kept a low profile, ostensibly to focus on his work and teaching.&lt;br /&gt;
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Vardian's researches often push the envelope, in ways that occasionally cause him trouble in the Academy. He has been savvy enough to avoid censure -- so far. What has helped insulate him from trouble is in encouraging outlandish research or experimentation by associates, lending them support, keeping tabs on them, and then protecting himself if (or when) things go wrong.&lt;br /&gt;
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It is rumored he dabbles in forbidden necromantic research, but nobody's ever managed to prove such a thing.&lt;br /&gt;
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He has been associated with Bartole the Mad, who attempted to breed elementals with animals directly, with [http://wtimmins.tripod.com/Logs/LOGcalcine3.html unwelcome results].&lt;br /&gt;
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He has long had an interest with a cult of madness who worship the symbol of a door. Among the dangers associated with this cult have included a mysterious House of Doors, an awakened black bear named Grager, door elementals, the House of Whispers, and the books of horn and ivory. Nothing has been heard about this cult for several years, so members of the Academy aware of such events hope the cult is done and gone. For his part, Vardian has apparently given up his researches into the door cult.&lt;br /&gt;
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'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionately referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
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==W==&lt;br /&gt;
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==X==&lt;br /&gt;
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==Z==&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Sith-makar&amp;diff=3128</id>
		<title>Sith-makar</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Sith-makar&amp;diff=3128"/>
		<updated>2010-10-26T11:28:06Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: typo fix&lt;/p&gt;
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&lt;div&gt;[[image:sithmakar03.jpg|thumb]]Largely concentrated in the distant jungles of Am'Shere, east of the known world, the Sith-Makar are but one part of three clans of a group of reptile humanoids who call themselves the Children of the Flame. They are an evolved breed of Lizardfolk who have embraced their draconic heritage and elevated themselves above and beyond the common variety of their species. The exact origins of The Children of the Flame is somewhat debatable and shrouded by numerous conflicting reports, but it is generally believed that they are the descendants of a type of precursor race of draconic humanoids that were used as laborers, slaves and foot soldiers by dragon overlords during the early years of the second age, after the passing of the Time of Glaciers. In those days, it is said that some of dragon kind, likely good dragons, grew sympathetic to the plight of their children and spirited some away to several hidden enclaves scattered across The Great Continent. One such enclave was in what is now known as Am'shere, a thick jungle region in the deeps of the largely unexplored sub-continent of Jammur. &lt;br /&gt;
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Since that time the species devolved into various branches of reptilian based creatures but of them all those who were the Lizardfolk retained the most belief in their draconic heritage and the memory of the blood that remained deep within them caused signs of this heritage to appear quite often through sorcererous bloodlines and the development of certain innate powers that set them apart from their fellows. In time various clans of these Lizardfolk developed full-on draconic powers such that scholars who encountered them came to refer to them as being &amp;quot;dragon-touched,&amp;quot; special sith-makar who marked the beginnings of a great change. Stories that leak from Am'shere tell of a pact made between the Lizardfolk and active dragons of good and neutrality who, by ritual and agreement, jump-started the latent power in the willing, thus resulting in the sith-makar beginning to truly reflect their draconic heritage and beginning a phase that their shamans refer to as &amp;quot;the Rebirth.&amp;quot; It is this new class and breed of sith-makar that are available for play on Ea, as the sith-makar as a people move forward to explore this Rebirth and re-establishment of their ancient heritage.&lt;br /&gt;
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For the most part the Children of the Flame who were based in Am'shere involved themselves in a devastating insular and cyclical civil war with one another when expanding their territory. Contact with other species occurred but tended to be limited to fringe contacts wherein the sith-makar, among the Children, where the most accommodating to explorers. Travelers from The Great Continent and often came to serve as guides as these travelers sought to explore Am'shere or expose the sith-makar to cultures beyond their own. &lt;br /&gt;
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The status quo of racially-driven conflict remained even a century later as scouts from the empire of Charn encountered the clans and in a violent clash, set the precedent for years to come. Charn used Am'Shere as harsh training grounds for their own elite troops in the war against Myrddion and in the process they were destroying the lands held by the Children of the Flame. The atrocity did not stop there--Charn also took slaves, an act that colored the sith'makar's view of humanity for years to come. The clans briefly united against this threat and successfully drove Charn back. &lt;br /&gt;
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In the process however, the shamans discovered several portals leading from Am'shere back to the Great Continent which they began to use to send envoys of their own out to the depths of the continental interior. The sith-makar sought metal, trade and exploration. Several generations have passed since then and the sith-makar are making their presence known in scattered parts of the world. Some time has passed since this and sith-makar trade caravans, settlements and even members of the adventuring community have become a rare but accepted sight and additional insight into their isolated culture has occurred, bringing them more into the forefront of history. The rediscovery of their heritage as quickened this pace, even as the sith-makar as a culture work to adapt to these changes.&lt;br /&gt;
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==Physical Description==&lt;br /&gt;
Appearancewise, the &amp;quot;dragon touched&amp;quot; among the sith-makar reflect both saurian ancestry and their more ancient draconic ones, having colorations and structures that imply the metallic and chromatic bloodline at the root of their history. Overall there is no one universal look for them, and the bloodline has been so mixed and diluted over the years that though certain traits may dominate, no sith-makar could be said to be purely of red dragon ancestry or any other (that is, even a &amp;quot;red&amp;quot; will show traces of other lineages). Generally speaking, family lines tend to determine their colorations and features as well as their caste-based system. As a race, they are large and, due to their reptilian nature, physically imposing but deceptively fast on their feet, with long tails to counterbalance them, and horns or dramatic, colorful frills that often accent their speech. Their unique features can play a distinctive role in their communication: their heritage is a language based on old draconic, whose original speakers possessed similar traits. They are comparable in size to half-orcs, being somewhat taller then humans, possibly even approaching seven feet in height.&lt;br /&gt;
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==Society and Lands==&lt;br /&gt;
The major sith-makar society is the one in Am'shere on the continent of Jammur. Though not the only one, as other enclaves was established across The Great Continent, Am'shere represents the iconic sith-makar establishment and place of sovereignty. There the tribes are ruled by their great Silver Queen, a descendant of the ancient silver dragon who is said to have freed their precursors from an ancient slavery, and spirited them away to the safety of the jungle. Thus, their ancestors had not looked to explore--but rather establish themselves, as their history had been dark and terrible.&lt;br /&gt;
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A sith-makar home is typically a communal and lodge-like affair, with areas sectioned off for rituals or other functions. A central fire traditionally provides warmth, though the shamans also claim it as symbolic of their ties to their dragon ancestors (as in literally &amp;quot;Children of the Flame&amp;quot;). Such fires are often the focus of tribal rituals or social events. &lt;br /&gt;
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Their basic societal unit is the tribe. Established tribe names include but are not limited to: Shurik, Sashenka, Fyothor, and Kadesh. Tribe names and flavors favor the draconic speech of their ancestors (in some or many cases, the sith-makar's dialect has changed sufficiently that they are unaware of the tribe name's original meaning). &lt;br /&gt;
