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	<id>https://unwrittenlegends.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Djlazebaset</id>
	<title>Unwritten Legends Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://unwrittenlegends.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Djlazebaset"/>
	<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php/Special:Contributions/Djlazebaset"/>
	<updated>2026-04-20T09:54:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.5</generator>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Sen%27Gam_Hill,_Old_Graveyard_(Resurrection)&amp;diff=1783</id>
		<title>Sen&#039;Gam Hill, Old Graveyard (Resurrection)</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Sen%27Gam_Hill,_Old_Graveyard_(Resurrection)&amp;diff=1783"/>
		<updated>2026-01-17T23:53:04Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sen&#039;Gam Hill, Old Graveyard ==&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
[[Never-Upon-Vinre Old Map|Never]] &lt;br /&gt;
&lt;br /&gt;
Path finder: Old Graveyard&lt;br /&gt;
&lt;br /&gt;
Merchant: Pedrak&lt;br /&gt;
&lt;br /&gt;
== Training available ==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
&lt;br /&gt;
* Resurrection&lt;br /&gt;
* Makes you not dead&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Never-upon-Vinre_Shops&amp;diff=1782</id>
		<title>Never-upon-Vinre Shops</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Never-upon-Vinre_Shops&amp;diff=1782"/>
		<updated>2026-01-17T23:49:06Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Sen&#039;Gam Hill, Old Graveyard (Resurrection)|Graveyard (Resurrection)]] &lt;br /&gt;
&lt;br /&gt;
1 [[Never Trust and Depository]]&lt;br /&gt;
&lt;br /&gt;
[[The Mighty Plume]]&lt;br /&gt;
&lt;br /&gt;
2 [[Michachelle the Shepster]]&lt;br /&gt;
&lt;br /&gt;
[[Khagle&#039;s Weaponry]]&lt;br /&gt;
&lt;br /&gt;
3 [[Clarisse&#039;s Silks and Fine Fabrics]]&lt;br /&gt;
&lt;br /&gt;
[[Lefty&#039;s Particulars, Shop Room]]&lt;br /&gt;
&lt;br /&gt;
4 [[The Tatter&#039;s Shop]]&lt;br /&gt;
&lt;br /&gt;
[[Grayner&#039;s Art and Soul]]&lt;br /&gt;
&lt;br /&gt;
5 [[Maxxel the Cordwainer]]&lt;br /&gt;
&lt;br /&gt;
6 [[Charlton the Cooper]]&lt;br /&gt;
&lt;br /&gt;
7 [[Vinre Dry Goods]]&lt;br /&gt;
&lt;br /&gt;
8 [[Singing Arrows, Bowyer and Fletcher]]&lt;br /&gt;
&lt;br /&gt;
[[Cyrus the Girdler, Belts and Accoutrements]]&lt;br /&gt;
&lt;br /&gt;
9 [[The Knave Tavern]]&lt;br /&gt;
&lt;br /&gt;
[[Bhond&#039;s Shipping]]&lt;br /&gt;
&lt;br /&gt;
[[Bhond&#039;s Shipping, Back Office, Never-upon-Vinre Branch]]&lt;br /&gt;
&lt;br /&gt;
10 [[Stokey&#039;s Tattoo Emporium]]&lt;br /&gt;
&lt;br /&gt;
[[Sonny&#039;s Smokes]]&lt;br /&gt;
&lt;br /&gt;
11 [[Gristlefoot&#039;s Pawnshop]]&lt;br /&gt;
&lt;br /&gt;
12 [[Merlyck&#039;s Armory]]&lt;br /&gt;
&lt;br /&gt;
13 [[Isure the Wax Chandler]]&lt;br /&gt;
&lt;br /&gt;
[[Maestro&#039;s Music Shop]]&lt;br /&gt;
&lt;br /&gt;
14 [[Best Ever Jewelers]]&lt;br /&gt;
&lt;br /&gt;
[[Never Best Jewelers, Purchasing]]&lt;br /&gt;
&lt;br /&gt;
15 [[Yggasil&#039;s Menswear]]&lt;br /&gt;
&lt;br /&gt;
16 [[Shady Arms Inn]]&lt;br /&gt;
&lt;br /&gt;
16a [[Shady Rest]]&lt;br /&gt;
&lt;br /&gt;
17 [[Nibbles Bake Shop]]&lt;br /&gt;
&lt;br /&gt;
[[Nata Lee&#039;s Studio For The Dance]]&lt;br /&gt;
&lt;br /&gt;
18 [[Nettlewick&#039;s Imports]]&lt;br /&gt;
&lt;br /&gt;
19 [[Pietro&#039;s Tonsorial Parlor]]&lt;br /&gt;
&lt;br /&gt;
[[Feleon&#039;s Lock Shop]]&lt;br /&gt;
&lt;br /&gt;
20 [[Madame Mimsee&#039;s Magick Mercantile]]&lt;br /&gt;
&lt;br /&gt;
21 [[Boog&#039;s Place]]&lt;br /&gt;
&lt;br /&gt;
22 [[Kharl&#039;s Smithy]]&lt;br /&gt;
&lt;br /&gt;
23 [[Derrath&#039;s Chandlery]]&lt;br /&gt;
&lt;br /&gt;
[[Rusty Scupper Inn]]&lt;br /&gt;
&lt;br /&gt;
24 [[Mena&#039;s Ministrations]]&lt;br /&gt;
&lt;br /&gt;
25 Carriage House (Currently closed)&lt;br /&gt;
&lt;br /&gt;
26 [[The Diamond]]&lt;br /&gt;
&lt;br /&gt;
27 [[Emerald Jake&#039;s]]&lt;br /&gt;
&lt;br /&gt;
28 Madam Zoiae&#039;s Tent, Soothsayer &amp;amp; Psychic Readings (Nothing for sale)&lt;br /&gt;
&lt;br /&gt;
29 [[Reuben&#039;s Sausages]]&lt;br /&gt;
&lt;br /&gt;
30 [[Midge&#039;s Accessories]]&lt;br /&gt;
&lt;br /&gt;
31 [[Trank the Tinker]]&lt;br /&gt;
&lt;br /&gt;
32 [[Farmer&#039;s Cart]]&lt;br /&gt;
&lt;br /&gt;
33 [[Slick&#039;s Gamers]]&lt;br /&gt;
&lt;br /&gt;
34 [[Aenii&#039;s Confectionery]]&lt;br /&gt;
&lt;br /&gt;
35 [[Kaertav&#039;s Fine Leatherwear]]&lt;br /&gt;
&lt;br /&gt;
36 [[Brother Leesev&#039;s Artifacts and Elixirs]]&lt;br /&gt;
&lt;br /&gt;
37 [[Cat&#039;s Paw]]&lt;br /&gt;
&lt;br /&gt;
38 [[Gull House]]&lt;br /&gt;
&lt;br /&gt;
39 [[Hill Carriage House and Stables]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Sen%27Gam_Hill,_Old_Graveyard_(Resurrection)&amp;diff=1781</id>
		<title>Sen&#039;Gam Hill, Old Graveyard (Resurrection)</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Sen%27Gam_Hill,_Old_Graveyard_(Resurrection)&amp;diff=1781"/>
		<updated>2026-01-17T23:45:08Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: Created page with &amp;quot;== Sen&amp;#039;Gam Hill, Old Graveyard ==  == Location == Never   Path finder: Old Graveyard  Merchant: Pedrak  == Training available == Unknown  == Services ==  * Resurrection&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sen&#039;Gam Hill, Old Graveyard ==&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
[[Never-Upon-Vinre Old Map|Never]] &lt;br /&gt;
&lt;br /&gt;
Path finder: Old Graveyard&lt;br /&gt;
&lt;br /&gt;
Merchant: Pedrak&lt;br /&gt;
&lt;br /&gt;
== Training available ==&lt;br /&gt;
Unknown&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
&lt;br /&gt;
* Resurrection&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1780</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1780"/>
		<updated>2026-01-15T19:33:29Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]] (Group hunting)&lt;br /&gt;
** [[Stances]] (How you defend)&lt;br /&gt;
** [[Ranges]] (How far away you are in a room)&lt;br /&gt;
** [[Martial Arts]] (Unarmed combat)&lt;br /&gt;
** Armed Combat&lt;br /&gt;
** Magical Combat&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1779</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1779"/>
		<updated>2026-01-15T17:07:50Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** [[Stances]]&lt;br /&gt;
** [[Ranges]]&lt;br /&gt;
** [[Martial Arts]]&lt;br /&gt;
** Armed Combat&lt;br /&gt;
** Magical Combat&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1778</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1778"/>
		<updated>2026-01-15T17:06:36Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** [[Stances]]&lt;br /&gt;
** [[Ranges]]&lt;br /&gt;
** [[Martial Arts]]&lt;br /&gt;
** Weapon Combat&lt;br /&gt;
** Magical Combat&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1777</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1777"/>
		<updated>2026-01-15T16:58:04Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** [[Stances]]&lt;br /&gt;
** [[Ranges]]&lt;br /&gt;
** [[Martial Arts]]&lt;br /&gt;
** Weapon combat&lt;br /&gt;
** Magical Combat&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1776</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1776"/>
		<updated>2026-01-15T16:56:22Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** [[Stances]]&lt;br /&gt;
** [[Ranges]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ranges&amp;diff=1775</id>
		<title>Ranges</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ranges&amp;diff=1775"/>
		<updated>2026-01-15T16:55:53Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: Created page with &amp;quot;== Range == Is how far away you are from other people, creatures, and objects in the room.  You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.  You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb.  === Melee === You are within arm&amp;#039;s (or sword&amp;#039;s) reach of your target.  Weapons available to use at this range.  * Unarmed * Melee Weapons * Polearm Weapons * Thrown * Magic * Bows * Guns  =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Range ==&lt;br /&gt;
Is how far away you are from other people, creatures, and objects in the room.&lt;br /&gt;
&lt;br /&gt;
You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
&lt;br /&gt;
You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
You are within arm&#039;s (or sword&#039;s) reach of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
* Polearm Weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
You are within a spear or lance&#039;s distance of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Polearm weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Stone Throw ===&lt;br /&gt;
You are within a stone&#039;s throw of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Bow Shot ===&lt;br /&gt;
You are within bowshot of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Very far ===&lt;br /&gt;
Your target is out of bow range.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1774</id>
		<title>Ranges &amp; Stances</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1774"/>
		<updated>2026-01-15T16:54:34Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Range&#039;&#039;&#039; ==&lt;br /&gt;
Is how far away you are from other people, creatures, and objects in the room.&lt;br /&gt;
&lt;br /&gt;
You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
&lt;br /&gt;
You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb. &lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
You are within arm&#039;s (or sword&#039;s) reach of your target. &lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
* Polearm Weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
You are within a spear or lance&#039;s distance of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Polearm weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Stone Throw ===&lt;br /&gt;
You are within a stone&#039;s throw of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Bow Shot ===&lt;br /&gt;
You are within bowshot of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Very far ===&lt;br /&gt;
Your target is out of bow range.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* None&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Stances&amp;diff=1773</id>
		<title>Stances</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Stances&amp;diff=1773"/>
		<updated>2026-01-15T16:53:17Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;Stance&amp;#039;&amp;#039;&amp;#039; == The defensive position of your character is in,  You can check your stance by typing &amp;lt;code&amp;gt;stance&amp;lt;/code&amp;gt; or change stances by typing &amp;lt;code&amp;gt;stance parry, stance evasive&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;stance vulnerable&amp;lt;/code&amp;gt;.  There are 3 stances in Unwritten Legends:  === Parry Stance === While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. Take note that parrying thrown and ranged attacks with a weapon is more difficult and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Stance&#039;&#039;&#039; ==&lt;br /&gt;
The defensive position of your character is in,&lt;br /&gt;
&lt;br /&gt;
You can check your stance by typing &amp;lt;code&amp;gt;stance&amp;lt;/code&amp;gt; or change stances by typing &amp;lt;code&amp;gt;stance parry, stance evasive&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;stance vulnerable&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 stances in Unwritten Legends:&lt;br /&gt;
&lt;br /&gt;
=== Parry Stance ===&lt;br /&gt;
While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. Take note that parrying thrown and ranged attacks with a weapon is more difficult and parrying spellbolts, bullets, and shot with a weapon is normally impossible. Parrying will always try to parry with the item in your off hand first, then your dominant hand. If you don&#039;t have anything to parry with, you will try to evade instead.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Stance ===&lt;br /&gt;
Your character will attempt to dodge any incoming attack while in evasive stance. Your defense will suffer a bigger penalty if you are prone, kneeling, or sitting while in this stance.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable Stance ===&lt;br /&gt;
Unusual situations may push your character into this stance. Your defense will drop dramatically. You may also enter this stance for roleplay reasons if you want to be hit by someone.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1772</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1772"/>
		<updated>2026-01-15T16:52:46Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** [[Stances]]&lt;br /&gt;
** [[Ranges &amp;amp; Stances|Ranges]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Ranges &amp;amp; Stances]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1771</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1771"/>
		<updated>2026-01-15T16:51:00Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
** Stances&lt;br /&gt;
** Ranges&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Ranges &amp;amp; Stances]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1770</id>
		<title>Ranges &amp; Stances</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1770"/>
		<updated>2026-01-15T16:49:35Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Range&#039;&#039;&#039; ==&lt;br /&gt;
Is how far away you are from other people, creatures, and objects in the room.&lt;br /&gt;
&lt;br /&gt;
You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
&lt;br /&gt;
You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb. &lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
You are within arm&#039;s (or sword&#039;s) reach of your target. &lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
* Polearm Weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
You are within a spear or lance&#039;s distance of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Polearm weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Stone Throw ===&lt;br /&gt;
You are within a stone&#039;s throw of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Bow Shot ===&lt;br /&gt;
You are within bowshot of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Very far ===&lt;br /&gt;
Your target is out of bow range.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Stance&#039;&#039;&#039; ==&lt;br /&gt;
The defensive position of your character is in,&lt;br /&gt;
&lt;br /&gt;
You can check your stance by typing &amp;lt;code&amp;gt;stance&amp;lt;/code&amp;gt; or change stances by typing &amp;lt;code&amp;gt;stance parry, stance evasive&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;stance vulnerable&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 stances in Unwritten Legends:&lt;br /&gt;
&lt;br /&gt;
=== Parry Stance ===&lt;br /&gt;
While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. Take note that parrying thrown and ranged attacks with a weapon is more difficult and parrying spellbolts, bullets, and shot with a weapon is normally impossible. Parrying will always try to parry with the item in your off hand first, then your dominant hand. If you don&#039;t have anything to parry with, you will try to evade instead.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Stance ===&lt;br /&gt;
Your character will attempt to dodge any incoming attack while in evasive stance. Your defense will suffer a bigger penalty if you are prone, kneeling, or sitting while in this stance.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable Stance ===&lt;br /&gt;
Unusual situations may push your character into this stance. Your defense will drop dramatically. You may also enter this stance for roleplay reasons if you want to be hit by someone.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1769</id>
		<title>Ranges &amp; Stances</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1769"/>
		<updated>2026-01-15T16:49:18Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Range&#039;&#039;&#039; ==&lt;br /&gt;
Is how far away you are from other people, creatures, and objects in the room.&lt;br /&gt;
&lt;br /&gt;
You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
&lt;br /&gt;
You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb. &lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
You are within arm&#039;s (or sword&#039;s) reach of your target. &lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
* Polearm Weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
You are within a spear or lance&#039;s distance of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Polearm weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Stone Throw ===&lt;br /&gt;
You are within a stone&#039;s throw of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Bow Shot ===&lt;br /&gt;
You are within bowshot of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
* Guns&lt;br /&gt;
&lt;br /&gt;
=== Very far ===&lt;br /&gt;
Your target is out of bow range.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Stance&#039;&#039;&#039; ==&lt;br /&gt;
The defensive position of your character is in,&lt;br /&gt;
&lt;br /&gt;
You can check your stance by typing &amp;lt;code&amp;gt;stance&amp;lt;/code&amp;gt; or change stances by typing &amp;lt;code&amp;gt;stance parry, stance evasive&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;stance vulnerable&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 stances in Unwritten Legends:&lt;br /&gt;
&lt;br /&gt;
=== Parry Stance ===&lt;br /&gt;
While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. Take note that parrying thrown and ranged attacks with a weapon is more difficult and parrying spellbolts, bullets, and shot with a weapon is normally impossible. Parrying will always try to parry with the item in your off hand first, then your dominant hand. If you don&#039;t have anything to parry with, you will try to evade instead.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Stance ===&lt;br /&gt;