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Sith-makar naming conventions for themselves are similar, with a first name given at hatching. Because of the jungle's inherit danger and the sith'makar's own dangerous past, a sith'makar acquires a second name only if they survive their first year. This name is given by tribal shamans or priests, who select it after a traditional period of meditation and visionquesting. This second name may be anything descriptive, though it usually indicates a trait the elders believe the child will possess. Common possessive prefixes include but are not limited to ve or vethi, as the names tend to be highly personalized.&lt;br /&gt;
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The hatching of children is a celebrated event in Am'shere's dangerous environment, which gives the tribes a somewhat matriarchal stance as the protection of the eggs and their care often takes a primary role against the dangers of predators. This slight inclination is reinforced with the legend of the Silver Dragon, as well as the rulership of a Queen. This does not mean male Sith are unequal--merely that the dangers they have had to endure make the protection of young a higher priority than it otherwise might be.&lt;br /&gt;
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Children of the sith-makar, even the new &amp;quot;dragon touched&amp;quot; among them, inherit a rich tapestry from their parents and a rich and ritualistic tribal life. As they grow, for instance, they are ushered into a strict tribal caste system. Gradually, a child will be guided into an appropriate caste of a hunter, a warrior, a gatherer, a priest, and so on based on their talents and inclination within their tribe. To complicate matters, however, the Rebirth and emergence of the &amp;quot;dragon-touched&amp;quot; has added complexity to this most ancient of traditions, and a &amp;quot;dragon touched&amp;quot; individual is considered a member of a higher class even within these groupings. Among even these castes, they may form subgroups based on predominant coloration. In response, the elders of the tribe have emphasized cooperative childhood games and hunting-groups to ensure tribe members continue to work together. These measures have proved successful, both because of the dangers of their native environment, and because the ancient blood of dragons is so mixed that the sith-makar, even the &amp;quot;dragon touched&amp;quot; are much more a single people than a fractured one.&lt;br /&gt;
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As they move forward to reclaim their destiny, the sith-makar adjust slowly to the changes around them. Travelers come back with reports of new ideas or concepts, which must be adjusted and fit within the tribes' way of thinking. Some merchants have begun to establish trade with cities such as Alexandria and return with new ideas and commerce. Am'shere's exotic caravans draw the attention of crowds, and in the midst of it all, the sith-makar shamans, druids, and priests chant of the Memory of Blood, which guides the sith-makar in their path as they move to reclaim their ancient heritage, and forge it anew.&lt;br /&gt;
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==Other Races==&lt;br /&gt;
They are not an industrious race, having spent centuries in isolation and only within the past century or so having begun moving out to experience the idiosyncrasies of the outside world. By and large, as a result, sith-makar will get along with other species with a, If you don't bother me, I wont bother you type of attitude.&lt;br /&gt;
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==Alignment and Religion==&lt;br /&gt;
For many generations, the sith-makar knew nothing of the ancient gods and instead had developed an animistic and spiritual viewpoint of the higher powers of the universe. The sith-makar's form of nature worship led to complicated hierarchies of druidic circles that studied the world as best they understood it. Layered atop these beliefs was the worship of dragons and dragonlike beings. In recent years, missionaries from The West have brought the knowledge of the gods to The sith-makar, although with mixed results. In the past, the sith-makar had known the gods though in their isolation they had forgotten their names, and instead began to merge them with higher spirits, or associate them with a great hero in their collective past. As their connection with the outer world grows, the sith-makar struggle to reconcile these understandings, and do so in a way that gives them a unique perspective. Among them, Daeus and Maugrim embody the aspects of dragons, and Coyote is given many names, often represented locally in the form of a well-known and ancient trickster, whose abilities foiled an enemy to take his food, or taught a lesson in a creative way.&lt;br /&gt;
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Sith-makar tend towards neutrality. Being a race that grew up in the deeps of the jungles of Jammur, they don't necessarily have the same perception on morality as western societies and instead focus on the necessity of survival. That said, exposure to the gods of good and evil and the mingling of societies has produced more variances in the sith-makars' outlook. The Memory of Blood also impacts this by giving the sith-makar, and the new &amp;quot;dragon touched&amp;quot; among them an instinctual leaning and disposition that are fractured mirrors of their parent races, although this too is distilled down over the long ages such that it is mostly a sub-conscious thing than them somehow being forced one way or the other due to their colorations.&lt;br /&gt;
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Travelers to Am'shere may make note of their death rites. Caught between their past, future, and middle, the sith'makar often burn their dead to prevent the attraction of predators into their tribal lands. The shamans then scatter the ashes on well-known sites, in the belief that placing the ashes encourages the &amp;quot;spirit&amp;quot; of that sith'makar to remain there and watch over the tribe. These sites may be outposts, sacred landmarks, or even a lodge the tribe returns to on a regular basis. A sith'makar venturing from their tribal lands may take with them a vial of dirt from one of these grounds, and therefore take with them the &amp;quot;spirit of protection of their ancestors.&amp;quot;&lt;br /&gt;
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Locations known to have been the domain of dragons are also sacred--shamans may hold important rites among the ancient and rising bones of a great silver or red dragon.&lt;br /&gt;
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==Adventurers==&lt;br /&gt;
Sith-makar explorers who are learning much of the western world in order to take news back to distant Am'Shere are the most common type of explorers someone is likely to encounter. Trade caravans are not unheard of though still relatively rare. Sith-makar who are curious about the world beyond what they have known for so long often join these caravans and make their way slowly from the distant east into the great western lands. Sith-makar who adventure are quick to adopt the customs and ways of other races that they come into contact with. They are interested in the magic, weapons, armor, wealth and appearances of other cultures.&lt;br /&gt;
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==Recent Events==&lt;br /&gt;
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The phenomenon that is the &amp;quot;Memory of Blood&amp;quot; is a recent one by Sith-Makar reckoning, triggered by a pact made by ancestral Sith-Makar with good dragons that triggered the power of their ancient bloodline. As a result the &amp;quot;dragon-touched&amp;quot; have risen as a vision of their future, and past, that the sith-makar realize they are moving towards. More standard Lizardfolk who lack their same potential for epic deeds and a fervor of study into their draconic heritage exist as the large bulk of Sith-Makar population but have proven unsuitable for the development needed to transcend their current status and reclaim their ancient heritage. It is hoped that one day the great enthusiasm of some to embrace this new status quo will envelop all members of the Children of the Flame and usher in a new era.&lt;br /&gt;
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Amidst their internal struggles, the sith-makar have enjoyed a respite from Charn's raids as the old nation's internal rot festers, but the fall of Rune has introduced new elements and challenges. With the lack of a governing body, some tribes have witnessed poaching by opportunistic mages, keen on the scent of dragon blood, and viewing the sith-makar, particularly their hatchlings, as ripe for targeting. This has not endeared the sith-makar to the formal practice of magecraft within the world.&lt;br /&gt;
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==Sith-makar Racial Traits==&lt;br /&gt;
Sith-makar mature at the age of 10 and live roughly 450-500 years. &lt;br /&gt;
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{| cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|+'''Sith-Makar Average Height and Weight'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Name'''&lt;br /&gt;
| '''Base Height'''&lt;br /&gt;
| '''Base Weight'''&lt;br /&gt;
| '''Modifier'''&lt;br /&gt;
| '''Weight Multiplier'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sith-makar, male&lt;br /&gt;
| 4f. 10in&lt;br /&gt;
| 175 lbs&lt;br /&gt;
| +2d10&lt;br /&gt;
| x2d6 lbs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sith-makar, female&lt;br /&gt;
| 4ft 10in&lt;br /&gt;
| 135 lbs&lt;br /&gt;
| +2d10&lt;br /&gt;