Your character will attempt to dodge any incoming attack while in evasive stance. Your defense will suffer a bigger penalty if you are prone, kneeling, or sitting while in this stance.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable Stance ===&lt;br /&gt;
Unusual situations may push your character into this stance. Your defense will drop dramatically. You may also enter this stance for roleplay reasons if you want to be hit by someone.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1768</id>
		<title>Ranges &amp; Stances</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ranges_%26_Stances&amp;diff=1768"/>
		<updated>2026-01-15T16:48:24Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Range&#039;&#039;&#039; ==&lt;br /&gt;
Is how far away you are from other people, creatures, and objects in the room.&lt;br /&gt;
&lt;br /&gt;
You can approach your target with the &amp;lt;code&amp;gt;advance&amp;lt;/code&amp;gt; verb or move away with the &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
&lt;br /&gt;
You can approach your target while attacking with the &amp;lt;code&amp;gt;Charge&amp;lt;/code&amp;gt;verb. &lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
You are within arm&#039;s (or sword&#039;s) reach of your target. &lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
* Polearm Weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
You are within a spear or lance&#039;s distance of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Polearm weapons&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Stone Throw ===&lt;br /&gt;
You are within a stone&#039;s throw of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
* Thrown&lt;br /&gt;
* Magic&lt;br /&gt;
* Bows&lt;br /&gt;
&lt;br /&gt;
=== Bow Shot ===&lt;br /&gt;
You are within bowshot of your target.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
&lt;br /&gt;
Bows&lt;br /&gt;
&lt;br /&gt;
=== Very far ===&lt;br /&gt;
Your target is out of bow range.&lt;br /&gt;
&lt;br /&gt;
Weapons available to use at this range.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Stance&#039;&#039;&#039; ==&lt;br /&gt;
The defensive position of your character is in,&lt;br /&gt;
&lt;br /&gt;
You can check your stance by typing &amp;lt;code&amp;gt;stance&amp;lt;/code&amp;gt; or change stances by typing &amp;lt;code&amp;gt;stance parry, stance evasive&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;stance vulnerable&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 stances in Unwritten Legends:&lt;br /&gt;
&lt;br /&gt;
=== Parry Stance ===&lt;br /&gt;
While in parry stance you will attempt to deflect any incoming attack with a shield or weapon. Take note that parrying thrown and ranged attacks with a weapon is more difficult and parrying spellbolts, bullets, and shot with a weapon is normally impossible. Parrying will always try to parry with the item in your off hand first, then your dominant hand. If you don&#039;t have anything to parry with, you will try to evade instead.&lt;br /&gt;
&lt;br /&gt;
=== Evasive Stance ===&lt;br /&gt;
Your character will attempt to dodge any incoming attack while in evasive stance. Your defense will suffer a bigger penalty if you are prone, kneeling, or sitting while in this stance.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable Stance ===&lt;br /&gt;
Unusual situations may push your character into this stance. Your defense will drop dramatically. You may also enter this stance for roleplay reasons if you want to be hit by someone.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1767</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1767"/>
		<updated>2026-01-14T20:22:19Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** [[Formations]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Ranges &amp;amp; Stances]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Formations&amp;diff=1766</id>
		<title>Formations</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Formations&amp;diff=1766"/>
		<updated>2026-01-14T18:40:47Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: Created page with &amp;quot;=== What “formation” is: === A group-wide tactic your group leader sets that can grant skill bonuses to certain actions for everyone in the group. How to use it: &amp;lt;code&amp;gt;formation&amp;lt;/code&amp;gt; → shows your current formation and lists the formations you’re allowed to use. &amp;lt;code&amp;gt;formation &amp;lt;name&amp;gt;&amp;lt;/code&amp;gt; → sets your preferred formation. When formations actually apply:  * Formations only function in a real group (3+ characters). In smaller groups, the effective formation is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== What “formation” is: ===&lt;br /&gt;
A group-wide tactic your group leader sets that can grant skill bonuses to certain actions for everyone in the group. How to use it: &amp;lt;code&amp;gt;formation&amp;lt;/code&amp;gt; → shows your current formation and lists the formations you’re allowed to use. &amp;lt;code&amp;gt;formation &amp;lt;name&amp;gt;&amp;lt;/code&amp;gt; → sets your preferred formation. When formations actually apply:&lt;br /&gt;
&lt;br /&gt;
* Formations only function in a real group (3+ characters). In smaller groups, the effective formation is NONE.&lt;br /&gt;
* If you are not the group leader, you automatically use your leader’s formation.&lt;br /&gt;
* If you’re leading a proper group, changing formation switches the whole group.&lt;br /&gt;
&lt;br /&gt;
=== What formations do (the actual bonuses): ===&lt;br /&gt;
&lt;br /&gt;
==== NONE: ====&lt;br /&gt;
&lt;br /&gt;
* No Bonuses&lt;br /&gt;
&lt;br /&gt;
==== HORDE: ====&lt;br /&gt;
Offensive melee pressure.&lt;br /&gt;
&lt;br /&gt;
* Bonus applies only to offensive checks using Melee / Unarmed (and some offensive Mechanisms checks).&lt;br /&gt;
* You must be at melee range with the group leader for it to apply&lt;br /&gt;
&lt;br /&gt;
==== PHALANX: ====&lt;br /&gt;
Defensive frontline.&lt;br /&gt;
&lt;br /&gt;
* Bonus applies only to defensive checks using Parry / Shields.&lt;br /&gt;
* You must be at melee range with the group leader for it to apply.&lt;br /&gt;
&lt;br /&gt;
==== SCATTER: ====&lt;br /&gt;
Defensive mobility.&lt;br /&gt;
&lt;br /&gt;
* Bonus applies only to defensive Evasion checks.&lt;br /&gt;
* No melee-range requirement.&lt;br /&gt;
&lt;br /&gt;
==== INFILTRATION: ====&lt;br /&gt;
Sneaking and subtle movement.&lt;br /&gt;
&lt;br /&gt;
* Bonus applies only to defensive Stealth checks.&lt;br /&gt;
&lt;br /&gt;
==== MAGEBANE: ====&lt;br /&gt;
Anti-magic posture.&lt;br /&gt;
&lt;br /&gt;
* Bonus applies only to defensive Gnosis checks.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking formations: ===&lt;br /&gt;
&lt;br /&gt;
* Everyone can use: none, horde&lt;br /&gt;
* Others require specific mercenary training tags:&lt;br /&gt;
** magebane (Berserker)&lt;br /&gt;
** infiltration (Dirty Tricks)&lt;br /&gt;
** scatter (Finesse)&lt;br /&gt;
** phalanx (Grit)&lt;br /&gt;
&lt;br /&gt;
=== How the Tactics scaling works (important): ===&lt;br /&gt;
&lt;br /&gt;
* Formation bonuses are based on Tactics, mainly the leader’s Tactics, but your own Tactics matters too.&lt;br /&gt;
* The bonus is roughly a percentage of the base difficulty/value of the check.&lt;br /&gt;
* The maximum percent bonus is effectively capped around 50%, and you can’t benefit beyond what your own Tactics can support.&lt;br /&gt;
* If the leader’s Tactics isn’t high enough compared to the check’s base value, you may get no bonus.&lt;br /&gt;
&lt;br /&gt;
=== Tactics training: ===&lt;br /&gt;
&lt;br /&gt;
* Whenever formation bonuses are being used, your Tactics trains.&lt;br /&gt;
* If you are not the leader, the leader’s Tactics also trains from your actions.&lt;br /&gt;
&lt;br /&gt;
=== Range/positioning tip: ===&lt;br /&gt;
&lt;br /&gt;
* If you’re trying to benefit from Horde or Phalanx, stay up close with the leader (melee range). If you’re spread out, pick Scatter instead.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1765</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Advancement&amp;diff=1765"/>
		<updated>2026-01-14T18:34:28Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Armor &amp;amp; Shields]]&lt;br /&gt;
* [[About Combat]]&lt;br /&gt;
** Formations &lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Deliveries]]&lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Lessons]]&lt;br /&gt;
* [[Magic Circles]]&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
* [[Post-Level 100 (Mastery Points)]]&lt;br /&gt;
* [[Musical Instruments]]&lt;br /&gt;
* [[Metallurgy]]&lt;br /&gt;
* [[Ranges &amp;amp; Stances]]&lt;br /&gt;
* [[Recipes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Tags]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
** [[Firearms]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=World_Map&amp;diff=1763</id>
		<title>World Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=World_Map&amp;diff=1763"/>
		<updated>2026-01-07T03:26:36Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:World map.jpg|center|frameless|900x900px]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ziguran_Map&amp;diff=1762</id>
		<title>Ziguran Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ziguran_Map&amp;diff=1762"/>
		<updated>2026-01-07T03:26:24Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Ziguran.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Southern_Vash_Map&amp;diff=1761</id>
		<title>Southern Vash Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Southern_Vash_Map&amp;diff=1761"/>
		<updated>2026-01-07T03:26:13Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Southern vash.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Northern_Vash_Map&amp;diff=1760</id>
		<title>Northern Vash Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Northern_Vash_Map&amp;diff=1760"/>
		<updated>2026-01-07T03:26:01Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Northern vash.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Rhe%27Yubla_Map&amp;diff=1759</id>
		<title>Rhe&#039;Yubla Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Rhe%27Yubla_Map&amp;diff=1759"/>
		<updated>2026-01-07T03:25:52Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Rhe&#039;yubla.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Quesalia_Map&amp;diff=1758</id>
		<title>Quesalia Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Quesalia_Map&amp;diff=1758"/>
		<updated>2026-01-07T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Quesalia.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Peregorne_Map&amp;diff=1757</id>
		<title>Peregorne Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Peregorne_Map&amp;diff=1757"/>
		<updated>2026-01-07T03:25:34Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Peregorne.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Noskalv_Map&amp;diff=1756</id>
		<title>Noskalv Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Noskalv_Map&amp;diff=1756"/>
		<updated>2026-01-07T03:25:24Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Noskalv.jpg|none|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Laurdia_Map&amp;diff=1755</id>
		<title>Laurdia Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Laurdia_Map&amp;diff=1755"/>
		<updated>2026-01-07T03:25:14Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Laurdia.jpg|center|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Kuthgard_Map&amp;diff=1754</id>
		<title>Kuthgard Map</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Kuthgard_Map&amp;diff=1754"/>
		<updated>2026-01-07T03:25:03Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}[[File:Kuthgard.jpg|center|frame]]&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Ziguran&amp;diff=1753</id>
		<title>Ziguran</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Ziguran&amp;diff=1753"/>
		<updated>2026-01-07T03:24:48Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Sheer-faced plateaus towering up over lush jungles hang hidden in the mist rising from sinuous rivers, veins of rust-red iron ore running through them. Mines chiseled into mountains of pure emerald seek the Hidden Deity, the chanted paeans of workers echoing through the miles of tunnels, while traders await carts of jewels at the mouths. Citadels and domes of the Crimson City glisten in the setting sun, the heavy-sweet smell of night-blooming illthye blossoms, disguising the odor of blood and death, the result of daily conflicts amongst the city&#039;s rival factions. Miles of desert dotted with rare oases stretch out from hubs of civilization, traversed only by the condemned, the greedy or the very foolish. This is Ziguran.&lt;br /&gt;
&lt;br /&gt;
Originally part of Drakoria, the [[second cataclysm]] separated that supercontinent into [[Vash]], [[Rhe&#039;Yubla]] and Ziguran, leaving the majority of [[dragyn|dragynkind]] in the darkest continent. Many scholars, including Pleani the wise of [[Kemstead Abbey]] and Fhilostonae of [[Roshanon]], speculate the [[third cataclysm|third major cataclysm]] and the [[Age of Thunder]] to have begun on Ziguran in the hot core of the Koraebowa volcanos. In 29,000,000, the balance of the wyrmkind found their way in a mass exodus to the heart of Ziguran and the deepest jungles of Arauane. Said to be under the protection of the ravenous dragyn deity Zzrrrgk, Arauane is a city believed to lie at the heart of the continent, nestled amongst the Enninnukei Mountains. All that is known of Arauane in present time comes from the words of Yokab Ezrak, a learned man and prophet, who is said to be a manifestation of the lord of the Galilammi. He suggests a great treasure in the bowels of the earth, still tended to by ferocious wyrms. Yet no earthly inhabitant of [[Thrael]] has ever returned from a journey seeking the lost city with proof of its existence and all those claiming to have done so have been struck down by strange diseases.&lt;br /&gt;
&lt;br /&gt;
In 20,000,000, the dragynkind again tried to extend their influence during a brief renaissance as the wyrms broadened their horizons across Ziguran and into Rhe&#039;Yubla. The &amp;quot;Cloakfog&amp;quot; was created as a protective barrier around the Rhe&#039;Yublan island chain. In 12,300,000, the [[fourth cataclysm|fourth major cataclysm]] began the [[Age of Dust]], which saw the peak of the Giantkind/Dragyn wars. In the deep jungles of Loriida, the giantkind created the first [[gharkins]], a primitive forefather of the [[Seres]] tribe, to serve as &amp;quot;dragynslayers.&amp;quot; This gharkin army was then sent to sweep across central Laurdia towards [[Peregorne]]&#039;s eastern coast in search of the wyrms. This cataclysm saw major changes in [[Quesalia]] and Peregorne, yet Ziguran remained quiet, at least on the surface.&lt;br /&gt;
&lt;br /&gt;
In 100,000, the [[Age of Hunters]] began as Maluk created the Lorevain from modern mammals, reptiles, avians, insects and pisceans. Animal-humanoid race begin to appear on every major continent. The appearance of the Lorevain somehow prevents extinction of giantkind and dragynkind as the ancient races began to come back from extinction.&lt;br /&gt;
&lt;br /&gt;
Major changes were brooding as the [[Age of Awakening]] began in 35,100. Some say using the rich dark earth of Ziguran, [[Vaen]] created the [[il&#039;lthye]] and the [[sylvani]]. The sylvani quickly left the infernal heat of the deserts and migrated to the Great [[Syl&#039;Wydde]] forest of Southern Peregorne, accepting [[Beade]] as the mother and rejecting all of Vaen&#039;s teachings. The il&#039;lthye were taken by the dragynkind and taught their magicks and lore, mutating into a taller, more mystical caste than the sylvani. During the diaspora of the dark elves, all had left to find homelands. In or around 17,250, during the [[Age of Lords]], the houses were established and only two sects made their hegira back to Ziguran. The [[xul&#039;Abraxas]] were banished from the dark elf territories in Peregorne for practicing a new form of magic known as &amp;quot;[[channeler|Channeling]]&amp;quot; and fled to northeastern Ziguran to settle near the Bay of Hebeh and the Omadurin area. Following soon after, the [[nox&#039;Ascenti]] went to Er&#039;rakkesh on the western emerald coast and were the only elves to stay true to the Dark Mother, practicing their fanatical rites as the worshipped Vaen.&lt;br /&gt;
&lt;br /&gt;
[[Daun (race)|Dauns]] began evolving in Ziguran about 25,500 appearing as a primitive race with low foreheads and simian features. Quickly evolving, by 14,300 there was a steady growth of human settlements near the Bay of Hebah in northeastern Ziguran. It was at this time that the Abraxan culture began to develop heiroglyphic writing. Closely thereafter, the tribes of [[Sunjo]] dauns were discovered in the dark jungles of Loriida.&lt;br /&gt;
&lt;br /&gt;
The dark elves of Ziguran continue to flourish and in 13,575 the old Abraxan captial of Zagorziah reached the peak of its power and the great pyramid of Carnasoz, which was commissioned by Padaht Gazartept II, was completed. This is considered the high point in the early Abraxan civilization.&lt;br /&gt;
&lt;br /&gt;
In 13,500, the Teriadin [[druim&#039;dwer]] culture begins to flourish in northern Ziguran. Active commerce with the Sodalians helps the dwarves become successful seamen, trading along the coasts of Laurdia, Quesalia and Indrejan. Many say that the Teriadin ventures were funded with Abraxan coin and this lead to the establishment of the Abraxan Middle Kingdom. Exposure to increasing trade among these diverse cultures along the eastern Ziguran coast and Sodalian Seas lead the Abraxans toward imperial expansion and development.&lt;br /&gt;
&lt;br /&gt;
In central Ziguran, King Eldaranumn of the Zigurs began his rise to power in 12,900, consolidating settlements in the vast jungles. The Naroumbi Empire began to thrive as major trade relationships evolved among the Sodalian states, the xul&#039;Abraxan elves and the Zigur cultures. Their stronghold in the central states lasted for 220 years until the fierce and tribal Sunjos usurped power, overrunning the Zigurs and banishing them. Two hundred and thirty years later, Queen Eldariana daughter of Eldaranumn lead the Zigurs to once again seized control in the last Zigur/Sunjo war, triumphing during the bloody battle of Dongola, and dispersing what was left of their enemies to reinstating the Naroumbi Empire. During this time Murkhish nomads begin to settle west of Abraxan kingdoms and became known as the Brezah. Minor skirmishes with the neighboring Brezah tribes weakened the Empire, which fell to Nhellu the dark, the Brezah king.&lt;br /&gt;
&lt;br /&gt;
Once again the Zigurs bounced back, forcing a coup d&#039;etat that vanquished Nhellu&#039;s government, allowing them to incorporate the Brezah&#039;s culture and advances in magic into their own society. The Zigur, under the rulership of King Darmmenon, continued aggressive retaliation against Brezah in 11,721, incorporating much of the Brezah territories into their empire. The Naroumbi civilization reached its peak under the Zigur rulership in 11690, the [[Age of Empires]]. Northern Ziguran had become an international mecca for the study of magic and modern technology. Coinciding with these events, the vanquished Sunjo daun cultures of Nogoba, Sandit Sando and Madai began to become recognized as a power to be reckoned with as a direct result of growing trade links with northern Ziguran cultures. In 11,200 Age of Empires, the Sunjo establish Doka-Dobao, the first great Sunjo city within Obadabh territories.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Xullabecan Empire, the first known multi-racial culture, was being established by the dark elves of House Xul&#039;Abraxas and humans of Abraxan culture. House Xul&#039;Abraxas was censored by the Malakvian Nations for openly breaching the Treaty of Malakvia and sharing the secrets of magic with the humans. Ignoring this slight, the Xullabecan Empire began its rapid domination of eastern Ziguran.&lt;br /&gt;
&lt;br /&gt;
The history of Ziguran quiets after these events and seige gold is discovered. The xul&#039;Abraxas create the first [[vulfen]] almost by accident and the Age of Wonders ends peacefully for the inhabitants of the Dark Continent with the accent of the [[Ruttle]] [[gnomes]] in the southeast, appearing almost magically.&lt;br /&gt;
&lt;br /&gt;
The [[Age of Chaos]] sees the Murkhish tribes begin to form on the eastern coast by the bay of Hebah. In 698 AoC, The Zigurandi Seddasa, a militant rebel army composed of nomadic Murhks and Brezah, initiate the religious War of Hasseh&#039;din. Their massive raiding campaigns against [[Quesalia|Quesalian]] colonies cripple trading along northwestern coast of Ziguran. The Teriadin druim&#039;dwers turn from free trade to pirating, which is still going on today, much to the despair of the city-states of Quesalia and Indrejan.&lt;br /&gt;
&lt;br /&gt;
Today the Xullabecan Empire still dominates the eastern coast of the continent, their cities filled with color, light and music; a warm combination of the daun and il&#039;lthye cultures. The dey and his kâlifah (successor) rule in a government that is a combination of a monarchy and a dictatorship. The central states are controlled by the Sere gharkins, leaving the southeastern deserts to the mechanically inclined Ruttle gnomes.&lt;br /&gt;
&lt;br /&gt;
Mythology has lead many religious scholars to believe that the nox&#039;Ascenti of the west coast are the children of Arauane and the last that the dragynkind allowed to leave, though it is something hotly disputed by southern daun, and flat-out denied by the Sere gharkins and the xul&#039;Abraxas il&#039;lthye.&lt;br /&gt;
&lt;br /&gt;
Central Ziguran is still controlled somewhat by the Naroumbi Empire under the Zigurs and the Sunjos of the Obadabh Territories, although there are still so many areas and tribes that have not been discovered or civilized in the steaming jungles and by the towering volcanos.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Vashan_law&amp;diff=1752</id>
		<title>Vashan law</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Vashan_law&amp;diff=1752"/>
		<updated>2026-01-07T03:24:36Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Lore}}&lt;br /&gt;
&lt;br /&gt;
== Minor Infractions ==&lt;br /&gt;
&lt;br /&gt;
=== Public Intoxication ===&lt;br /&gt;
It is stated that no person shall draw negative attention to themselves by being intoxicated or by simulating intoxication in any public place outside of Koje&#039;s Gaijin Compound.&lt;br /&gt;
&lt;br /&gt;
Failure to limit excessive public drinking will result in one over-night stay in accommodations provided by Vashan authorities until the offender is no longer considered a danger to themselves or the public.&lt;br /&gt;
&lt;br /&gt;
=== Disturbing the Peace ===&lt;br /&gt;
It is stated that no person shall upset the quiet and good order of Koje, particularly through loud noise, fighting, or other unsocial behavior that frightens or upsets the populace.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this order may result in one over-night stay in accommodations chosen by Vashan authorities until the offender is no longer considered a disturbance.&lt;br /&gt;
&lt;br /&gt;
=== Littering ===&lt;br /&gt;
It is stated that no person shall intentionally or unintentionally litter in any public place outside of Koje&#039;s Gaijin Compound or in a private place not owned by the offender.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: community service task or a fine in koban, as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Summoning or Control of Magickal Entities in Public ===&lt;br /&gt;
It is stated that no person shall intentionally summon or control an external sentient magickal entity within the limits of Koje&#039;s city gates. This list includes, but is not limited to, the following: Mage familiars, spirits, animal companions, demons, or elementals.&lt;br /&gt;
&lt;br /&gt;
Exceptions have been granted to the University and Temple for specific authorized lessons.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: community service task or a fine in koban, as chosen by Vashan authorities&lt;br /&gt;
&lt;br /&gt;
=== Public Display of Weapons ===&lt;br /&gt;
It is stated that no person shall draw weapons within Koje&#039;s gates.&lt;br /&gt;
&lt;br /&gt;
Exceptions have been granted for merchants, and to any person defending themselves from personal danger, as well as Vashan authorities in the pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
Personal displays of weapons may be done in private.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: confiscation of weapons, imprisonment, or a fine in koban, as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Trespassing / Loitering ===&lt;br /&gt;
It is stated that no person shall enter Vashan places of business, recreation, worship or residence not belonging to them with the intent to inhabit.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are inns and other personally rented residences.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment or a fine in koban, as chosen by Vashan authorities and any offended persons.&lt;br /&gt;
&lt;br /&gt;
=== Public Gambling ===&lt;br /&gt;
It is stated that no person shall publicly gamble within Koje&#039;s gates or play games of chance outside gambling halls or teahouses.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are Fair contests, Festival competitions or events sponsored by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, or confiscation.&lt;br /&gt;
&lt;br /&gt;
=== Overt Display of Foreign Religion ===&lt;br /&gt;
It is stated that no person shall publicly orate on foreign religions or attempt to gain converts to foreign religions within the gates of Koje.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are University or Temple lectures and rhetorical debates authorized by proper Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, or a fine in koban as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
== Minor Crimes ==&lt;br /&gt;
&lt;br /&gt;
=== Failure to Comply with orders to stop Minor Infractions ===&lt;br /&gt;
It is stated that any person failing to immediately comply with Vashan authorities commanding cessation of Minor Infractions shall be deemed do be in deliberate and knowledgeable violation of Vashan authority.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Theft / Destruction of Personal Property ===&lt;br /&gt;
It is stated that no person shall take or destroy items from another person or place without the owner&#039;s express consent.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are the confiscation of items or fines assigned by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal items or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Non-lethal Assault ===&lt;br /&gt;
It is stated that no person shall strike another with intent to cause personal injury, either by unarmed or armed means.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are clear cases of self-defense, sparring sessions, lessons in martial arts, armed or unarmed, duels or challenges properly agreed upon by all concerned persons.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Use of harmful or obnoxious Magick ===&lt;br /&gt;
It is stated that no person shall cast harmful or obnoxious Magick upon another person without consent. This includes personally cast spells or use of magickal items. The victim of the magick shall be required to state the harmful or obnoxious effects.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are authorized lessons at the University or Temple, and use of such magick by Vashan authorities in pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Possession of samurai weapons without documentation or social status ===&lt;br /&gt;
It is stated that no person outside of the social station of samurai will own a katana. The wakizashi or tanto may be owned by those below the station of samurai only with the express written approval of the proper Vashan authorities. These weapons are cultural and national treasures restricted only to those of samurai station.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are the crafters of such weapons, and ronin who have the right to such weapons through inheritance or the misfortune of outliving their master honorably.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Possession of smuggled or proscribed goods ===&lt;br /&gt;
It is stated that no person shall have upon their person items deemed as illegal within Vashan borders. Such goods vary from province to province, and may change due to trade restrictions and allowances. All persons should check with local Vashan authorities to determine proscribed goods before crossing Vashan borders. Foreigners should check with the Vashan embassy or their own local authorities to determine proscribed goods.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are merchants with proper authorization to begin trade negotiations, and Vashan authorities in pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
== Major Crimes ==&lt;br /&gt;
&lt;br /&gt;
=== Failure to Comply with orders to stop Minor Crimes ===&lt;br /&gt;
It is stated that any person failing to immediately comply with Vashan authorities commanding cessation of Minor Crimes shall be deemed do be in deliberate and knowledgeable violation of Vashan authority.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: death, imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Potentially lethal physical or magickal assault ===&lt;br /&gt;
It is stated that no person shall strike another with intent to cause personal injury, either by unarmed or armed means with the intent to kill or maim.&lt;br /&gt;
&lt;br /&gt;
It is stated that no person shall cast harmful Magick upon another person with intent to kill or maim. This includes personally cast spells or use of magickal items. The victim of the magick shall be required to state the magickal effect.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are clear cases of self-defense, sparring sessions, lessons in martial arts, armed or unarmed, authorized lessons at the University or Temple, duels or challenges properly agreed upon by all concerned persons, and use of either physical or magickal means by Vashan authorities in pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: death, exile, imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Murder ===&lt;br /&gt;
It is stated that no person shall willfully cause the death of another person without their consent by any means, direct or indirect.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are clear cases of self-defense, properly filed blood feuds, duels properly announced and agreed upon by all parties concerned, and Vashan authorities in pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more of the following punishments: death, exile, imprisonment, banishment, confiscation of personal property or fines as chosen by Vashan authorities.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
It is stated that no Vashan citizen shall act against the Emperor, Shogun, Daimyo, or their acknowledged master if they are of samurai station. Actively providing information of restricted nature to the enemies of the Vashan Empire during times of war or to non-allied foreign nation at any time is also forbidden.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law will result in one or more of the following punishments: Death, exile, confiscation of all funds and properties, loss of Vashan citizenship, titles and honors, an authorized blood feud by any who wish to file it, similar punishments to be carried out upon all relations of the person committing such treason.&lt;br /&gt;
&lt;br /&gt;
=== Sedition ===&lt;br /&gt;
It is stated that no person shall actively attempt to overthrow or interfere with Vashan Government, duly appointed Vashan officials, or incite others to do so.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law will result in one or more of the following punishments: Death, exile, confiscation of all funds and properties, loss of Vashan citizenship, titles and honors, an authorized blood feud by any who wish to file it, similar punishments to be carried out upon all relations of the person committing such treason.&lt;br /&gt;
&lt;br /&gt;
=== Conspiracy to commit crimes forbidden by Vashan Law ===&lt;br /&gt;
It is stated that no person shall meet with others to plan the intent to commit any crimes here listed, regardless of whether such crimes are actually committed by all those present.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this law are such agents put in place by Vashan authorities to find such conspiracies.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with this law may result in one or more punishments in fitting with the crimes being conspired.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Koje&amp;diff=1751</id>
		<title>Koje</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Koje&amp;diff=1751"/>
		<updated>2026-01-07T03:24:26Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Koje is the only Vashan city open to foreigners from Peregorne at the present time. It is located on Hiroko, the northernmost island of the northernmost province of Vash, Nagosan. The island of Hiroko is surrounded by smaller islands, and west of it is the Bramble sylph nation of Shambhala, another part of the Vashan Empire. Koje lies on Kirechi Bay. At the center of the island, looms the enormous extinct volcano of Mt. Iseya. The Nagawara River has been diverted into canals that fan out from the center of Koje&#039;s wharf area and provide waterways for boats carrying products and people to all points of the island.&lt;br /&gt;
&lt;br /&gt;
For most of its history, the island of Hiroko has been a forgotten place, an island of small quiet fishing villages settled by Il&#039;lthye of House Tetsu-ko and Tesugan humans. Until recently, Koje itself was little more than the island&#039;s largest port town, built on the flat land where the Nakagama river flowed down from the base of Mt. Iseya to reach Kirechi Bay.&lt;br /&gt;
&lt;br /&gt;
Recently, the incursion of foreigners from Kaezar and other northern provinces began to concerned the insular government in the Vashan Empire&#039;s capitol, Taekoto. The shogun and emperor, in charge respectively of the temporal and spiritual well being of all Vashans, charged one of their chief daimyo&#039;s, Lady Heiija of the House To-kaishu, to take charge of the fief and to turn it into a bastion against the unwanted onslaught of foreigners, as well as to provide a place to trade with them. The old palace in Koje, which is owned by a branch of the il&#039;lythe clan of House Tetsu-ko is located in Tonyamachi, an older area of town. This branch of the Tetsu-ko are the hereditary warlords/daimyo of Hiroko Island (primarily merchants and traders), and have been more or less shunted aside by the &amp;quot;foreign&amp;quot; daimyo, Lady Heiija, who has been sent to Koje to act as the military governor of the island. The local Koje bokufu (city administrators) and guardsmen are loyal to the Tetsu-ko lords, and Lady Heiijja has her own men. An uneasy truce exists between the two, but both are adament on keeping the laws of Vash.&lt;br /&gt;
&lt;br /&gt;
Under the direction of Lady Heiija, much of the current city of Koje has been built over the former town which had long been established there. The earlier inhabitants of the island have been overrun by the daimyo&#039;s retainers and the influx of outsiders that they attracted, who now far outnumber them.&lt;br /&gt;
&lt;br /&gt;