| x2d6 lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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* '''Classification:''' humanoid (reptilian)&lt;br /&gt;
* '''+2 Constitution, +2 Charisma, -2 Intelligence''': Sith-makar are incredibly tough and exude a powerful presence due to their draconic blood, but they are not prone towards complex thinking due to their more instinctual outlook on life.&lt;br /&gt;
* '''Medium Size''': Sith-makar are Medium sized creatures and so have no flaws or benefits due to their size.&lt;br /&gt;
* '''Normal Speed''': Sith-makar have a base speed of 30 feet.&lt;br /&gt;
* '''Natural Armor''': Sith-makar hides are very tough. They have a +2 AC of natural armor.&lt;br /&gt;
* '''Memory of the Blood''': Sith-makar are humanoids with the reptilian subtype.&lt;br /&gt;
* '''Immunities: '''Sith-makar are immune to the frightful presence ability of dragons, as if they were dragons. They are also immune to sleep effects and paralysis effects.&lt;br /&gt;
* '''Draconic Heritage:''' A sith-makar must choose an energy type at 1st level, based on their heritage. The sith-makar gains resistance 5 to this energy type.&lt;br /&gt;
* '''Draconic Vision:''' Sith-makar have Darkvision 60ft and Low-light vision.&lt;br /&gt;
* '''Breath Weapon (Su):''' Once a day at 9th level, the sith-makar's draconic heritage awakens in the form of a breath weapon. This breath weapon deals 1d6 points of damage of your energy type (chosen at 1st level) per 2 hit dice. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your hit dice + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated in the Pathfinder Sorcerer section in their SRD), but the size is 1/2 that listed on the chart. &lt;br /&gt;
* '''Hold Breath: '''Sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.&lt;br /&gt;
* '''Languages''': All Sith-makar begin play speaking Common and Draconic. Sith-makar with high Intelligence scores can choose any of the following bonus languages: Celestial, Infernal, Jotun, Khazdul or Yrch-Speak.&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Liberators_of_the_Flame_of_Averium&amp;diff=2862</id>
		<title>Liberators of the Flame of Averium</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Liberators_of_the_Flame_of_Averium&amp;diff=2862"/>
		<updated>2010-09-27T12:36:14Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* Organizational History */&lt;/p&gt;
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&lt;div&gt;'''Alignment:''' Chaotic&lt;br /&gt;
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'''Headquarters:''' Veyshan&lt;br /&gt;
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'''Leaders:''' None. Liberators tend to be led locally by strong personalities.&lt;br /&gt;
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'''Prominent Members:''' To be filled in&lt;br /&gt;
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'''Structure:''' Hahaha&lt;br /&gt;
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'''Scope:''' Global&lt;br /&gt;
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'''Resources:''' Varies&lt;br /&gt;
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==Organizational History==&lt;br /&gt;
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From the chronicles of Bidas Torstal, Chronicler of the Willful Flame, 870-877. &lt;br /&gt;
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For ages uncounted has the Holy Flame burned bright in the heart of men--but there was a time in the Age of Eternity, a time when the Gods waged war against each other, that this was not so. Indeed, the battle of Gods raged in our world as Maugrim brought forth his armies and sought to control the fate of all the world and its souls according to his own designs, to take away the freedom of man--and ever did his consort spin her webs, snaring and trapping mortals in decisions that were no decisions at all. His brother Daeus and the armies of Light opposed him, and the battle looked to age eons, with a great toll upon the earth.&lt;br /&gt;
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It was then that Elhim, angered by the war and by the depredations of Maugrim and Taara sought to remind his wayward children of the rule of mortal free will in this world. It was then that he cast upon the land a Great and Holy Flame that would forever shelter mortals from the design of the Gods. So long as the Flame burned, so too would a God like Maugrim be unable to force a mortal to obey. &lt;br /&gt;
 &lt;br /&gt;
Maugrim, furious with this, sought to destroy the Flame, but his rage was cooled by Taara, who had her own plans. She sought out Rada, Lord of the Seas, and under her council, he came to see the Flame not as a reminder of the will of Elhim, but as an affront to the seas. Taara suggested that he first drown the lands, so that the flame might be extinguished. The great seas bent to the commands of their Lord and rose and pounded the lands upon which the flame was set. Sure that his work was completed, and his anger spent, Rada returned to the depths of the ocean &lt;br /&gt;
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And yet, when the waters receded, the Holy Flame still burned in the heart of the land, devastated as it was. No force can undo what the Source has done. &lt;br /&gt;
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Further incensed by this intrusion, the Tyrant God then sought out Gunakhar, and together, they raised a great storm of earth and sand, seeking to bury the flame and forever extinguish it. Again, the land was ravaged by the fury of not one God, but two. And when the storm ended, again, the flame still burned, for not even the Tyrant, in all his might, can undo what the Source has done--but the great desert of our world was born with the Flame at its center, burning brightly as a testament to the enduring vitality of its mortal races and of the rights of all men to be free. In time, the peoples of the world would come to the Flame, and many would forget its purpose, but to those that understand its significant, ever will it burn the brightest in their hearts. &lt;br /&gt;
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''*scribbled on the margins in a different, angry hand*'' &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;This is ridiculous. First of all, while this so called 'Keeper' (who appointed this incompetent anyways? It wasn't any of -us-), can claim all the divine inspiration he wants, none of us were there. This is just one story of many, and the others bear repeating more. For example, several of us believe that Tarien is responsible for the flame, that he tricked all the other Gods into investing some of their power into a torch, and then he set it upon the world to remind the Gods that even they are not above manipulations of others and, thus, whenever they look upon the world, they see the flame and are thus reminded that mortals must be given choice, or else soon even they will have none. And we already have a very large, very angry population of Veyshanites that blame the Flame -for the desert itself-. And you want to go and make them RIGHT? Gods, man. Divine inspiration. Please. It's more li-,&amp;quot; the pen trails off here and there appears to be a small, dried blood stain at the bottom of the page. &lt;br /&gt;
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Averium is the name given for the 'Flame of Freedom' that burns in the heart of the Desert. Its servants and those who seek to defend its purpose are its Liberators. The Liberators themselves are a disorganized group, who stay true to the spirit of independence and freedom that they cannot agree on much of anything except that freedom is a good thing. Exactly what shape that freedom is, or what it means, varies from Liberator to Liberator, and from Chapter of Liberators to Chapter, if they may even be said to have chapters (usually composed of a strong personality with a few followers). In a given generator, their beliefs tend wind up patterned after the most dominant personalities of the order of the age. Sometimes this is a good thing, sometimes this is a bad thing, and tends to make their policies, and outlook, unpredictable. &lt;br /&gt;
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The largest Chapter exists in Veysham, gathered at the Holy Flame in the center of the desert itself--their keep built to shelter the Flame and its followers. It is said that embers of the flame carry magical properties and break magical bonds and enchantments, but the only time one is ever guaranteed to be seen in use outside of Veyshan is upon the opening of a new Liberator chapter, where a torch is lit in the honor of the Holy Flame with one of those embers, more often than not. &lt;br /&gt;
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Liberators tend to appear in areas under oppression. At this time, they are your best friend. After that, they can ranged from useful allies, to staggeringly annoying fundamentalists. Mileage varies. If they're anything, they're deeply individualistic, and no two encounters with a Liberator is alike.&lt;br /&gt;
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==For Characters==&lt;br /&gt;
The Liberators [[Liberator|have a PrC]] available through Emblem of Ea. A person does not have to take the PrC to be considered a Liberator, but it helps. [[Rogue|Rogues]] also are drawn to the group, as well as [[fighter|fighters]].&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=2141</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=2141"/>
		<updated>2010-08-08T05:10:42Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: &lt;/p&gt;
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&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
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&amp;lt;center&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt; '''To be finalized pending review from Whirlpool.''' &amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
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''Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.''&lt;br /&gt;
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''Unending prosperity and eternal peace are unattainable, even to the gods''&lt;br /&gt;
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:: Sorceress Queen Altima&lt;br /&gt;
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The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
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=A=&lt;br /&gt;
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'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
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'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
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'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
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:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
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:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
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'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
  &lt;br /&gt;
It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
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Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
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'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
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Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
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Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
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=B=&lt;br /&gt;
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'''Barntos:''' Advian Barntos is the current Chosen of Thul, but also a former High Priest of Vardama with Alexandria. He was elevated to the position upon the murder of the former head of the Church within the Alexandrian community and both he and his second, one Felix Cranston. Moving with great stealth and keeping his allegiance to Thul secret with nefarious means, he orchestrated the corruption of the temple and the rtaising of the dead within its tombs, sealing it from the outside world while he transformed himself into a blood drinking abomination. Having used the Alexandrian adventurer community to loot greath wealth from lost Vardaman temples, he hired numerous mercenaries and creatures to defend the interior of the temple. Eventually, his plan to sacrifice the remaining Vardamans was foiled when Alexandrian guard and its mercenaries, who did not particularly enjoy being used, defeated him in combat and purified the temple, slaying Cranston. At some point later, several Vardaman priests received visions that Barntos had rapidly ascended to the height of Chosen by slaying the previous Chosen of Thul in ritual combat, making him the highest ranking priest of that faith within Charn, a position he remains to this day. It is also said he is responsible for the existance of the Garnaks -- a sorcerous clan of vampire hobgoblins formerly involved with the city-state of Blar.&lt;br /&gt;
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'''Baldwin Addelberg:''' The elder patriarch of the Addelberg family of Alexandria. The Addelbergs are famous familial group of wizards, known for their eccentric personalities. Some of them are said to even be competent. &lt;br /&gt;
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'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
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Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
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'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well.&lt;br /&gt;
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'''Caldor:''' is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
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'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
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'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
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=D=&lt;br /&gt;
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'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
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'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
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'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
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=F=&lt;br /&gt;
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'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
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Usually FE crops up in poses like this:&lt;br /&gt;
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:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
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:: Or&lt;br /&gt;
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:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
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A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
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'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
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Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
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'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
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'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
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=H=&lt;br /&gt;
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'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
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'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
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At a recent rally in support of supporting the Myrrish in re-taking Sendor, Haley was revealed to be undead.  Before anyone could do anything about it, Haley's corpse exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
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'''He Who Hungers:''' He Who Hungers is both the name and the titlle of the leader of a faction of lycanthropic Caracoroth worshippers known as the Children of Garm. Supposedly the prophecized freer of Caracorth,  He Who Hungers was never seen anywhere near Alexandria proper. Legend places him as a giant of enormous size and strength. It said in stories that have become local legend that he was defeated within arms reach of freeing Caracoroth from the chains that bind him and that Gilead himself has bound his watch's agent at the sight of his defeat so that he might lament his fall for all eternity. It is said that a massive hammer, sunk into the earth near the Hobgoblin settlement popularly known as 'Liberton' amongst Alexandrians, belongs to him and that whoever should draw it from the earth may become the next He Who Hungers.&lt;br /&gt;
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'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
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'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
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'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
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'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
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'''Mother Mayhem:''' 'Mother Mayhem', whose actual name is Serella Mayhew, is an elderly Liberator who resides in Averium's Battlehall.  Though she appears to be somewhat frail and constantly leans on a walking stick, she can actually do quite a bit of damage with said stick when she wishes.  She is fiercely protective of the other Liberators at the Battlehall, but not so protective that she won't find errands for them to do if they happen to be unoccupied (sometimes even if they are occupied).  She fought in the war for Alexandrian independence; some say she she fought alongside Haley Lunatec and Rawyn Telenil, and some people even claim she fought alongside the Daeusite paladin, Greta.&lt;br /&gt;
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'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
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A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
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During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
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'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
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'''Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
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Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
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Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
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Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
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'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