The current city of Koje is a many-leveled city built in tiers, all stepping gradually downwards towards the flatlands around the bay. The highest point in town is the daimyo&#039;s manmade plateau. The mountain that the old town once surrounded was leveled across its top, and Lady Heiija built there her multi-tiered castle, its walls and gardens, and encircled it with a moat. The soil from the mountain tops was distributed in a circle around the plateaux to form a second slightly lower tier, the Uchikanda. The highest ranking of the samurai families serving Lady Heiija maintain manors there. The western side of the Uchikanda slopes steeply upward towards the City Shrine and Gardens (recently built by Lady Heiija to honor her family&#039;s patron gods) and the Northwest Gate that leads towards Moyamura, an area of hills and pine forest near the foot of Mt. Iseya and also the seat of the daimyo&#039;s new hawking villa. The City Shrine consists of a garden, teahouse, and island bearing a bizarre openwork iron globe filled with flames. The globe is the shrine of Ni&#039;ga, the fire god, and the surrounding garden is dedicated to the earth god, Dri&#039;an. The east side of the Uchikanda is flatter, though all of the Uchikanda is raised high above the canals below. Out the Northeast gates of the city, lie the rolling hills of mysterious Kin&#039;iro&#039;ha and of the island&#039;s famed horticultural district, the village of Umecho.&lt;br /&gt;
&lt;br /&gt;
On a level with the Uchikanda, are two wooded hills. To the east, is the Temple Hill (Terazaka), reached by very steep steps up a butte, and surrounded by a wooded park and shinto-style graveyard at its base. This temple is dedicated to is the pantheon of eastern gods, with the main temple dedicated to Chi&#039;ni, and with smaller pavilions dedicated to the twelve other gods lining the ceremonial walk to it. A central fountain/gazebo-like structure is dedicated to the animal gods. Connected to the temple is the monastery/dojo of the Qai Monks. To the west of the temple park, and sloping gradually down towards Ichikashi (fisherman&#039;s) district, is the Tonyamachi, the area where the wealthy merchants, town officials, and lesser samurai live. There are several upscale shops and other establishments in this district. The trading house/yashiki of House Tetsu-ko is also here, as are the scribes, public baths, and papermakers (along the canal).&lt;br /&gt;
&lt;br /&gt;
To the far west on its own isolated tor, is Daigakuzaka, the university hill, the cliff-like face of which overhangs the next lowest level, the Kanda. University Hill can only be reached via bridge from the road through Uchikanda.&lt;br /&gt;
&lt;br /&gt;
The Kanda is an older area of town that used to lie on it&#039;s outskirts. It is primarily an artisan&#039;s district, and the road through it is lined with the fenced compounds of the craftsmen. It is a narrow strip of high ground below the cliffs of the university&#039;s hill, yet still quite a bit higher than the lower areas of Koje&#039;s Old Town, which stretches out below. It spans the distance between the Southwest Gate and the bridge that leads across the west canal and up onto the Uchikanda level. Lady Heiija recently established an archery park in that area.&lt;br /&gt;
&lt;br /&gt;
The low lying flatlands of Old Town include Nagakashi, the wharf area, and Ichikashi, a neighborhood of fisherfolk also known as the &amp;quot;Bija Ghetto&amp;quot; due the many Bijapuran immigrants who have settled there. These areas make up what remains of the older village that has so rapidly been overrun by the new Koje City. Congested and full of shops, working class residences, warehouses, and teahouses, Old Town is the heart of the city&#039;s activity. The sumo wrestling arena, the kabuki theater, and the Old Temple and gardens are found here. The Old Temple and gardens are dedicated to Yin-wan, goddess of war who was regarded as the protectress of Koje. The surrounding &amp;quot;garden&amp;quot; is a poisonous swampy place, filled with snakes and black bamboo. It is dedicated to Ardu, goddess of disease and the night, and has a small shrine in it dedicated to the god of death and resurrection, Arani&#039;vait.&lt;br /&gt;
&lt;br /&gt;
Making up its southern border are the warehouses, boardwalk, and piers of the long wharf area, Nagakashi. Swarms of merchant vessels, passenger ships, and small fishing boats fill the bay and crowd the piers where there is also a small shrine to Dri&#039;an who controls the seas. At its eastern edge, Old Town connects to the small blue collar and fishing area of Ichikashi, via a huge bridge. The two banks of the canal at either end of the bridge form the main market area. Bordering Ichikashi are the potters&#039; compound and other craftsmen&#039;s fenced-in compounds. Also among the inhabitants of the Old Town one frequently finds Bramble sylph merchants from the neighboring island province of Shamhala, their homeland. Other inhabitants of the empire live and travel freely in Koje, such as the Elpas, Nosk, and Re&#039;hari. At the eastern edge of Ichikashi, the dismal City Prison sits at the Southeast Gate, which is at present kept sealed.&lt;br /&gt;
&lt;br /&gt;
Construction in Koje is almost entirely done with wood. The only large use of building stone in the city, is found in the high, sloping foundation walls of the daimyo&#039;s castle and along the canal quays. Most craftsmen&#039;s compounds are surrounded by high wooden fences and entered through gates. The castle, manor houses, and many of the wealthier homes and shops would have tall mud brick and stucco walls with tiled caps or very fancy wooden fences surrounding their property. Lesser houses would be all of wood or wood and paper and have wood shingle roofs. Most small shop fronts and stalls have solid, sloping wooden or thatched roofs. Less permanent structures have awning-like covers to protect merchant goods, etc. Outside Koje most huts and country homes would be of mudbrick, sod, or wood and have roofs of thatch.&lt;br /&gt;
&lt;br /&gt;
All but the poorest hovels have floors that are raised to about knee-level off the ground. Inside buildings, groups of rooms are often connected by open-air corridors rather, than by hallways. Shoji screens serve as sliding doorways, as well as room dividers between the pavilion-like rooms. Tatami (woven straw) mats cover the raised wooden floors. The better homes look out upon a garden, which was considered an essential feature. Furniture is minimal, portable, and usually low to the ground.&lt;br /&gt;
&lt;br /&gt;
== Neighborhoods ==&lt;br /&gt;
Koje-jo — The daimyo&#039;s castle and gardens&lt;br /&gt;
&lt;br /&gt;
Uchikanda — NW gate, samurai homes, and city shrine and gardenBija and Bramble shops,&lt;br /&gt;
&lt;br /&gt;
Universtiy Hill, Daigakuzaka — Butte to the west of town that houses the city university area.&lt;br /&gt;
&lt;br /&gt;
Kanda — Artisan&#039;s district&lt;br /&gt;
&lt;br /&gt;
Temple Hill, Terazaka — (Main) Temple hill with surrounding park and graveyard, and NE gate.&lt;br /&gt;
&lt;br /&gt;
Tonyamachi — Wealthy residential and shopping district, and the home of the town&#039;s mayor (town hall).&lt;br /&gt;
&lt;br /&gt;
Old Town — Working class and middle class neighborhood of shops, entertainments place, and the old temple. City market is on its far east side. Includes Nagakashi and Ichikashi.&lt;br /&gt;
&lt;br /&gt;
Old Town, Nagakashi — Long wharf area that makes up the southern part of Old Town.&lt;br /&gt;
&lt;br /&gt;
Old Town, Ichikashi — Fishing pier, SE gate, Immigrants Ghetto, and City Market.&lt;br /&gt;
&lt;br /&gt;
Gai&#039;jin Compound — Foreigners&#039; residences and wholesale businesses outside the SW gate.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Rhe%27Yubla&amp;diff=1750</id>
		<title>Rhe&#039;Yubla</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Rhe%27Yubla&amp;diff=1750"/>
		<updated>2026-01-07T03:24:12Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}&lt;br /&gt;
&lt;br /&gt;
== I. The Rhe&#039;yublan Peninsula and Surrounding Isles ==&lt;br /&gt;
Nestled between the southwest tip of Vash and Ziguran&#039;s southeastern coastline, Rhe&#039;yubla consists of a mainland continent, Tamin&#039;los, and many surrounding islands. It is a land of extreme terrain, varying altitudes, and steppe air pressures. Roughly one-eighth of Rhe&#039;yubla itself, Tamin&#039;los&#039; landscape is dominated by the twin volcanoes of Careet and Teerac. The entire continent, however, boasts of steamy volcanoes, the hottest desert on Thrael, a snow-covered mountain range, grasslands, lush jungles, and dismal swamps. Due to its isolation, and what some argue as &amp;quot;the questionable properties of cloakfog,&amp;quot; Rhe&#039;yubla produces flora and fauna completely unique to the world.&lt;br /&gt;
&lt;br /&gt;
The interior of the mainland was often cursed by invaders as too treacherous for habitation. It was even ventured by these people that the native re&#039;har were most likely incapable of surviving under Rhe&#039;yubla intense conditions. However, greed gave these individuals a vast store of determination and enabled them to over-come their initial limitations. On Tamin&#039;los&#039; coastal plains, they illegally harvest immense batches of violet hhroufhawl grass.&lt;br /&gt;
&lt;br /&gt;
This powerful narcotic is highly-addictive and potentially lethal. Distributing the illegal drug to the unhappy, displaced re&#039;har throughout the world, these &amp;quot;Yrrorow,&amp;quot; have grown wealthy enough in recent times to afford any of the stiff punishments that the Matriarch&#039;s Island Guard employ. Their booming port towns have become a haven for smugglers and pirates, posing a potential threat to all legitimate vessels that travel the Sea of Jihlall.&lt;br /&gt;
&lt;br /&gt;
== II. History ==&lt;br /&gt;
For millenia, leaden swarms of thick &amp;quot;cloak-fog,&amp;quot; razor-sharp coral reefs, and violent sea tempests shrouded Rhe&#039;yubla, making calculated maritime exploration by outlanders impossible. To the re&#039;har, however, (humanoids with feline features of tooth, nail and fur), this collection of isles was home and they were, at the very least, marginally aware of their surroundings. They alone possessed the ability to navigate the mainland of Tamin&#039;los and its outlying areas. They built their settlements, both small and large, upon the remnants of volcanic activity. &amp;quot;...And for many thousands of years, their two sub-races, the Inda&#039;sim and the Re&#039;hari, lived together under a shroud of mystery, the outside world ignorant of their entire existence. — E.S. Schaullot, Lore of the Re&#039;har.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thirteen thousand years ago, Rhe&#039;yubla began to cool. Teerac and Careet experienced a century-long drop in lava production, and the surrounding bodies followed suit. The jungles and grasslands of each isle bloomed unimpeded, fed by vast stores of ash accumulated in the soil below. When these reservoirs were gone, however, the great walls of vegetation shriveled and died, exposing re&#039;har settlements all over the continent. These natural trends were not looked upon as ominous signs by the re&#039;har, however, but more as an interesting curiosity that would only partially disrupt their general routines. That was their mistake.&lt;br /&gt;
&lt;br /&gt;
When outsiders began to arrive on the island shores, the re&#039;har greeted them with curiosity. They traded with and learned of the outside world from these Vashan explorers. This relationship of mutual interest and trust endured for roughly fifty years (or two entire daun generations). However, the children of the Vashan traders looked upon the re&#039;har as oddities, or more accurately, slaves. They began capturing them to serve numerous purposes, and the more slaves that the Vashan took, the more slaves were demanded. The inbred qualities of the re&#039;har, diligence and loyalty, proved invaluable in the black market. The re&#039;har became the chosen enslaved race for the Tanshui Empire, brought inland in droves and sold by the thousands. Within a few generations, re&#039;har slaves outnumbered daun slaves by a ratio of five to one.&lt;br /&gt;
&lt;br /&gt;
If betrayal by the Vashans was not painful enough, the re&#039;har&#039;s newest threat promised to rend and tear the remnants of their once peaceful way of life. Out of the deserts of Ziguran, the nomadic Yathlu came to Rhe&#039;yubla. These notorious, hyena-like slavers were ruthless in their pursuit of the feline race. Yathlu raiding parties mercilessly scoured the outlying islands for Inda&#039;sim captives, as well as the occasional Re&#039;hari. As resources became scarcer and scarcer across the isles, petty feuds between Inda&#039;sim groups were not uncommon, and the Yathlu often employed the help of these contesting sects in their pursuit.&lt;br /&gt;
&lt;br /&gt;
== III. Legend and Politics of the Lost City ==&lt;br /&gt;
For thousands of years afterward, life on any of Tamin&#039;los&#039; surrounding isles surely meant eventual capture and slavery. An estimated one-third of the re&#039;har population was scattered throughout Thrael in this manner, and consequently, many of the surrounding isles around Tamin&#039;los are now little more than time-frozen visages of empty settlements. Here, it is said, the wind shrieks for the coveted. The stoic crags of jet reject the invasion of the sea, and the smoking skies absorb the wrath of cries unheeded in the night.&lt;br /&gt;
&lt;br /&gt;
Hissed whispers emerged of a secret re&#039;har gathering place, of a city called only Nieble... And of an intricate maze through jungles and grasslands, through twisting water-tunnels, through magma and wastelands, and over various other trials required to garner access. Exuberant shouts advertised &amp;quot;Nieble, the Gates to ksua&#039;kar,&amp;quot; (heaven in the kawaneese tongue). Folktales were murmured to the young re&#039;har of Nieble&#039;s abundance, of its strength, of a refuge where crops grew bountifully, where the steps of war walked softly in prepared, yet patient, feline grace.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, far across the Sea of Vash, unknown to the re&#039;har, the Celestial Court chose a conduit for their divine will -- Makoto Genki, born as a Tanshui slave. Destroying the corrupt and tyrannical Tetsu-ko overlords in a mighty blaze of holy wrath, Genki became Emperor of Vash and gave his divine edict: no slavery would exist within his new Empire. Every re&#039;har slave was blessed and given their choice of passage back to Rhe&#039;yubla or citizenship in Vash.&lt;br /&gt;
&lt;br /&gt;
While many of the formerly enslaved re&#039;har chose to remain behind in Vash as full citizens, claiming and rebuilding the land they were enslaved in for so many generations, others took the opportunity to return to Rhe&#039;yubla, where they found a land beset and nearly overrun by murderous Yathlu and Murkish and Zigurandi slave-takers.&lt;br /&gt;
&lt;br /&gt;
Today, in the wild terrain of Rhe&#039;yubla, battle-hardened inda&#039;sim don spiked, manacle-like bracelets, anklets and armbands over their fur, constructing trabiscii skin gloves fitted with slivers of diamond-hard copau crab shells. They attack the traders, exploiting the foolish trust of other, arrogant races, and will fight until the taking of slaves is a threat ended once and for all. Re&#039;hari descended from Vashan slaves have created new settlements and struggle to reconcile the customs and traditions they developed during their long captivity with the traditional ways of the free re&#039;hari on Tamin&#039;los. They have established a thriving trade port in Withal&#039;dun, stamping out slavers with a ferocity that rivals the rage of the inda&#039;sim.&lt;br /&gt;
&lt;br /&gt;
== IV. Geography and Indigenous Life ==&lt;br /&gt;
&lt;br /&gt;
==== The Open Sea ====&lt;br /&gt;
Just off of the coast of Tamin&#039;los, dwells a portion of the Sea of Tamin, completely unique for its very warm waters. Each day, as the surrounding volcanic activity releases magmatic upwelling, the water temperature rises with the distinct smell of sulphur. Periods of volcanic release are highest just before the noonday sun and lowest at exact midnight. Surviving in these waters are the spiny tempest eel, patterned magareesh shark, black velos squid, and fierce morus&#039;klaw kraken. The savage furlosta sea gull can often be observed, circling the water and scouring for any bits of flesh left behind by these predators.&lt;br /&gt;
&lt;br /&gt;
==== The Desert ====&lt;br /&gt;
Tossed into the ocean like a twin monument to barren wastes, are the tiny islands of Unmid and Dimnua. Dimnua is the larger of the two with an entire area of two flat miles, while Unmid is barely more than a mile totally. They possess absolutely no source of fresh water and are both composed of ash dunes, spawned from the implosion of a small network of volcanoes. Re&#039;har adolescents often utilize these empty islands for rites of passage involving a &amp;quot;mythical&amp;quot; five-eyed beast called the great ash tablah that supposedly preys on the supple young tails of maturing re&#039;har.&lt;br /&gt;
&lt;br /&gt;
==== The Tropical Coastline ====&lt;br /&gt;
Bordering by the blue waters of Tamin and the Bay of Kaweshk, Rhe&#039;yubla&#039;s coastline scurries with innumerable sea and sand creatures from all different areas of the world. Indigenous to the rocky coastline, however, are the barrel-chested trabiscii rodents, the copau crabs, the black garble doves, pink-bellied oysters and the groki&#039;taul lizards. The savage farlosta sea gull also claims this territory as one of its homes, seasonally venturing to the coast to roost beneath the low-hanging branches of the kochtau trees that line the coast. The spiny, red-bellied siren flower is completely unique to the tropical areas of Rhe&#039;yubla.&lt;br /&gt;
&lt;br /&gt;
==== The Grasslands ====&lt;br /&gt;