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'''Toeburst:'' Captain Toeburst is gnomish ocean going ship's captain, though it is also said that he is the owner of several airships. What he is known most for, however, is heavily involvement in the Alexanrian mercenary community and that he often hires young would-be adventurers to test his experimental equipment in the pursuit of lost ocean treasures. His high levels of wealth speak to the success of these ventures.&lt;br /&gt;
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'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn.&lt;br /&gt;
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'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
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'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
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'''Vardian Calcine:''' A thin man in his fifties, with white hair carefully combed back. His face is horribly scarred on the right side by a burn, but neither scars nor age diminish the intensity of his brown eyes. He smells strongly of jasmine.&lt;br /&gt;
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A member of the Academy of Sages, he is known as a skilled wizard. He has a way of terrorizing his students with a glance or calculatedly inoffensive but cutting remarks. Despite -- or possibly because of -- this dread, other faculty consider him a capable teacher.&lt;br /&gt;
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He has had a quiet, but active political life. In the recent past, he backed parties uninterested in the war against Bludgun. With the swell of popular support for the war, the connections and clout he had cultivated dried up. Since then he has kept a low profile, ostensibly to focus on his work and teaching.&lt;br /&gt;
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Vardian's researches often push the envelope, in ways that occasionally cause him trouble in the Academy. He has been savvy enough to avoid censure -- so far. What has helped insulate him from trouble is in encouraging outlandish research or experimentation by associates, lending them support, keeping tabs on them, and then protecting himself if (or when) things go wrong.&lt;br /&gt;
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It is rumored he dabbles in forbidden necromantic research, but nobody's ever managed to prove such a thing.&lt;br /&gt;
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He has been associated with Bartole the Mad, who attempted to breed elementals with animals directly, with [http://wtimmins.tripod.com/Logs/LOGcalcine3.html unwelcome results].&lt;br /&gt;
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He has long had an interest with a cult of madness who worship the symbol of a door. Among the dangers associated with this cult have included a mysterious House of Doors, an awakened black bear named Grager, door elementals, the House of Whispers, and the books of horn and ivory. Nothing has been heard about this cult for several years, so members of the Academy aware of such events hope the cult is done and gone. For his part, Vardian has apparently given up his researches into the door cult.&lt;br /&gt;
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'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionatly referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
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		<author><name>Whirlpool</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=1432</id>
		<title>Nonplayer Characters</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Nonplayer_Characters&amp;diff=1432"/>
		<updated>2010-06-07T11:54:42Z</updated>

		<summary type="html">&lt;p&gt;Whirlpool: /* S */&lt;/p&gt;
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&lt;div&gt;[[Category:Setting]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:NPCs]]&lt;br /&gt;
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&amp;lt;center&amp;gt; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt; '''To be finalized pending review from Whirlpool.''' &amp;lt;/font&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
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''Even the gods, creators of all life, cannot create eternal peace. At the bitter end, the gods divided into light and darkness. With their colossal strength, they burned the lands and dried the seas. They drew the lives they had created into the tumult. The savage fighting continued to escalate.''&lt;br /&gt;
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''Unending prosperity and eternal peace are unattainable, even to the gods''&lt;br /&gt;
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:: Sorceress Queen Altima&lt;br /&gt;
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The Emblem of Ea has an extensive theme and a long history that has grown due to the contributions of players and Dungeon Masters over the years. The theme has a number of house-terms, names, famous individuals and more scattered throughout the wiki. This page should help to bring things together and to pull together major names that your characters may be familiar with, without you having to go digging through the wiki for exactly who they were. Information provided here can be assumed general public knowledge or easily found out through roleplay and rumors and should serve as fodder for your roleplay and plots.&lt;br /&gt;
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'''Aeslyn Son'Doriel:''' The seemingly immortal high-patron of the elves of [[Llyranost]]. The virtual faerie queen who has ruled in Llyranost for millennia. Though her lifespan has exceeded that of even the average high-elf, she still reigns with vitality and sits at the head of the Elven Court of Llyranost. Few non elves have ever laid eyes upon her and she has rarely left the heart of the elven wood.&lt;br /&gt;
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'''Aiglos:''' The first patriarch of the eldanar lineage in the days prior to the rise of Kulthus and the war that led to The Sundering. An ancient legendary figure of scripture and myth, it is said he was the one to whom was given the Holy Sword of Ea, it's companion armor and the Holy Ark. &lt;br /&gt;
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'''Librarian/Collector Adileh:''' An organizer/librarian of the Academy's Collections department, which hosts a veritable sundry of unusual and rare and interesting items. Poses describing her:&lt;br /&gt;
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:: Following the sorceress out of the library and standing on the top of the stairs is a figure of contradictions. A woman of flamboyant dress by the shrewdest demeanor. She has the frizzy hair popular in some academic circles. Her eyes are pointed directly at Eira's back, the disapproval palatable. &lt;br /&gt;
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:: &amp;quot;No,&amp;quot; clipped. &amp;quot;I do /not/ need a hug. And that looks like /mischief/.&amp;quot; Mischief. Like some sour taste in her mouth. Some alien concept. Adileh's mouth twists and she gives an uncomfortable yank of her dress which crinkles the folds and rustles the fantastically-sized bustle. A few sparks come out. Regardless, she's atop a set of stairs. And can't get to anyone. She just looks disapproving.&lt;br /&gt;
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'''Altima:''' The sorceress-general who conquered [[Alexandria]] over sixty years ago during the height of the devestating Crown Wars. An ally of Charn, her conquering of Alexandria created a turning point in the war as she was able to capture the effective central gateway between the continents of Vantyre and Arcania and also the rich resources available in the area through the major mining facilities, engineering and magical lay lines. Halfway through her reign she cut her ties with [[Charn]] and proclaimed herself empress while beginning to scour the land for ancient Kulthien artifice and lost relics. The infighting her change of allegiance caused served to throw the Charn forces into disarray and later the allied forcs of the west banded together to oust her from Alexandria in a series of battles known as The Sorceress War. It was not the allied forces that ended up fully gaining victory but rather insurgent groups that had remained in Alexandria during the years of the occupation. THe Phalanx Falcis was the group responsible for Altima's 'demise' although her body was never found or verified. In particular, the Alexandrian nobleman known as Augustus Alexandros was said to have been responsible for her death.&lt;br /&gt;
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It is later discovered that Altima was one of the last living High Artificers from the Kulthian age, survived by mysterious means. This explains her epic levels of power but also leaves a question mark as to how a group of heroes was able to overcome her given the incredible power level differences but explains why the Convocation of Rune was unable to overcome her magic without outside aid.&lt;br /&gt;
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Altima's reign in Alexandria was iron fisted with gespato like treatment of those loyal to the old monarchy. She brutaly murdered most of the noble houses, slew the royal family and maintained a gripping hold over the daily lives of civilians who remained in the region. Despite her tendancies to behave like a follower of Maugrim, she was known to be a devout follower of Taara and her entourage included many members of that priesthood.&lt;br /&gt;