Wavering in soft hues of copper and gold, Rhe&#039;yubla&#039;s grasslands are populated by the dark kav&#039;eato jackal, golden nycel rat, the brown lashback viper and the immense thrushbreast vulture. This area is home to the family of gysenium orchids and the rootless wanderer&#039;s wildflower. Of particular interest to unscrupulous traders are the extensive stands of violet hhroufhawl grass that also thrive here. The smell of this plant is very sharp and distinct, described by the Vashans as crushed nutmeg mixed with iron-tainted rainwater. Its thick waxy leaves may be boiled into a paste, eaten fresh or dried, and they serve as a natural stimulant to the re&#039;har.&lt;br /&gt;
&lt;br /&gt;
==== The Swamp ====&lt;br /&gt;
North of Lake Kau&#039;lin&#039;baugh, between the Fenji and Ghata Paw River system, a fetid bog oozes toward the coast, flows across the Los&#039;Hern River and disappears into Fenji forest. Mosquitoes and other insects buzz ceaselessly through Pos&#039;cau Bog searching for prey. One particular species, a haefdin-sized bug, called the otashae, releases noxious clouds of gray stench from its wing flaps. Invader species of trees, ancient oaks and chestnuts, tower over the green water with skeletal, spindly limbs amongst indigenous crimson shaemahl vines. Horrific stories of bodies found mutilated in the bogs abound in Ghata culture, along with the myth of a green-skinned, bipedal beast that they call the fugorouse.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain Ranges ====&lt;br /&gt;
North of Tamin&#039;los sits the mid-sized Island of Lina&#039;s Brow. Named for the first recorded Mother of re&#039;har society, Matriarch Lina Tarro&#039;sae of the Re&#039;hari, it divides the isle in half by the ever-watchful snowcapped peaks of the Daecius Mountains. Within the heart of the mountains, dwell the Saneese harpies, a vocal species of bird with a keen eye for shiny objects. In early re&#039;har history, these animals were hunted for their elegant black plumage. With the first Matriarch&#039;s coming, however, this practice was declared illegal under penalty of death, and the harpies&#039; call was employed as a warning bell against invaders.&lt;br /&gt;
&lt;br /&gt;
Mountains also cradle each of Tamin&#039;los&#039; two volcanoes, wrapping around and descending into the Ghata Paw forest and Tamin&#039;los&#039; grassland fringes. The Da&#039;Kei mountains are a vibrant green all year round, feeding the Las&#039;Hern River, while the wind-swept La&#039;Kei mountains are coastal and dune-like in their formation.&lt;br /&gt;
&lt;br /&gt;
==== The Blue Jungle ====&lt;br /&gt;
Towering groves of blue-veined fungi dominate the landscape of Rhe&#039;yubla&#039;s Fenji forest, cloaking the entire floor in shadow. Their net-like structure of &amp;quot;roots&amp;quot; dig far beneath the shallow leached soil, sucking each trace of minerals from the surroundings. No other vegetative structure grows in Fenji forest, though it does house the gigantic baraslaud moths, a species of stinging ant known as the red-streaked ta&#039;nas, and a peculiar little silkworm called the flocked burna&#039;bar. These animals survive by meticulously grooming the fungus or attacking other animals drawn to its sweet scent. On many days in Fenji forest, the air is filled with the spores of exploding puffballs.&lt;br /&gt;
&lt;br /&gt;
=== The Waterways ===&lt;br /&gt;
&lt;br /&gt;
==== Tamin&#039;los: Western Coastline ====&lt;br /&gt;
Thundering cascades of white water flow from the Da&#039;Kei mountains, feeding the Los&#039;hern River System. Cupping the Bay of Kaweshk from this point, it spills into the grasslands and fills the Kaweshk Tributary east of Withaul&#039;dun. By the time that the water from Los&#039;Hern reaches its final destination, it is tainted with pollutants and ultimately contributes dramatically to the Pos&#039;cau swamp system. A colonial species of grazing fungus, the green worcawart, is indigenous to this area and feeds on the pollution that the port city creates.&lt;br /&gt;
&lt;br /&gt;
==== Tamin&#039;los: Heartland ====&lt;br /&gt;
The Ghata Paw River bisects the Tamin&#039;los mainland, dividing it into two crescents before its contents are emptied into Lake Kau&#039;lin&#039;Bauh and the Sea of Tamin. Small paw shaped wildflowers flourish along the river banks, their white petals forming the &amp;quot;claws&amp;quot; of the feline appendage. At the river&#039;s vertical midpoint, the Ghata Paw Ford provides the only safe passage across the rapids. Below this structure, the river branches into a distinct &amp;quot;Y&amp;quot; shape, feeding the Ghata Paw Forest and forming the Mehi&#039;Maur Tributary near its end.&lt;br /&gt;
&lt;br /&gt;
==== Lina&#039;s Brow: Lina&#039;s Trust River ====&lt;br /&gt;
Forming a horseshoe shaped trough, the river of Lina&#039;s Trust cuts through the Daecius Mountains on one side, while avoiding them completely on the other side of the isle. Tall stands of gray mangrove trees line the entire length of the passage, their thick, skeletal roots obvious beneath the flowing water. At the last breast of its journey, the salty Bay of Giu&#039;Bahhl meets the fresh water, pulling it greedily into her greedy maw.&lt;br /&gt;
&lt;br /&gt;
==== Mehi Island: Mehi&#039;Brauh River ====&lt;br /&gt;
The river on Mehi Island is actually a slow upwelling of groundwater that begins at a small oasis at the Island&#039;s center and flows south into the Sea of Tamin. Though not considered troublesome by the native Inda&#039;sim of the region, the red-bellied siren flower lines the entire bank of the Mehi River, its spines creating an obvious obstruction to many of the non-rehar races.&lt;br /&gt;
&lt;br /&gt;
==== Tau&#039;ghatic Island: Cho&#039;chock and Pelesse Rivers ====&lt;br /&gt;
At the far western edge of the Tau&#039;ghatic Isle the Cho&#039;chock and Pelesse Rivers begin. The journey of this water will take its suspended substances in a half-moon around the small island and ultimately beneath the Tempean Ocean. Between the two rivers, a fertile valley cultivates various indigenous orchids and several different types of roses as well as the crops of Ghata and Tau&#039;jiri farmers.&lt;br /&gt;
&lt;br /&gt;
==== Kawana Island: Kawaneese River ====&lt;br /&gt;
Branching into three tributaries, the Kawaneese River bisects the medium sized Island of Kawana south of Fenji Jungle. From the river&#039;s natural crest, a rise topped by kochtau trees and climbing scarlet kisau vines, the lights of Withaul&#039;dun are tiny, stars in a sea of fog.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Quesalia&amp;diff=1749</id>
		<title>Quesalia</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Quesalia&amp;diff=1749"/>
		<updated>2026-01-07T03:23:57Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Quesalia banner.jpg|right|frameless]]{{Lore}}Beautiful Quesalia, a land where towering cypress tree reach up to meet the deep azure sky, and fields of poppies dot the countryside in deep purples, brilliant crimson and soft gold. A place of fragrance and delicate perfumes as flowering orchards of lemons, oranges and lumins scent the air throughout the spring, and the rich aroma of pine fires mingles with the delicate tang of laurel during the balmy winter months. A country that has inspired writers, sculptors and painters for centuries upon centuries with its rolling green hills, deep blue lakes and streams, not to mention the graceful beauty of its nationals; the Lior sylvani, the Carabello dauns and the proud Kynan-Tremaine il&#039;lthye.&lt;br /&gt;
&lt;br /&gt;
However, like other countries, its birth was not easy for Mother Beade. At the time of the second major cataclysm, during the Age of Mountains, the large continent of Drakoria shattered to become Vash, Rhe&#039;Yubla and Ziguran. Laurdia broke away from Drakoria and drifted north on the Sodalian Sea into Fnordica, cleaving it and creating the Great Dragyn Rage Mountains, as well as subdividing Fnordica into Kuthgard, Laurdia and Quesalia.&lt;br /&gt;
&lt;br /&gt;
It is believed by scientists in Abyzanto as well as the Concilium de Magi in New Roshanon that during the fifth major cataclysm, the Age of Ice, that a calamitous breech of major essence along the western coast of Quesalia caused an enormous rupture in Thrael&#039;s crust. Massive explosions forced a major chunk of land to rocket into the atmosphere, where the irradiated mass of debris coalesces into Tallow, Thrael&#039;s second moon. This event spawned a race wide decline in the Giantkind and Gharkins community. The catastrophe is widely believed to be result of an act of vengeance on behalf of the last of the First Dragyns, and legend has it that the responsible parties were banished into Timestream as a result of their actions.&lt;br /&gt;
&lt;br /&gt;
In 13,100 Age of Lords, a period represented by il&#039;lthye dominance, an advanced daun culture known as the Maztocans created the cities of Atienzal in northern Quesalia, which is known today as Abyzanto, and Calamocho de Finas on the Isle of Isola. The unusually advanced civilization had produced two of the largest and wealthiest daun cities in this part of the world. The Tallosian Basin became a major hub of human activity as the Bucerazh Sea linked trade between the cultures of Noskalv, Western Kuthgard and Western Quesalia.&lt;br /&gt;
&lt;br /&gt;
During the Age of Wonders, the arts flourished in the peaceful climate that blessed Quesalia and its city-states prospered. The western coast became a bastion of refinement and culture. Sculptors such as Dratello d&#039;Aiuola whose renowned marbles such as The Rape of Leta and Thine&#039;s Ecstacy were synonymous with form and style, and Martina de los Solamonte, the creator of the Martina stelae, set up huge academies dedicated to their art. Muralists and painters the likes of Kohias Gracia and Dagatelli Vermechi, the brilliant student of the great Dreiga himself, conducted classes and met in magnificent villas to argue their craft and teach their students. Poetry and Literature flowed from the pens of Belicana of Ombra, DeMici Bracolo and the master of the play, Enrico Delafuego, author of the Fasul Tragedies. Music had its impresarios as well, and such maestros as Zortam Heraldo and Be&#039;velucci composed beautiful compositions that rang with the fierce battles of the dragynkin-giant wars or sung sweetly of the age of grace and refinement and love. This was the golden age of Quesalia.&lt;br /&gt;
&lt;br /&gt;
The daun ruled their little city-states benevolently. During this time, the Kynan-Tremaine were building their Mecca of magic, Roshanon, on the southern tip of Laurdia, and the Lior sylvani were happy in the woods of Darne Wythe in the southeast. The Doge of Isola, a master merchant, filled the coffers of the canalled city with riches, as well as silks from Vash, furs from Kuthgard, and metals of every sort from Laurdia and Noskalv. King Imburto II of Abyzanto formed the Caradeste Alliance with the princes of Solamonte and Aura-del-mare, and the king of Stela-Sera as well as the Barony of Magras. The alliance sent citizens to found the port town of Pistoia, and they set up a senate composed of a senator of each city-state to govern there. Renaming themselves Carabellos, which meant the beautiful folk, the citizens of the Caradeste Alliance enjoyed freedom of the roads between each city, and tournaments and faires were held often, most in honor of the Fasul gods.&lt;br /&gt;
&lt;br /&gt;
Quesalia&#039;s geography helped protect it from the historic events going on in other parts of the globe in the past, such as the orcs setting up their war machines in Laurdia, Peregorne, and Noskalv, and the invasions of Sagroud of Hespiatelon. However, it could not protect the country from the sixth major cataclysm in 2,096, which became 1 Age of Wonders. The year before, clerics and priests across the globe stop receiving spells, and reports of major disturbance in the Weave and growing chaos on the Astral Plane circulated from as far north as Ardara in the Skievalds to Vesevium in Hierenica.&lt;br /&gt;
&lt;br /&gt;
Widespread speculation that the gods of Thrael were dead caused terror and panic among the people of Western Thrael. Only the various temples dedicated to Vaen appear to be untouched by the phenomena. From this day of reckoning, the calendar reflected the change, marking this the first year of the Age of Chaos, beginning a period referred to as Thrael&#039;s Dark Ages. Although Quesalia was not considered a magical land by the elven hierarchy, the Carabellos were touched by the tragedy as well. The city-states closed their gates and mistrust, suspicion and disrespect for each other grew rampant. Highwaymen and brigands took to the unprotected roads, and wyrmstorms were frequent as the dragyns of Ziguran preyed on the southern villages, causing irreparable destruction and carnage.&lt;br /&gt;
&lt;br /&gt;
In the year 113, Father Ippel Glynt, an 86-year-old daun, established the new Church of Gond, a religious Order of The Wyrd, and began a campaign to wipe out relics and information from the Age of Wonders. Many famous pieces of art, music and literature disappeared or were destroyed during this inquisition. In southern Laurdia, Roshanon fell due to a combined effort of the Wyrd and the Horde, and its il&#039;lthye residents fled far to the northwest into Bezalina, which is now called Iiera&#039;t&#039;elt in the Kynan-Tremaine provinces. Father Ippel disappeared in 157 AoC, and a quiet settled over Quesalia until 698 AoC, when the Zigurandi Seddasa, a militant rebel army composed of nomadic Murhks and Brezah, initiated the religious War of Hasseh&#039;din. Massive raiding campaigns against Quesalian colonies crippled trading.&lt;br /&gt;
&lt;br /&gt;
Looking for protection from the butchery, the Boggin gnomes moved into the Tain&#039;wydde provinces at the foot of the Swi&#039;tainian Mountains and made Underswift their capital, hiding out in the caves and caverns once a home to huge mist dragyns. Desperation overcame the mistrust and realizing they must band together or perish, the Caradeste Alliance, lead by King Alonzo IV of Abyzanto became strong once more. Convincing the other rulers of the city-states as well as Felix Caspari, Doge of Isola, that there is strength in unity, he rallied troops and the battle of Aesthephe saw the Carabellos thrust out the invaders. At this time, the priests of Thrael announced the birth of the newest of the Nivi, a god born to replace the fallen Gond. The Quesalians quickly adopted Ghent, Master painter, the Eternal bard, the Blacksmith of the gods, making him patron of their country. The dragyn attacks stopped and the Carabellos announced the hammer of their new god ended the wyrm invasions.&lt;br /&gt;
&lt;br /&gt;
The Age of Dreams ushered in a Renaissance of the arts as well as peace descended once more onto the city-states. Alonzo IV died and his son and heir, Leberian III became ruler of the Caradeste Alliance. Leberian&#039;s court, known for its grace and majesty, developed into an example of refinement and chivalry. Meanwhile, in the Isolan Lagoon, the city of Isola became a trade hub for the Sodalian Sea as well as the Tallosian Basin. The beautiful canals and ancient homes served as tourist attractions, bringing in additional revenue as tons of nobles from Peregorne, Noskalv and Kuthgard came to summer and shop. The coalition of the Doge and Leberian proved to be an inspiration to the Breve-Contea city-states as well as the Tain&#039;Wydde provinces.&lt;br /&gt;
&lt;br /&gt;
Uniting under Quitolo the Majestic of Lieto, the Breve-Conteans established a seaport in Felicita, which became a resort city of breathtaking proportions. Once known for its little picturesque fishing villages, the new city built into the white marble cliffs offered a surprise to ships entering its harbor. Salvatore Magliani, a local sculptor and Teg mage created his masterpiece, the Colossus of Felicita. The enormous statue carved right into the cliff face spanned the harbor, allowing ships to sail between its mammoth open legs in wonder.&lt;br /&gt;
&lt;br /&gt;
The Tain&#039;Wydde provinces of Algido, Icyewythe, Salicetto, Underswift and Darne Wythe maintained their independence, each under their own ruler, but the Lior sylvani and the Boggin gnomes, as well as the Carabellos who have settled into Algido saw the benefit of unity and set up the capital city of Aiuola, ruled by Queen Belladepiro I. Under her regime, commerce thrived and the city-states bloomed.&lt;br /&gt;
&lt;br /&gt;
In 112 AoD, the Benotitian Brotherhood began the Kellish Inquisition in central Quesalia, an attempt to revive the Wyrd there. Many gnomes are tortured and killed as the Brotherhood endeavored to procure their services in a plan to attack the Kynan-Tremaine in New Roshanon. Word of the Inquisition&#039;s atrocities reached the Alliance and Vegarius III, son of Leberian lead the Carabellian troops to Salicetto to join with the Kynan-Tremaines and defeat the threat at the battle of Briggini&#039;s Hill. King Nund III of Kaezar disbanded the Benotitian Brotherhood and the Kellish Church of Thresh dissolved, resulting in the Barony of Thresh becoming incorporated into Kaezarian Empire, thus ending the threat of the Wyrd once and for all.&lt;br /&gt;
&lt;br /&gt;
Today, the country of Quesalia is thriving once more. The city-states prosper under feudalism. Serfs tend to farms and tithes owned by nobles and lesser nobles. The class structure begins with a king or prince, attended by the aristocracy and landed gentry. Minstrels, bards and jesters bring entertainment as well as news of the surrounding environs and other countries with their songs and stories. These men and women are as valued as the clergy who are devout to the Kivian gods, mostly Ghent, and bound to the fiefdoms of their various lords. Penultimate in the caste system are the merchant class, shop keepers, bankers and shipping magnates alike, all treated as a necessary evils by the aristocracy, yet rich enough to buy and sell the bluebloods.&lt;br /&gt;
&lt;br /&gt;
As for the races that inhabit Quesalia, the Kynan-Tremaine, a long line of il&#039;lthye nobles, can trace their lineage back to the first of the Daere Vala nation. These dark elves continue to make great strides in astral magic, exquisite architecture and intricate engineering in the Kynan-Tremaine provinces. The seaport of Aesthephe is world renown, as is the t&#039;elt produced in the province of Iiera&#039;t&#039;elt. The Lior of the Tain&#039;Wydde are famed as rangers, tinkers and bards, and their experiments on preserving the flora of Thrael is recognized through the civilized world. Not much is known about the Boggin gnomes of Quesalia who survived the Inquisition. Many still live deep in the Underswift, where they have set up communities and have a life much different from that of the Boggins who have left the Swift and live as scavengers in squalor in the mean sections of urban Thraelian cities.&lt;br /&gt;
&lt;br /&gt;
Finally, the Carabellos, those most romantic of daun, whose courts continue to be places of courtly manners and gracious living, remain the rulers of much of Quesalia. Their art and culture survive and continues to flourish, bringing the rest of Thrael a much-needed dose of civilized society.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Imperial_guard_handbook&amp;diff=1748</id>
		<title>Imperial guard handbook</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Imperial_guard_handbook&amp;diff=1748"/>
		<updated>2026-01-07T03:23:40Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}&#039;&#039;(v4, 02/05/07) – Updated by Lieutenant Merow Ghurak, 8th Imperial Regiment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(v3, 09/05/03) – Penned by Lieutenant Vurlak Kordatar, 8th Imperial Regiment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard serves as both law enforcement and standing army within the provinces of the Kivian Imperium. Here we will discuss the Guardsman&#039;s duties, his Code of Conduct, benefits, organizational structure of the Imperial Guard, regulations, and other minutiae.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Within this document, the term &amp;quot;Guard&amp;quot; refers to the Imperial Guard as an organization. Individual members are referred to as &amp;quot;Guardsmen&amp;quot; or &amp;quot;Imperial Guardsmen.&amp;quot; This document concerns the infantry aspect of the Imperial Guard, though regulations will likely be similar within cavalry or mage units. For ease of reference, male pronouns are used exclusively, and this in no way designates the Imperial Guard as an all-male organization.&lt;br /&gt;
&lt;br /&gt;
== A Guardsman&#039;s Duty and Code of Conduct ==&lt;br /&gt;
The Guardsman&#039;s Code of Conduct clearly defines his duties and obligations to the Imperium, to his people, and to himself. By taking a solemn oath to uphold the Imperium and all it stands for, and by swearing to perform his duty, a Guardsman is honor-bound to his Code in all things for so long as he remains a member of the Imperial Guard. Any deviation from this code constitutes a punishable violation of his oath.&lt;br /&gt;
&lt;br /&gt;
=== A Guardsman must: ===&lt;br /&gt;
...serve and protect the Kivian Imperium, safeguarding the lives and property of its citizens.&lt;br /&gt;
&lt;br /&gt;
...uphold the laws of the Kivian Imperium, hounding criminals ruthlessly and without compromise.&lt;br /&gt;
&lt;br /&gt;
...be forthright and true in both spirit and flesh, lending an example in both his private life and official duties.&lt;br /&gt;
&lt;br /&gt;
...be an example for all by strictly observing his Code of Conduct and the laws of the Kivian Imperium.&lt;br /&gt;
&lt;br /&gt;
...develop and hone his discipline and self-restraint, remaining calm even when in perilous danger.&lt;br /&gt;
&lt;br /&gt;
...never allow his decisions to be influenced by his personal feelings.&lt;br /&gt;
&lt;br /&gt;
...never accept gratuities which may inadvertently sway his allegiance.&lt;br /&gt;
&lt;br /&gt;
...follow orders to the best of his ability, without question or hesitation.&lt;br /&gt;
&lt;br /&gt;
== Duty, Pay, Benefits, and Terms of Service ==&lt;br /&gt;
Pay within the Guard is based on rank. With increased rank comes increased responsibility, and this should be reflected in increased compensation for time spent in the pursuit of duty. Time spent on duty is strictly regimented, and is generally equal to three hundred hours of service per month. Guardsmen are paid once every thirty days, generally on the first or last day of the month.&lt;br /&gt;
&lt;br /&gt;
=== Enlisted Ranks ===&lt;br /&gt;
Junior Guardsman (Trainee/Recruit): 5000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Guardsman (Private): 6000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Senior Guardsman (Lance Corporal): 7000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Corporal: 8500 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Sergeant (or Senior Sergeant): 12000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Staff Sergeant: 13000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
First Sergeant: 14000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Master Sergeant: 15000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Sergeant Major: 17000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
=== Officer Ranks ===&lt;br /&gt;
Lieutenant: 14000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Captain: 16000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Major: 18000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Lieutenant Colonel: 20000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Colonel: 22000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
General: 24000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Marshall: 26000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Grand Marshall: 28,000 sovereigns per month&lt;br /&gt;
&lt;br /&gt;
Aside from payment for his service to the Imperium, a Guardsman is privy to several benefits, including (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
Free room and board in the Imperial Keep.&lt;br /&gt;
&lt;br /&gt;
The basic essentials required to perform his duty, including uniforms, weaponry, armor, and shields. Depending on the Imperial economic situation, this can constitute either a Guard discount on items bought from local retailers, or items assigned to the Guardsman by the Imperial Keep for which he is responsible.&lt;br /&gt;
&lt;br /&gt;
Free medical attention from empaths of the Imperial Guard (assigned to the Imperial Keep).&lt;br /&gt;
&lt;br /&gt;
A pension, redeemable upon retirement, the value of which is based on time served, rank achieved, and lasting injuries suffered in the service of the Imperium.&lt;br /&gt;
&lt;br /&gt;
A term of service in the Imperial Guard is usually for a period of ten to twenty years. This term is based on a sacred oath of fealty that each Guardsman takes upon joining the Guard, and is not negotiable once established. All potential Guardsmen must be citizens of the Imperium, in good standing with no criminal record, and must meet a minimum age requirement of 15 years.&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
Presently, the Imperial Guard recruits new Guardsmen from the local population. Only those who apply through the proper channels are permitted to join. A potential Guardsman must be a citizen of the Kivian Imperium, at least fifteen years of age (or the racial equivalent, in the case of non-humans), in good physical health, with no criminal record. Once an application has been submitted, it may take some time for the application to be processed.&lt;br /&gt;
&lt;br /&gt;
Each applicant must undergo an interview, wherein he is evaluated by one or more non-commissioned officers (NCOs). Once the interview has been completed, the NCO must submit a detailed report to Command. This report will list whether or not the application has been accepted, and if not, the interviewer&#039;s reasons for not feeling that the applicant in question is fit for duty. If accepted, each new Guardsman must take an oath of fealty and be sworn in as a Junior Guardsman. He will be assigned a backpack containing essential Guard gear, and is expected to train in Guard tactics and skills. The new Junior Guardsman is typically assigned to an NCO, who trains with the new recruit and supervises his behavior.&lt;br /&gt;
&lt;br /&gt;
The applicant must prove himself worthy over the next thirty days, and his conduct will be closely monitored by his superiors and fellow Guardsmen. After thirty days have passed, a tribunal of the commanding NCOs either approves or rejects the applicant. In either case, a report must be made to Command that gives reasons (behavior, accrued demerits, etc.). If approved, the new Guardsman must take his oath before his fellows, and is promoted to the rank of Guardsman.&lt;br /&gt;
&lt;br /&gt;
The oath each Guardsman must swear to is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My life is my brothers and sisters, and my word my bond. Death before dishonor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Current Guard policy only allows for a maximum of five Junior Guardsmen in training at any one time in any one platoon. This is to facilitate a controlled growth within the Guard ranks in outlying provinces, and to prevent the number of Guardsmen from reaching unmanageable levels.&lt;br /&gt;
&lt;br /&gt;
== Guard Property ==&lt;br /&gt;
All items of official issue by the Imperial Guard are considered to be Guard property, and include (but are not limited to) the following items:&lt;br /&gt;
&lt;br /&gt;
Uniforms, including tunics, breeches, boots, cloaks, and headgear, as well as Guard-issued weaponry and armor.&lt;br /&gt;
&lt;br /&gt;
Containers, including backpacks, dagger cases, and scabbards.&lt;br /&gt;
&lt;br /&gt;
Miscellaneous equipment, including keys, sealing rings, nets, tents, bedrolls, canteens, handcuffs, shackles, and other items.&lt;br /&gt;
&lt;br /&gt;
Badges of rank, such as epaulets, insignia, unit flashes, as well as official medals and decorations.&lt;br /&gt;
&lt;br /&gt;
Mechanical equipment, including explosives, launchers, ammunitions, and equipment marked by suppliers to the Imperial Guard as belonging to same.&lt;br /&gt;
&lt;br /&gt;
Official paperwork, such as proclamations, arrest orders, search warrants, or Guard correspondence.&lt;br /&gt;
&lt;br /&gt;
Possession or use of this equipment by non-Guardsmen is a serious offense, and all Guard property in the hands of non-Guardsmen must be confiscated immediately. Uncooperative civilians in possession of Guard property may be subject to fines, arrest, and imprisonment at the arresting Guardman&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
Guardsmen who resign their position or are otherwise discharged must turn in all Imperial property to their commanding officer. Exception is made in relation to any official medals or decorations earned, and these may be kept by the former Guardsman.&lt;br /&gt;
&lt;br /&gt;
== Uniform Regulations ==&lt;br /&gt;
A Guardsman must remain in uniform at all times when on duty. Standard uniform includes boots, beret (only worn out-of-doors), breeches, tunic, and cloak. These items are property of the Imperium, and are to remain unsullied and unaltered at all times.&lt;br /&gt;
&lt;br /&gt;
Any jewelry or affectations worn by a Guardsman must be tasteful and safe.&lt;br /&gt;
&lt;br /&gt;
In the pursuit of his duty, a Guardsman is free to employ any weapons or armor with which he is proficient, within reason. Use of weapons, armor, or other equipment which is typically identified with enemy units (Orcish weapons or armors, for example) is strongly discouraged.&lt;br /&gt;
&lt;br /&gt;
A Guardsman is also required to be mentally and physically fit for duty at all times. This means that the Guardsman must be free of all debilitating wounds, and ready for action at a moment&#039;s notice. If it is convenient for a wounded Guardsman to seek treatment, he must do so at the earliest opportunity. Under combat conditions, wounds must be tolerated until such time as it is safe for a Guardsman to seek healing.&lt;br /&gt;
&lt;br /&gt;
== Intimacy Between Guardsmen ==&lt;br /&gt;
Intimacy between members of the Imperial Guard is generally discouraged, though not actively prohibited. As long as such a relationship is shared by Guardsmen of the same grade (officer or enlisted), it will be tolerated. While on duty, Guardsmen are to retain a professional demeanor. Acts of public affection between Guardsmen are forbidden. If a relationship between two Guardsmen becomes troublesome, interferes with official duties, or causes undue strife within a unit, all involved parties may be subject to disciplinary action. Marriage between Guardsmen is permitted, but only with the blessing of their commanding officer(s).&lt;br /&gt;
&lt;br /&gt;
== Promotions ==&lt;br /&gt;
Promotion occurs when a Guardsman&#039;s rank is increased to the next highest level. This can be done for any number of reasons, and generally brings about increased benefits and responsibilities. Promotions can be gained as a reward for exemplary service, above and beyond the call of duty. If a Guardsman performs well and exceeds expectations, it follows that he is more than likely capable of accepting the additional responsibility that a promotion entails. The benefits of promotion, namely increased authority and pay, are generally viewed as a proper reward for excellent service. In addition to the promotion itself, other decorations may be granted to the recipient to recognize his service.&lt;br /&gt;
&lt;br /&gt;
Promotions can also be gained if a superior officer or NCO makes a recommendation. Any NCO or Officer can recommend a lower-ranking Guardsman within his unit for promotion. This recommendation must be approved by a tribunal. The Guardsman&#039;s past history and record are often scrutinized. Once authorized, the promotion goes into effect immediately.&lt;br /&gt;
&lt;br /&gt;
One final way to gain a promotion is by making a request. Any Guardsman can request a promotion by filing the proper forms with his superior officer or NCO. Like promotions awarded through a request by a superior officer, this type of promotion consists of a review of the Guardsman&#039;s record, and must be approved by a tribunal. A Guardsman cannot request more than one promotion within a sixty day period.&lt;br /&gt;
&lt;br /&gt;
Though uncommon, it is possible for a Guardsman to reject his own promotion and remain at his current rank. While there are no consequences for such an action, a Guardsman who rejects three promotions in a row is more likely to be overlooked when future promotions are called for.&lt;br /&gt;
&lt;br /&gt;
In some cases, such as in under-strength units during wartime, promotions can be imposed upon Guardsmen regardless of their personal feelings or sense of self-worth. A promotion of this kind is known as a &amp;quot;promotion by decree.&amp;quot; Any Guardsman who is the target of such a promotion is required to assume his new responsibilities immediately. Guardsmen who are caught wearing epaulets of a lower rank will be considered out of uniform and subject to the appropriate disciplinary actions.&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
Decorations are awarded to Guardsmen in recognition of their deeds, dedication, and perseverance in the face of the enemy. Each is unique, and awarded under specific conditions. Most often, a superior officer will recommend one or more of his troops for recognition. In some cases, such as with the Order of the Damsel&#039;s Mercy, the award is granted automatically.&lt;br /&gt;
&lt;br /&gt;
Although there are hundreds of individual decorations in use by the Imperial Guard (in addition to decorations in use by individual regiments and companies), an exhaustive list is beyond the scope of this document. Instead, the most well-known awards are detailed below in order to provide some idea of the decorations that are available. Such medals are only worn under parade circumstances, though Guardsmen are permitted to paint diminutive representations of their commendations upon their shields.&lt;br /&gt;
&lt;br /&gt;
=== Gold Griffin ===&lt;br /&gt;
The highest award for valiant accomplishments and steadfast dedication to the crown against overwhelming odds. Generally awarded posthumously, it is rarely awarded to living soldiers. This award, which is worn around the neck, consists of a purple ribbon from which hangs a gold medallion. The obverse depicts a griffin&#039;s head with eyes of sparkling amethyst, while the reverse side is engraved with the words, &amp;quot;Virtue, Dedication, Sacrifice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Steel Griffin with Bom Leaves ===&lt;br /&gt;
Given for chivalry and depth of spirit in the face of certain death. Guardsmen who receive the Steel Griffin with Bom Leaves are the very epitome of what a Guardsman should be, and are honored as such. Similar in appearance to the Steel Griffin (see below), the Steel Griffin with Bom Leaves is worn on the breast, mounted on a crimson silk ribbon. The medallion, cast from high steel and inlaid with silver, is shaped like a griffin with several bom boughs clutched in its feet. The reverse side of the medal is engraved with the Guardsman&#039;s name.&lt;br /&gt;
&lt;br /&gt;
=== Steel Griffin ===&lt;br /&gt;
Awarded for acts of bravery that result in significant accomplishments. Most often, the Steel Griffin is given to Guardsmen whose actions make the difference between victory and defeat during a combat action. It consists of a blood red ribbon worn on the breast, from which hangs a high-steel medallion in the shape of a griffin. The reverse side of the medal is engraved with the name of the Guardsman to whom it is awarded, as well as the deeds that earned him this honor.&lt;br /&gt;
&lt;br /&gt;
=== Iron Griffin ===&lt;br /&gt;
This is the most common decoration awarded for courage in action. It consists of a blue ribbon worn on the breast, from which hangs an iron medallion. The medallion features the Imperial crest on the obverse side, and the face of the current emperor on the reverse.&lt;br /&gt;
&lt;br /&gt;