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'''Augustus Alexandros:''' The infamous Alexandrian nobleman who some believe was one of the last living members of the royal house and may have been next in line for the throne had Altima not invaded during his mothers lifetime. Augustus Alexandros would have been born during the occupation era. There are some who claim that his mother was the missing princess Lianna Rena Alexandros who herself had founded the early insurgent groups that resisted Altima but no proof of this exists. What is known is that Augustus was a member of the Phalnax Falcis along with several other prominent members of society and that he delibered the blow that struck Altima down by means of a magical scythe. The scythe remained the symbol of the Falcis and Augustus own personal symbol however the agreement between Alexandria and [[Myrddion]] caused him considerable grief especially at the signs that the old traditions and monarchy would not be restored. He disappeared during the interm years of Myrddion's rebuilding of Alexandria and returned during the season of rising tensions between the two nations due to Myrddion's lack of honor on its agreement to leave Alexandria once the rebuilding was complete.&lt;br /&gt;
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Augustus was a prominent figure during those years through means of a restored Phalnax Falcis that now targetted Myrddion as the oppressor. His rousing speeches turned many to his side including members of the adventuring community and forced Myrddion to level increasingly severe edicts against such public gathering. He then turned to terrorism, destroying a Myrrish military airship that was bringing troops to reinforce the city in the wake of a build of up Charn forces and a number of other misdeeds accompanied him as well. He finally revealed his full intentions by attempting to defile and claim deposited divine magic from a sacred site and attempted to use it to empower himself. The ritual required the sacrifice of members of his own entourage which he readily performed however it was interfered with by adventurers working with Myrrish agents and Augustus was driven into the outer planes and seemingly dealt with by the gods themselves.&lt;br /&gt;
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Augustus sightings continued over the years with a number of events circling around it included the supposed recover of his scythe, now infused with a portion of the divine energies he had attempted to steal for himself - and a sighting at the end of the Merkabah Siege where he, or something posing as him, struck the death blow to the mad-artificer Saluven. If these beings are actually Augusuts, imitators, or ghost like echoes has not been verified and the mystery remains at large to this day.&lt;br /&gt;
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'''Barntos:'''&lt;br /&gt;
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'''Baldwin Addelberg:'''&lt;br /&gt;
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'''Big Ben:''' A still functioning Titan-Class War Golem hailing back from the days of Kulthus. A functioning War-Golem with an active [[Magitech|Soul Burner]] core, Ben is one of the most powerful aresnals in the Alexandros military but replication of him is forbidden due to the elements of Black-Tech involved in his make. Extensive study of Ben has led to numerous innovations in the local artifice and magitech developments. Ben was the center of a conflict in recent memory when an aging sorcerer known as Whitefoot, desperate to escape death, attempted to transfer his being into Ben to use as a chassis only to discover through the intervention of adventurers that Ben, while a construct, had a powerful living core at the heart of it all. Whitefoot's Invasion remains a memorable event. Ben is usually stationed in The Engineering Enclave's Craft Warrens but has been seen out before and in the company of the Alexandros Militia. Ben is currently being used as the model design for a series of non-sentient constructs to serve as 'The Colossal Guard' for events of dire danger to the city.&lt;br /&gt;
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Ben differs from the modern day living construct due to his size, power and the presence of a soul burner. While technically an archaic design, his abilities far exceed that of the common War-Golem but unlike them he is incapable of adapting and growing behind his basic design.&lt;br /&gt;
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'''Caldor Methis:''' Caldor Methis is the representative for the Western Residential area of the City Council.  He is a massive imposing man (NE male human Nbl 3/Fgt 3), and the Teamsters Guild, The Guild, the Ebon Syndicate, and a number of other corrupt principles all have their fingers in his back pockets. The trade and commerce that passes through the Western Residential is not easily turned aside, however, so Caldor commands considerable influence among some members of the city Watch as well.&lt;br /&gt;
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'''Caldor:''' is perhaps most famous for being a foil to Haley Lunatec, seeming to oppose nearly all of her proposals on principle; she often returned the favor.  Most recently, he was vocal in his opposition for Alexandria to join the war effort in Sendor. &lt;br /&gt;
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'''Cluckzilla:''' The nickname for an intelligent, giant chicken that is now a Tarienite saint. He looks like a 15 feet tall, and is a golden, divine rooster. &amp;quot;Cluckzilla&amp;quot; lives in a section of Tarien's plane shaped like a bizarre farm. He doesn't speak Common - instead he clucks and crows, but it translates into intelligible speech if magic is used. He has a nasty peck and a powerful directed sonic crow ability. He can fly - comically, because his wings are stumpy and tiny.&lt;br /&gt;
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'''Colonel Strangeways:''' is a Colonel of Engineers within the Alexandrian Army. He is a middle aged man with a bushy mustache, moderate build and heavy muttonchops. He's frequently seen with a pipe and often commands large experimental efforts to improve Alexandrian applied Artifice in the war against Bludgun. Most notably, he planned the use of a large manned sapping machine to penetrate the walls of Fort Gettys and allow a group to sabotage warding generators protecting the fortification.&lt;br /&gt;
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'''Elbereth:''' The last Eldanar High King, the legendary Elbereth was the last known wielder of Einlazhar the Holy Sword of Ea and the one who challenged the Daemon Lord (An Aspect of Maugrim) and prevented him from seizing foothold on the material plane during the Daemon Wars, five hundred years ago. Elbereth's legend remains one of the most often recounted throughout the west as he represents the ideal kingly hero and the perfect sacrifice that saved the world. Elbereth's death sounded the death knell to the ancient Highborn empire and created the birth of what is now known as The Myrrish Kingdoms and Charn. To this day the Holy Sword of Ea remains in the Tower of the Sword in Bryn Myridorn and Elbereth lays entombed deep within the castle-city. &lt;br /&gt;
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'''Matron Eleniel:''' The matriarch of the Alexandrian Temple of Althea. An elderly woman who is gifted in the healing magics of Althea's order and who is exceptionally wise and diplomatic. &lt;br /&gt;
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'''Elex Sandstone:''' The Headmaster of the Academy of Sages College of Magic in Alexandria city and a member of the Convocation of Rune. Friendly and outgoing but also very powerful and well minded in matters arcane. Some believe he will attain archmagi status and leave the school to join the Eldritch Council but others believe that his love of teaching and the youth keeps him in Alexandria. It is rumored that he somehow has gnomish blood in him but this is only partially verified by the sheer number of magical accidents that happen on campus.&lt;br /&gt;
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'''Fanatical Eddie:''' Fanatical Eddie is a seller of scrolls and miscellaneous magical items for the daring adventure. Fanatical Eddie is a character that was never seen. Nobody knows the gender of the character nor what/who he/she/it is. &amp;quot;He&amp;quot; was originally made by Zak.&lt;br /&gt;
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Usually FE crops up in poses like this:&lt;br /&gt;
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:: &amp;quot;Damn right,&amp;quot; Zak says, moving up beside them, though he is concentrating more on the group of refugees for the moment. He tears a scroll from his belt and reads, &amp;quot;Congratulations. You are the proud owner of Fanatical Eddie's Patented Force-Of-Personality Ecumenical Ritual With Vague References To Eagles. Damn. It's like he ain't even trying any more.&amp;quot; And then? He sets about laying hands on one refugee after another, eyes lifted skyward as he does, praying for Averium to restore energy to their weary bodies.&lt;br /&gt;
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:: Or&lt;br /&gt;
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:: &amp;quot;Averium, make her wise like the owl, wise enough to shop at Fanatical Eddie's Scroll Emp...&amp;quot; Zak sort of coughs through the rest of the scroll as he moves near Chandrakanta, keeping a careful eye on the approaching umber hulks.&lt;br /&gt;
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A short man in an expensive, though somewhat threadbare, outfit. He looks to be in his mid to late 30s, with hair graying at the temples, and a rather ... let's be charitable and call it 'solid' look to him.&lt;br /&gt;
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'''Farden Fenwick:''' A highly placed member of the Fenwick, Fenwick, Fenwick and Zoz Trading Company. This company is a sprawling business lead by an extended family, with a variety of contracts and businesses related to trade into and out of Alexandria. They will often hire men on to guard caravans, check on interests, or rescue lost personnel.&lt;br /&gt;
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Farden is the NPC 'questgiver' in the Fenwick and Grager plots found under the RP Logs.&lt;br /&gt;
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'''Gabriel Lightbringer:'''&lt;br /&gt;
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'''Gath the Red Maw:''' Half-Red Dragon/Mok'nathal - Gath is a famed outlaw and head of a band of brigands known as The Red Maw. He and his crew were nortorious for acts of destruction and vandalism in and around Alexandria and were declared outlaws with considerable bounties on their head. They were in the employ of several individuals including Saluven and the Illuminated Order. Gath spent some time in the floating prison-fortress of Skyhold but was broken out during a daring raid on the flying prison. He is currently still at large although the size of his brigand-crew is much diminished.&lt;br /&gt;
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'''Greta McBane:''' Greta McBane is a paladin of Daeus with a checkered past, too many husbands, and arms the size of wrinkly old tree trunks. She spends most of her days striking terror into temple acolytes and Agril.&lt;br /&gt;
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'''The Hound of Myrddion/Jormugander:''' One of the most feared warriors in the west and a champion of the king. Despite his allegiance with law and those who consider themselves good, he is known as a dark knight and a destructive phantom willing to do whatever is necessary to ensure stability. As such much of the dirty work of the nation falls to him and his entourage. His name is known among the Adventurers of Alexandria due to the number of dealings he's had with them. He is not known to be kind but is known to honor his word.&lt;br /&gt;
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'''Haley Lunatec:''' Haley Lunatec is a former City Council member of Alexandros.  The charismatic halfling represented the Explorer's District, and as such often sided with adventurers in disputes.  She was well-known for her dislike of one particular Council member, Caldor Methis, and her loyalty to Lady Rawyn Telenil.  She was recently re-elected to the position in a contested election with Vic Leonal.  Rumors place her as a fighter in the Alexandrian war for independence beside both Rawyn and Serella Mayhew, aka Mother Mayhem. &lt;br /&gt;
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At a recent rally in support of supporting the Myrrish in re-taking Sendor, Haley was revealed to be undead.  Before anyone could do anything about it, Haley's corpse exploded, killing and wounding dozens of supporters after giving a dire warning that anyone who fights Bludgun will 'suffer the same fate'.  It was this grisly attack that caused Alexandria to enter the war alongside the Myrrish.&lt;br /&gt;
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'''He Who Hungers:'''&lt;br /&gt;
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'''Highfather Samuel:'''&lt;br /&gt;
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'''Jordan Ironfire:''' Former chief of the Craft-Warrerns in Alexandria's branch of the Enclave of Engineers, Jordan was demoted after a period of being fully suspended and now serves alongside Tyr in matters of technical design with a number of restrictions on him. His pyromaniac tendencies as well as his blunders in several security breaches involving the Enclave's resources are well known.&lt;br /&gt;
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'''Kreig Dranei:''' The legendary Dranei First-Khan that united the Dran Tablelands and coastal regions into what is now known as The Khanate of Dran. He earned the title of The Iron Emperor and gained the respect and allegiance of a number of non human races and tribes including the mok'nathal and the orcs of the Savage Frontier. To this day, though Dranei is more fractured, those races honor the pact made with Kreig. Kreig's status is Herculean in scope and the tales that envelop him are just as outrageous as time but any who hail from the Savage Frontier openly swear by him and his feats and are quick to put doubters to the ground.&lt;br /&gt;
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'''Lt. Mitche:''' A young, earnest man who works as part of the Watch. He was responsible for coordinating efforts between the local police and the adventuring community during a series of high-profile kidnapping escapades.&lt;br /&gt;
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'''Mendorn Steamhammer:''' The current High King of the Dwarven Enclaves of Dun Mordren which is the chief realm of the dwarven affiliations of Khazad Duin. Mendorn Steamhammer rules out uf the city of Kingsforge and sits at the head of the council of thanes. He speaks for the dwarves of Dun Mordren and is considered a respected ruler with true noble blood out of clan Truehammer.&lt;br /&gt;
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'''Mathius d'Archiana:''' A Myrrish paladin of some minor renown, known for his strict and somewhat militant text on the Daeusite faith. He died a long time ago, but is known for his publications and theories on paladinsm, on which, during his lifetime, he was outspoken. These aren't to be taken as a &amp;quot;guide&amp;quot; or &amp;quot;straightjacket&amp;quot; for how paladins are played. There are other writers, many interpretations.&lt;br /&gt;
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This NPC was invented by Darshan, for various debates on &amp;quot;what does it mean to be a paladin? Really?&amp;quot;&lt;br /&gt;
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Some of Mathius' opinions appear below:&lt;br /&gt;
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# Do not kill unjustly.&lt;br /&gt;
# Respect the gods, even the evil ones. Never be arrogant, or disrespectful.&lt;br /&gt;
# Thou shalt not steal. Though a universal rule, it has one exception: in the removal of an item from an evil individual in order to prevent its use towards the goals of harm or wickedness.&lt;br /&gt;
# You are a Champion of Light. Protect the innocent, the oppressed. &lt;br /&gt;
# Seek to end all evil and all wickedness.&lt;br /&gt;
# Goodness is true, absolute, and eternal. It is not relative or &amp;quot;gray.&amp;quot;&lt;br /&gt;
# Meet honorable combat in kind. You, as a paladin, reflect yourself, your brothers and sisters, and your faith in how you conduct yourself, and in the things you say and do. When you engage, do so honorably. However, should your honor be abused, and the rules of honorable combat broken, you may consider yourself no longer bound. Consider, though, that if you so choose, you may bring greater glory to your faith, and greater shame to your opponent, by adhering to honorable conduct, regardless of your win or loss in the battle.&lt;br /&gt;
# Honor your word and keep your promises. A paladin's word should be sacred. In cases where your word comes in conflict with the laws and faith of Daeus, then the promise should not have been made, and the original oath to His laws must come first.&lt;br /&gt;
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In game, they tend to appear in a wordier, more formal style.&lt;br /&gt;
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'''Mother Mayhem:''' 'Mother Mayhem', whose actual name is Serella Mayhew, is an elderly Liberator who resides in Averium's Battlehall.  Though she appears to be somewhat frail and constantly leans on a walking stick, she can actually do quite a bit of damage with said stick when she wishes.  She is fiercely protective of the other Liberators at the Battlehall, but not so protective that she won't find errands for them to do if they happen to be unoccupied (sometimes even if they are occupied).  She fought in the war for Alexandrian independence; some say she she fought alongside Haley Lunatec and Rawyn Telenil, and some people even claim she fought alongside the Daeusite paladin, Greta.&lt;br /&gt;
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'''Nikmok:'''&lt;br /&gt;
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'''Priscus Fianlly:'''&lt;br /&gt;
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'''Raichim:'''&lt;br /&gt;
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'''Rawyn Telenil:''' Rawyn Telenil is the appointed High Lady of the Argent Confederacy which is a union of the various settlements and nations of the heartlands of Arcania of which Alexandria is the Lord's City. Rawyn also sits on the city council as a First Among Equals, weighing in on matters of city and local government. She is known to be a friend of and sympathetic to the adventurers in the city and has called on them directly on a number of different occassions to serve as her direct agents in matters that the state itself wishes to not involve itself in. Rawyn is also the matriarch of House Telenil, one of the few surviving noble houses of the old monarchy and thus is of royal blood.&lt;br /&gt;