=== Vorun&#039;s Seal ===&lt;br /&gt;
Vorun&#039;s seal is awarded to Guardsmen for good conduct, and indicates a flawless career within the Imperial Guard. To be eligible, a Guardsman must have a clean record for at least two years, with no demerits accrued, nor any disciplinary actions taken against him. Vorun&#039;s Seal can be awarded more than once, and each award past the first adds a small four-pointed star to the obverse side. The medal is worn on the breast in standard fashion, and consists of a dark green ribbon hung with a crescent-shaped bronze medallion. The obverse side starts out blank, and additional stars are added from left to right. The reverse of the medallion is inscribed with the words, &amp;quot;For Exceptional Conduct.&amp;quot; While it may be seen as a trivial award, it is routinely taken into account favorably during trials and disciplinary hearings.&lt;br /&gt;
&lt;br /&gt;
=== Order of the Damsel&#039;s Mercy ===&lt;br /&gt;
This medal is awarded to any Guardsmen who suffers a serious wound in combat. Like Vorun&#039;s Seal, it can be awarded multiple times. The medal is composed of a dark blue ribbon with a white horizontal stripe for every instance that it has been awarded. Hanging from the ribbon is the medallion itself, which is round and cast from bronze. The obverse is engraved with the image of a wounded griffin, while the reverse is marked with the words, &amp;quot;For You, She Weeps&amp;quot; (&amp;quot;She&amp;quot; being Eyssa).&lt;br /&gt;
&lt;br /&gt;
=== Order of the Grim Legion ===&lt;br /&gt;
This award, like the Order of the Damsel&#039;s Mercy, is granted for wounds received in combat. The difference between the two, however, is important: the Order of the Grim Legion is awarded to Guardsmen who have died in the line of duty, but who were later resurrected or otherwise returned to life. Unlike the Order of the Damsel&#039;s Mercy, the Order of the Grim Legion is only awarded to a Guardsman once. The medal is worn on the chest, with a blackened steel medallion in the shape of a skull attached to a black silk ribbon. The medal&#039;s reverse side features the words, &amp;quot;For the Ultimate Sacrifice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Campaign Service Medals ===&lt;br /&gt;
These are awards given to any soldier who served in a particular campaign, and each varies in style. As many hundreds of these medals are awarded, they are not manufactured from precious stones or metals and are usually simplistic in design. For example, the Order of Pethyl was a medal awarded to any Guardsman who served in the Kant Uprising, and it consists of a gray ribbon hung with a steel medallion in the shape of an inverted teardrop. The obverse side of the medallion is smooth, while the reverse is inscribed with the words, &amp;quot;Never Forget.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Debt of the Sovereign ===&lt;br /&gt;
This is an unusual award which is only given to those who are personally responsible for saving the life of the Emperor or members of his immediate family. Always awarded personally by the Emperor himself, this decoration is rare indeed. Any Guardsman that earns this decoration can, at his prerogative, offer it to the Emperor in exchange for a personal favor (such as a pardon, a better posting, or any number of favors, as long as they are within the Emperor&#039;s power to grant). Not surprisingly, these debts are rarely called in. Like the Gold Griffin, the Debt of the Sovereign is worn around the neck, attached to a gold ribbon. The round medallion is struck from the finest gold, etched by hand, and inset with several small rubies and sapphires. The obverse depicts the Imperial Palace in Penthras, while the reverse reads, &amp;quot;With His Majesty&#039;s Undying Gratitude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Leaving the Imperial Guard ==&lt;br /&gt;
Service in the Imperial Guard can be terminated under any of the following circumstances:&lt;br /&gt;
&lt;br /&gt;
=== Honorable Discharge ===&lt;br /&gt;
An honorable discharge is granted to any Guardsman who has served his entire term of service, and who does not wish to re-enlist. Guardsman who are honorably discharged receive a pension based on time served, rank achieved, and any lasting injuries they may have suffered.&lt;br /&gt;
&lt;br /&gt;
=== Medical Discharge ===&lt;br /&gt;
If a Guardsman suffers injuries which prevent him from performing his duties, he is eligible for a Medical Discharge. A Medical Discharge is in all other ways similar to an Honorable Discharge. Any Guardsman mustering out on a Medical Discharge is entitled to his full pension, as determined by his agreed-upon term of service.&lt;br /&gt;
&lt;br /&gt;
=== Dishonorable Discharge ===&lt;br /&gt;
Any Guardsman convicted of violating his duty or Code of Conduct, if not directly jailed or executed, may also be Dishonorably Discharged. Anyone discharged in this fashion automatically forfeits all Guard benefits and immediately ceases to be a Guardsman. From this point forward, the former Guardsman may never again join the Imperial Guard, and he is forbidden from holding any position of authority within the Imperium (though he may advance himself in local and provincial politics if the stigma of his dishonor does not keep local authorities from associating with him).&lt;br /&gt;
&lt;br /&gt;
=== Voluntary Discharge ===&lt;br /&gt;
Any Guardsman may file for a Voluntary Discharge in time of peace. If approved, the Guardsman is discharged and immediately loses any accumulated Guard benefits. If so desired, a former Guardsman who was the subject of a Voluntary Discharge may re-enlist in the Imperial Guard. In the event that he is accepted, he must start over in the chain of command, and may never achieve Officer ranks.&lt;br /&gt;
&lt;br /&gt;
== Unit Organization ==&lt;br /&gt;
The Imperial Guard is broken up into units of varying size, the basics of which are listed below:&lt;br /&gt;
&lt;br /&gt;
=== Army ===&lt;br /&gt;
The army is the largest unit recognized in the Imperial Guard, consisting of between 12,000 and 18,000 men. Armies are not generally fielded all at once, as the cost and logistics of such activity is prohibitive. Instead, the divisions that make up an army are used separately. Each army is commanded by a General.&lt;br /&gt;
&lt;br /&gt;
=== Division ===&lt;br /&gt;
There are three divisions per army. Divisions are generally assigned to large geographic locations. A division is commanded by a Colonel, and each division consists of between 4,000 and 6,000 men.&lt;br /&gt;
&lt;br /&gt;
=== Regiment ===&lt;br /&gt;
There are ten regiments per division. A regiment consists of between 480 and 600 men, and each regiment is commanded by a Lieutenant Colonel and a Sergeant Major. Regiments are most often assigned to an individual province.&lt;br /&gt;
&lt;br /&gt;
=== Battalion ===&lt;br /&gt;
There are six battalions per regiment, each consisting of 80 to 100 men. Battalions are generally assigned to specific cities, and are commanded by a Major and a Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
=== Company ===&lt;br /&gt;
There are two companies per battalion. Companies consist of between 40 and 50 men. Each company is commanded by a Captain and a First Sergeant.&lt;br /&gt;
&lt;br /&gt;
=== Platoon ===&lt;br /&gt;
There are two platoons per company, and each platoon consists of between 20 and 25 men. Each platoon is commanded by a Lieutenant and a Staff Sergeant.&lt;br /&gt;
&lt;br /&gt;
=== Squad ===&lt;br /&gt;
There are five squads per platoon, with each squad consisting of 4 to 5 men. Each squad is commanded by either a Sergeant or a Corporal.&lt;br /&gt;
&lt;br /&gt;
=== Team ===&lt;br /&gt;
There are two teams per squad, with each squad consisting of between 2 and 3 men. Each squad is commanded by the most senior NCO that is present.&lt;br /&gt;
&lt;br /&gt;
A typical Imperial Guard Platoon at full-strength consists of the following members:&lt;br /&gt;
&lt;br /&gt;
1 Lieutenant&lt;br /&gt;
&lt;br /&gt;
1 Staff Sergeant&lt;br /&gt;
&lt;br /&gt;
2 Sergeants&lt;br /&gt;
&lt;br /&gt;
4 Corporals&lt;br /&gt;
&lt;br /&gt;
17 Guardsman (includes Senior and Junior Guardsmen)&lt;br /&gt;
&lt;br /&gt;
== Discipline Within the Imperial Guard ==&lt;br /&gt;
Any violation of a Guardsman&#039;s duty and/or Code of Conduct must be dealt with and punished swiftly and accordingly, depending on the severity of the infraction. Guard justice is a private matter between agents of the Imperium, and should be meted out within the Imperial Keep, never to be discussed with civilians and non-Guardsmen.&lt;br /&gt;
&lt;br /&gt;
Depending on the severity of a crime, the following punishments may apply:&lt;br /&gt;
&lt;br /&gt;
=== Restriction to Quarters ===&lt;br /&gt;
A Guardsman who is restricted to quarters is not allowed to leave the Imperial Keep, except on matters of duty or assignment. Fraternization with other Guardsman and civilian companions while restricted to quarters is strictly forbidden. Restriction to quarters is usually accompanied by menial tasks, such as cleaning the Keep, polishing armor and weapons, and performing the ever-dreaded Kitchen Patrol (K.P.).&lt;br /&gt;
&lt;br /&gt;
=== Censure ===&lt;br /&gt;
Censure is an official verbal reprimand, usually combined with a fine and sometimes with administrative punishment. The Guardsman being censured is made to verbally recite his crimes in front of his fellow Guardsmen, and the censure is marked down in his permanent record.&lt;br /&gt;
&lt;br /&gt;
=== Fine ===&lt;br /&gt;
A fine might be imposed on a Guardsman for most minor infractions. Often, these fines are deducted from the Guardsman&#039;s monthly pay. In the case of large or excessive fines, they may be deducted piecemeal over a series of months, or subtracted from a Guardsman&#039;s pension.&lt;br /&gt;
&lt;br /&gt;
=== Administrative Discipline ===&lt;br /&gt;
This is the highest form of punishment allowed against a Guardsman without first performing a court martial. Administrative discipline includes physical punishment, such as whipping and walking the &amp;quot;gauntlet.&amp;quot; Normally, administrative discipline is reserved for severe infractions that do not warrant either demotion or discharge from service, generally at the ranking officer&#039;s discretion. Such punishment is usually carried out in the bailey of the Imperial Keep, and all available Guardsmen are expected to attend.&lt;br /&gt;
&lt;br /&gt;
=== Demotion ===&lt;br /&gt;
Guardsmen who have perpetrated severe infractions can be demoted. Demotion, due to its long-lasting impact on a Guardsman&#039;s career, can only be meted out at an official court martial. One or more ranks can be stripped, and a Guardsman so demoted is reduced to the appropriate pay scale.&lt;br /&gt;
&lt;br /&gt;
=== Discharge ===&lt;br /&gt;
Any Guardsman found guilty by court martial of severe infractions can be dishonorably discharged. This is in addition to any other punishment meted out by the court.&lt;br /&gt;
&lt;br /&gt;
=== Military Prison ===&lt;br /&gt;
Guardsmen are rarely sent to a military prison for minor infractions. Usually, military prison is reserved for Guardsmen who have perpetrated crimes against the Imperium, but these crimes aren&#039;t usually serious enough to carry a stiffer penalty (ie, exile or execution). A military prison sentence is most often accompanied by a dishonorable discharge. Prison terms vary widely, depending on the severity of the crime, and can last for several months up to several decades.&lt;br /&gt;
&lt;br /&gt;
=== Exile ===&lt;br /&gt;
The punishment of exile is reserved for Guardsmen who are found guilty of serious crimes against the Imperium that do not generally involve loss of life or territory. The Guardsman in question faces any other disciplinary action that his sentence dictates, and it then taken to the furthest reaches of the Imperium and released, never to return. To return to the Imperium or any of its provinces means that he will be executed without a trial if he is caught.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
Execution is reserved for the most heinous and unforgivable crimes against the Imperium and the Imperial Guard. The standard method of execution, once a Guardsman has been convicted, is decapitation.&lt;br /&gt;
&lt;br /&gt;
=== Demerits ===&lt;br /&gt;
Demerits are given and accrued when a Guardsman steps out of line, breaks his code of conduct, or performs some minor offense which is contrary to the well-being and morale of the Imperial Guard. They are less severe than other forms of punishment, and are not generally given under harsher circumstances. Demerits accumulate as they are earned, and accumulating too many generally results in punishments of increasing severity. A demerit is given at an officer or NCO&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
First Demerit: Restriction to Quarters&lt;br /&gt;
&lt;br /&gt;
Second Demerit: Censure&lt;br /&gt;
&lt;br /&gt;
Third Demerit: Fine&lt;br /&gt;
&lt;br /&gt;
Fourth Demerit: Administrative Discipline&lt;br /&gt;
&lt;br /&gt;
Fifth Demerit: Demotion&lt;br /&gt;
&lt;br /&gt;
For details on the listed punishments, see &amp;quot;Discipline Within the Imperial Guard,&amp;quot; above.&lt;br /&gt;
&lt;br /&gt;
When five demerits have been accrued, the Guardsman&#039;s total demerits &amp;quot;rolls over&amp;quot; to zero, and he automatically loses rank. This is the only way a Guardsman can lose rank without facing a court martial. If a Guardsman is reduced below the rank of Junior Guardsman, he is dishonorably discharged from service. As a matter of course, a discharge as a result of demerits is accompanied by a formal hearing similar to a court martial.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Imperial_law&amp;diff=1747</id>
		<title>Imperial law</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Imperial_law&amp;diff=1747"/>
		<updated>2026-01-07T03:23:25Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Imperial Law}}{{Lore}}A crime is any act prohibited by law that is deemed injurious to the public well-being. What follows are a list of common crimes, each with a short description. Using this list as a guide, it should be a simple matter for Guardsmen to recognize villainous activities. For ease of reference, crimes are broken up into four distinct groups: Minor Crimes, Major Crimes, Heinous Crimes, and Variable Crimes.&lt;br /&gt;
&lt;br /&gt;
== Minor Crimes ==&lt;br /&gt;
Minor crimes include offenses that, while harmful to public good, are not generally violent.&lt;br /&gt;
&lt;br /&gt;
=== Assault ===&lt;br /&gt;
Applies to either the use or the threat of violence upon another individual, through physical or magical means.&lt;br /&gt;
&lt;br /&gt;
=== Burglary ===&lt;br /&gt;
Applies to breaking into and entering a residence, public or private, with the intention of stealing property.&lt;br /&gt;
&lt;br /&gt;
=== Disorderly Conduct ===&lt;br /&gt;
Applies to any number of offenses, the most common of which is drunken horseplay; it can also be applied to any situation in which a suspect is being disruptive to others, even though he may not be committing a specific crime.&lt;br /&gt;
&lt;br /&gt;
=== Embezzlement ===&lt;br /&gt;
Applies to the illicit diversion of money and/or goods for personal gain.&lt;br /&gt;
&lt;br /&gt;
=== Fraud ===&lt;br /&gt;
Applies to gaining money or goods through deception.&lt;br /&gt;
&lt;br /&gt;
=== Gambling ===&lt;br /&gt;
Applies to any merchant or individual who, without the proper authorization, organizes betting and/or games of chance.&lt;br /&gt;
&lt;br /&gt;
=== Liquor Law Violation ===&lt;br /&gt;
Applies to any merchant making liquor available to the public without acquiring the requisite licenses or paying the required taxes.&lt;br /&gt;
&lt;br /&gt;
=== Obstruction of Justice ===&lt;br /&gt;
Applies to any attempt to hinder an official investigation, either by withholding information or by giving false testimony.&lt;br /&gt;
&lt;br /&gt;
=== Possession/Receiving of Stolen Goods ===&lt;br /&gt;
Applies to the possession and trade of stolen property.&lt;br /&gt;
&lt;br /&gt;
=== Rioting ===&lt;br /&gt;
Applies to a gathering of three or more persons with the intention of causing personal violence or destruction of property.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Applies to the theft of money or goods from the body, clothes, or containers of a victim, through picking pockets, cutting purses, or other methods.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
Intentionally summoning or controlling an external sentient magical entity. This list includes, but is not limited to, the following: Mage familiars, spirits, animal companions, demons, or elementals. An exception has been granted to the Lyceum for specific authorized lessons.&lt;br /&gt;
&lt;br /&gt;
=== Suspicious Behavior ===&lt;br /&gt;
The wearing of all concealing cloaks in interior public places.&lt;br /&gt;
&lt;br /&gt;
=== Trespassing ===&lt;br /&gt;
Intrusion of privately owned property, whether home or shop.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Offenses ===&lt;br /&gt;
Applies to carrying unsheathed or ready weapons within city limits when no outside threat is pending.&lt;br /&gt;
&lt;br /&gt;
== Major Crimes ==&lt;br /&gt;
Major crimes include violent crimes, as well as crimes that are quite damaging to the public good.&lt;br /&gt;
&lt;br /&gt;
=== Abduction ===&lt;br /&gt;
Applies to any illegal capture or arrest of an individual against their wishes, either through use of violence, threat of violence, fraud, or another form of coercion.&lt;br /&gt;
&lt;br /&gt;
=== Aggravated Assault ===&lt;br /&gt;
Applies to the use of violence upon an individual with the intention of slaying or crippling him, whether successful or not. Aggravated assault that results in the permanent death of an individual is considered Murder.&lt;br /&gt;
&lt;br /&gt;
=== Armed Robbery ===&lt;br /&gt;