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A powerful [[Eldanar]] Sorceress, Rawyn was a member of the Phalnax Falcis and served alongside Augustus and was present for the death of Altima. Her estranged husband, Tuocor is a member of the Convocation of Rune's 'Edldritch Council' (Rune's circle of Archmagi who pass decrees down then enforced into law by the Convocation itself.) but their current relationship is unknown as he's not been seen in Alexandria for many months now. &lt;br /&gt;
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During the tense days of the Merkabah siege, Rawyn's death was faked by machinations of the mad Artificer Saluven who transformed the powerful Sorceress into an agent of his efforts against her will. She was rescued by adventurers and restored back to normalcy.&lt;br /&gt;
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'''Samuel Edueriallis:''' The high priest of the Church of the Rising One, the Alexandrian branch of the Daeus clergy. Samuel was appointed high priest shortly after the Myrrish occupation began but has remained here despite the changes in the city. A faithful figure and a patriarch to the countless flock of Daeus that enters the temple on a daily basis. His nearest rival is Father Morrow of the Eluna Order but the two work together to ensure religious harmony in the city. Despite this he is known to have dour thoughts on the Edict that permits the growth of dark faiths in the city but he speaks against any attempts by his flock to hamper these efforts without the dark clergies acting illegally first. &lt;br /&gt;
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&amp;quot;Governor Lucian Shrike/Saluven:''' Saluven the High Artificer was one of the surviving High Artificers of Kulthus who mysteriously was able to escape the doom placed upon them by the gods and survive to the present day. He founded an organization known as The Illuminated Order and used it to manipulate events across the region in the hopes that he could find the means to rescue his brethren as he believed them imprisoned by the gods in the Void Beyond Creation. To this end he was responsible for many events culminating with the attack of an army of constructs and half-constructs upon the city of Alexandria in an event known as The Merkabah Siege. Saluven's efforts were defeated and he was seemingly slain by Augustus Alexandros although if this is truly what happened remains to be verified.&lt;br /&gt;
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Saluven posed for several years as Lucien Shrike the Myrrish appointed governor of Alexandros during it's occupation era. As Shrike he had hands on contact with the adventuring and relic hunting community as well as political happenings that concerned Alexandria.  Once exposed he revealed his true nature and abandoned his post which ultimately paved the way for Alexandrian independance.&lt;br /&gt;
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Saluven's base of operations was the sunken floating city of Merkabah which was intended as the divine chariot by which the High ARtificer were to supplant the gods in the ancient world. Merkabah was later used during the Siege as Saluven intended to use it to re-open the celestial gates to try and free his brethren with no heed to what would happen to the world should this be done. It was destroyed by means of the Planar Disjunction Cannon. One of the weapons of mass destruction he himself had helped design in the elder days.&lt;br /&gt;
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Rumors of Saluven's ghost appearing in the city took place but no fruit came of these rumors.&lt;br /&gt;
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'''Sora Nale:''' Inscrutable, mysterious and seemingly all knowning, the prophetess Sora has figured prominently into a number of local events so much so that her name is now commonly known among the populace. White haired and seemingly fae blooded, she was first seen at the side of Augustus Alexandros as if a being bound to serve him. Later she was freed by his apparent demise but she continued to counsel and aid the local populace in matters of discernment, prophecy and deciphering of ancient matters. Her abilities at inductive reasoning seemingly have little limit but she is careful one what she reveals and has voiced on a number of occassions that she knows only what she is meant to know. Her current dwelling place is at The Holy See in the nation of Ecclesia.&lt;br /&gt;
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'''Toeburst:''' A gnome. A smelly, horrible gnome known for hiring young adventurers and sending them onwards to their doom.&lt;br /&gt;
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'''Tristus Serenas:''' The High King of Myrddion, patron of the Serenas household, tenth to wield the name and crown of the west. Tristus is the iconic 'Great King'. A man aged yet powerful beyond his years. Noble and determined but intense and dangerous. His great power in battle and in the unification of the nations has earned him the title of The Lion of Myrddion and earned the High Kingdom itself the nickname of The Kingdom of the Lion. He wields Illuminia, a sword second in power only to the Sword of Ea itself. There are some who believe he should take up The Sword of Ea and fulfill the prophecy of the return of the Eldanar's reign but detractors point to the fact that though related to the old blood, the Terenas line comes from a lesser side house. Despite this, Tristus remains a figure whose presence in the west is equaled only by the shadow cast by his present rival in the form of the ruler of Charn.&lt;br /&gt;
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'''Tyr:''' A well respected and known Esentran man who is the current co-chief of the Craft Warrens of the Enclave of Engineers in Alexandria city. A member of the techno-arcane union, Tyr was sent by Clockwork Point to replace Jordan Ironfire as the full chief regarding petitions to get Ironfire fired after several blunders during the Merkabah Crisis and the Whitefoot Invasion. Tyr is a large and powerful man but is known more for his capabilities as a weapons designer and artificer. He's one of the few people to possess a functioning and legal auto-graft for his left arm. (Grafts being functioning mechanical limbs replacing the original one.)&lt;br /&gt;
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'''Prince Verin Serenas:''' Son of the Lion of Myrridion, heir to its throne. He appears in several logs, including: Sendor War: Arrival of the Prince, Sendor War: The Fall of Gettys, and The Prince's Feast.&lt;br /&gt;
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'''Vardian Calcine:''' A thin man in his fifties, with white hair carefully combed back. His face is horribly scarred on the right side by a burn, but neither scars nor age diminish the intensity of his brown eyes. He smells strongly of jasmine.&lt;br /&gt;
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A member of the Academy of Sages, he is known as a skilled wizard. He has a way of terrorizing his students with a glance or calculatedly inoffensive but cutting remarks. Despite -- or possibly because of -- this dread, other faculty consider him a capable teacher.&lt;br /&gt;
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He has had a quiet, but active political life. In the recent past, he backed parties uninterested in the war against Bludgun. With the swell of popular support for the war, the connections and clout he had cultivated dried up. Since then he has kept a low profile, ostensibly to focus on his work and teaching.&lt;br /&gt;
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Vardian's researches often push the envelope, in ways that occasionally cause him trouble in the Academy. He has been savvy enough to avoid censure -- so far. What has helped insulate him from trouble is in encouraging outlandish research or experimentation by associates, lending them support, keeping tabs on them, and then protecting himself if (or when) things go wrong.&lt;br /&gt;
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It is rumored he dabbles in forbidden necromantic research, but nobody's ever managed to prove such a thing.&lt;br /&gt;
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He has been associated with Bartole the Mad, who attempted to breed elementals with animals directly, with [http://wtimmins.tripod.com/Logs/LOGcalcine3.html unwelcome results].&lt;br /&gt;
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He has long had an interest with a cult of madness who worship the symbol of a door. Among the dangers associated with this cult have included a mysterious House of Doors, an awakened black bear named Grager, door elementals, the House of Whispers, and the books of horn and ivory. Nothing has been heard about this cult for several years, so members of the Academy aware of such events hope the cult is done and gone. For his part, Vardian has apparently given up his researches into the door cult.&lt;br /&gt;
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'''Vigilance:''' A tremendous celestial dire lion that served as the paladin mount and companion of high King Tristus Serenas during the Crown Wars and remains at his side in times of war as well as state. The lion has become something of a national symbol for Myrddion although some know that he is affectionatly referred to as 'Bear' by one of the High King's grandchildren, for some unknown reason.&lt;br /&gt;
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		<author><name>Whirlpool</name></author>
	</entry>
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