Applies to the use or the threat of violence in order to steal money or goods from an individual or establishment.&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
Applies to the illegal ignition of fires, or the use of incendiary mechanisms, materials, or fire-causing sorcery, to destroy or harm public or private property.&lt;br /&gt;
&lt;br /&gt;
=== Attacking a Servant of the Imperium ===&lt;br /&gt;
Applies to any application of force upon an Imperial emissary, be it a Guardsman, a tax collector, or any authorized Imperial servant. This charge is typically applied in addition to any other charges.&lt;br /&gt;
&lt;br /&gt;
=== Counterfeiting ===&lt;br /&gt;
Applies to the manufacture and distribution of counterfeit currency or documents.&lt;br /&gt;
&lt;br /&gt;
=== Extortion ===&lt;br /&gt;
Applies to any instance in which threats of violence are made in order to obtain money or goods.&lt;br /&gt;
&lt;br /&gt;
=== Rape ===&lt;br /&gt;
Applies to any non-consensual carnal act perpetrated upon an individual by one or more assailants.&lt;br /&gt;
&lt;br /&gt;
=== Trafficking ===&lt;br /&gt;
Applies to the illegal import and export of controlled or unlawful merchandise, substances, and/or slaves.&lt;br /&gt;
&lt;br /&gt;
== Heinous Crimes ==&lt;br /&gt;
Heinous crimes include only the most reprehensible acts.&lt;br /&gt;
&lt;br /&gt;
=== Espionage ===&lt;br /&gt;
Applies to theft of sensitive government information, as well as distribution of this information to foreign powers and/or enemies of the state.&lt;br /&gt;
&lt;br /&gt;
=== Murder ===&lt;br /&gt;
Applies to causing the permanent death of one or more individuals, whether intentional or not.&lt;br /&gt;
&lt;br /&gt;
=== Treason ===&lt;br /&gt;
Applies to any crimes perpetrated against the Imperium with the intention of causing its ruin.&lt;br /&gt;
&lt;br /&gt;
== Variable Crimes ==&lt;br /&gt;
Variable crimes are those crimes that have penalties based upon certain variables, generally in relation to another crime.&lt;br /&gt;
&lt;br /&gt;
=== Conspiracy ===&lt;br /&gt;
Applies to the planned commission of any crime. The severity of the conspiracy is based on the severity of the planned criminal act. Thus, conspiracy to kill a person would be akin to a Murder charge.&lt;br /&gt;
&lt;br /&gt;
== Punishment of Crimes ==&lt;br /&gt;
Punishment for crimes, especially in the far-flung reaches of the Imperium, is by and large a matter of choices made by the local magistrates. In order to lend speed to these proceedings, the Imperial Guard and members thereof are given specific jurisdiction over the enforcement of laws and the doling out of punishment to those citizens callous enough to commit such acts.&lt;br /&gt;
&lt;br /&gt;
Except in cases where a magistrate intervenes and requests to hear a specific case, all sentencing and punishment shall be decreed and carried out by the arresting Guardsman or his immediate superiors, without benefit of trial.&lt;br /&gt;
&lt;br /&gt;
Guardsmen are given several guidelines in meting out punishment that they must follow in the pursuit of justice. These guidelines are to prevent an abuse of power by individual Guardsmen, and should be strictly enforced by fellow Guardsmen and their commanding officers. The punishments for all crimes perpetrated against Guardsmen are increased by half.&lt;br /&gt;
&lt;br /&gt;
When a crime is committed by a suspect, there are two forms of punishment available: fines and incarceration.&lt;br /&gt;
&lt;br /&gt;
Fines include monetary penalties that must be paid by the suspect to a Guardsman in order to compensate for his poor behavior. Guardsmen beneath the rank of commissioned officer must collect fines levied against the accused in person. If the suspect refuses to pay the fine in person, the matter can be escalated up the chain of command until it reaches an officer with the authority to levy fines directly against the suspect&#039;s bank accounts (Lieutenant and above). If a suspect is unwilling or unable to pay his fine at all, he will either be jailed, put in the stocks, or yoked, or, in the case of a suspect who is already facing a jail sentence, his sentence will be increased.&lt;br /&gt;
&lt;br /&gt;
Incarceration includes the arrest and jailing of a suspect. Time served depends on many factors, and these include the nature of the crime that has been perpetrated, the suspect&#039;s attitude at the time of arrest (both towards the arresting Guardsman and the crime itself), and the arresting Guardsman&#039;s own judgment.&lt;br /&gt;
&lt;br /&gt;
All crimes that are considered Minor Crimes are punishable by either a full 24 hours of imprisonment, or a fine of between 1000 and 5000 sovereigns. Offenses that are considered Major Crimes have increased penalties, including up to three days of imprisonment, as well as fines of between 6000 to 20000 sovereigns.&lt;br /&gt;
&lt;br /&gt;
In extreme cases, both a fine and a jail term are levied against the subject. In the case of repeat offenses, the perpetrator&#039;s previous fines are doubled, and a day is added to the base sentence for each offense after the first. Unwillingness or inability to pay these fines results in an increased amount of time spent in jail, up to an extra day for every 500 sovereigns (or fraction thereof) owed. In no case must a suspect&#039;s sentence be longer than 14 days.&lt;br /&gt;
&lt;br /&gt;
The arresting Guardsman is solely responsible for releasing his prisoners. If he is unable to perform this task, he must make every attempt to contact another Guardsman so that prisoners are not incarcerated in excess of the time warranted by their misconduct. Guardsmen who consistently forget to release prisoners on time may be subject to disciplinary action.&lt;br /&gt;
&lt;br /&gt;
Heinous crimes are handled somewhat differently from Minor and Major crimes. Generally, the suspect is arrested and jailed immediately, and high-ranking Guardsmen are brought in to ensure that proper justice is meted out.&lt;br /&gt;
&lt;br /&gt;
These punishments, as a rule, apply to all crimes that are committed within the borders of the Imperium. If a shop keeper reports a crime, it is a standard operational procedure to arrest all parties involved in the crime, if there be more than one.&lt;br /&gt;
&lt;br /&gt;
All fines collected are to be kept by individual Guardsmen until such time as they can be turned in to the senior commanding officer or non-commissioned officer. Fines are not normally refunded, unless the suspect can prove his innocence without a shadow of a doubt.&lt;br /&gt;
&lt;br /&gt;
== Pursuit and Prosecution Outside the Empire ==&lt;br /&gt;
Crimes committed outside the borders of the Empire cannot be prosecuted by the Imperial Guard, nor can suspects who flee across the borders be pursued or extradited without the cooperation of foreign authorities. However, crimes committed against servants of the Empire outside the borders can be prosecuted once the accused returns to the Empire.&lt;br /&gt;
&lt;br /&gt;
== Regarding Witnesses ==&lt;br /&gt;
A crime that is witnessed by many is easier to prove than a crime that has been witnessed by one. In the case of a single witness testifying against a single suspect, the investigating Guardsmen must take into account many factors: the credibility of both the witness and the suspect (including similar behavior prior to the current incident), the severity of the alleged crime, and any evidence that can be presented by either party to sway his decision one way or the other. This changes when the single witness is a Guardsmen. Due to a Guardsman&#039;s authority and his sworn oath of fealty, it is taken for granted that his word is truth.&lt;br /&gt;
&lt;br /&gt;
If there are multiple witnesses to a crime, they must each be interviewed separately, preferably in private or by different Guardsmen. Once the interviews are complete, their stories must be compared by the investigators and any inconsistencies noted. If the tales the witnesses tell are more or less identical, the guilt of the suspect can be assured.&lt;br /&gt;
&lt;br /&gt;
A suspect, in his own defense, may call witnesses of his own who will support his story. These witnesses consist of two types: those who were present and can verify the suspect&#039;s innocence, and those who testify &amp;quot;in support&amp;quot; of the suspect, swearing before the gods that the suspect is good and true of character. Like those who have witnessed against the suspect, these folk must be interviewed as well.&lt;br /&gt;
&lt;br /&gt;
The testimony of those who speak &amp;quot;in support&amp;quot; of the suspect is less binding than actual witnesses, though their affirmation of his finer qualities may clear him of suspicion in the case of a crime where there was only a single witness present. In effect, those speaking in support of the suspect are swearing that their friend would never do such a thing, and that they are willing to be jailed (for the offense of Obstruction of Justice) if it is later proven that their friend did, indeed, commit the crime.&lt;br /&gt;
&lt;br /&gt;
In the end, it is the judgment of the investigating Guardsmen that determines the suspect&#039;s fate.&lt;br /&gt;
&lt;br /&gt;
== Arrest Procedure ==&lt;br /&gt;
When arresting a suspect, a Guardsman must either be a witness to the crime, or he must have enough evidence to prove that the suspect has committed or has intended to commit the crime. This evidence can take the form of witnesses, physical evidence, or confessions.&lt;br /&gt;
&lt;br /&gt;
If convenience permits, the arresting Guardsman must inform a suspect that he intends to arrest him, and on what charges the arrest is based. If specific orders or warrants are required in order to make the arrest (in the case of high-profile felons), they should also be provided to the suspect or his legal council (if present). Once in custody, a suspect&#039;s well-being and safety are the arresting Guardsman&#039;s responsibility.&lt;br /&gt;
&lt;br /&gt;
The application of force is occasionally required to subdue particularly violent or uncooperative suspects. In such cases, the suspect can be charged for his crimes once he is confined within the nearest jail or dungeon. After the suspect has been arrested, charged, fined, and/or jailed, he is subject to the mercy of the Imperium while his guilt is determined. It is preferable that the suspect give a detailed confession, so as to accelerate the trial. Confessions may be gained through questioning, interrogation, and reasonable torture.&lt;br /&gt;
&lt;br /&gt;
Members of the royal house and those enjoying the hospitality of the Sovereign, titled nobility (barons, dukes, earls, and the like), and royal servants (pages, heralds, and other servants on official Palace business) may not be arrested without proper authorization and/or warrants from High Command. Likewise, foreign diplomats and envoys who enjoy political immunity, as well as agents of servants of the Imperium, such as tax collectors, military officers, or other Imperial Guardsmen, may not be arrested without authorization. Proper authorization in any case must consist of a written arrest order (ie, warrant) signed by the ranking officer.&lt;br /&gt;
&lt;br /&gt;
These considerations do not apply to untitled nobility (such as Lords or Ladies) or their servants, nor to enlisted members of militias, their elected officers, or hired mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Concerning Arrests ==&lt;br /&gt;
When a suspect is jailed for a crime, he must be informed of the exact date and time of his release. These times must be detailed in the arresting Guardsman&#039;s report. The arresting Guardsman is thereafter responsible for releasing the suspect once his time is up. If he is unable to do so, it is his responsibility to find another Guardsman who can.&lt;br /&gt;
&lt;br /&gt;
=== Visitation in Gaol ===&lt;br /&gt;
No persons other than barristers, magistrates, and other Imperial officials are to be allowed into the cellblock of the gaol. All such visitors must be accompanied by a Guardsman at all times, except in cases where an official requests a private interview with the prisoner. In that case the Guardsman will escort the visitor into the cell, leave the cell, lock the door, and remain in the hallway outside the cell until requested to return. In most cases the prisoner will be shackled and handcuffed for the duration of the visit.&lt;br /&gt;
&lt;br /&gt;
=== Detaining Prisoners ===&lt;br /&gt;
Occasionally, suspects may be detained for questioning. If the suspect is a flight risk, he can, at the arresting Guardsman&#039;s option, be detained in a jail cell for no longer than 24 hours. If, by this time, the suspect has not been questioned, he must be released on his own recognizance.&lt;br /&gt;
&lt;br /&gt;
=== Use of Force ===&lt;br /&gt;
Guardsmen are permitted to employ deadly force when the life or well-being of an individual is threatened, and when inaction may spell the difference between life and death. Likewise, force may be used to subdue a suspect who has been arrested and attempts to evade his captors, or one who resists arrest through violent means. Force may also be used to control rioting mobs.&lt;br /&gt;
&lt;br /&gt;
=== Guard Patrol Reports ===&lt;br /&gt;
Every Imperial Guardsman is expected to make public reports in regards to unusual incidents that he finds himself involved in while performing hid duties. It is important that these reports be precise, legibly-written, and coherent. In the case of a Guardsman who does not know his letters, or who is unable to write legibly, seek out an Imperial scribe so that he may take your report down. Patrol reports must be made in a timely manner, preferably within an hour of an incident, and should include all relevant facts.&lt;br /&gt;
&lt;br /&gt;
Patrol reports can include any officially documented information, not just the results of official patrols. Statements taken from citizens in regards to criminal activities or complaints are counted as patrol reports, as are documents that detail odd happenings that are witnessed by or reported to a Guardsman.&lt;br /&gt;
&lt;br /&gt;
In regards to arrest reports, it is now mandatory that any incident involving an arrest be fully documented. If a citizen is punished, there must be a corresponding report which details the exact punishment that has been applied. The time of an arrest is of particular importance, as is the length of the prisoner&#039;s incarceration, and both of these facts should be noted on the final report.&lt;br /&gt;
&lt;br /&gt;
Clarity within reports is crucial. Scribes are available for those Guardsmen who are unable to write their own reports. Reports taken by scribe must be noted as such when submitted.&lt;br /&gt;
&lt;br /&gt;
Guard reports must be submitted within 48 hours of an incident. Any Guardsman failing to meet this deadline without first requesting an extension to this deadline will be subject to at least one demerit, as well as appropriate disciplinary action as determined by his service record.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Port_Keyne&amp;diff=1746</id>
		<title>Port Keyne</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Port_Keyne&amp;diff=1746"/>
		<updated>2026-01-07T03:23:15Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}&lt;br /&gt;
&lt;br /&gt;
== I. Surt ==&lt;br /&gt;
The island of Surt was of no importance throughout most of the history of Thrael. The seas around it were plentiful, but the forbidding climate made the growing season short, and the soil was poor and stony. Although the island is within sight of the mainland, a direct crossing was made nearly impossible by the Strait of Worgurun. Powerful crosscurrents and jagged stone outcrops made the Strait of Worgurun a death sentence for those foolish enough to try and navigate it. A few dozen people lived on the island in an isolated, unnamed hamlet, earning a subsistence living from fishing and raising small herds of hardy goats.&lt;br /&gt;
&lt;br /&gt;
By the year 215 AoD, Kaezar was experiencing a renaissance of art, magic, and knowledge. However, the borders of Kaezar were different than they are in the present day; there were still a lot of remote territory which was not under any government&#039;s control, or else was claimed in name only and in practice was under the rule of local thugs. The island of Surt and the mainland near it was just such a territory. It stretched from Fishbourne in the north all the way to the Fens of the Dead. Hundreds of miles of wilderness separated these lands from the Kaezar Monarchy.&lt;br /&gt;
&lt;br /&gt;
== II. The Warlord ==&lt;br /&gt;
Into this power vaccuum stepped Morgus Denaur. The exact details of his rise to power remain unclear, for there is no historic record beyond local myth. However, by 215 AoD Morgus Denaur had claimed the eastern coastline of Kaezar as his own, and he appropriated Surt for his base of operations. Using prisoners (rivals, rebellious villagers, or anyone else who crossed Morgus) as slave labor, he turned the entire island into a mighty fortress, and constructed a harbor on the southern coastline.&lt;br /&gt;
&lt;br /&gt;
Morgus by all accounts was both a genius and a madman. The island fortress on Surt was of his own design, and most of his victories upon land and sea were due to his brilliant strategy. However, he ruled with a ruthlessness and complete disregard for his subjects. They were simply a resource to be used up. All who defied him ended the rest of their brief days mining stone, digging tunnels, andbuilding their own dungeon.&lt;br /&gt;
&lt;br /&gt;
Using the island fortress to strategic advantage, Morgus deployed his fleet of war galleys and terrorized the coastline, regularly sacking villages and taking prisoners with impunity. After a few years of this Morgus turned his eye towards Kaezar. He sent his ships and mercenaries to pirate Kaezar&#039;s shipping lanes, seizing cargo-laden trading vessels by the dozen. King Tybin attempted to halt this, of course. He built warships of his own, and while they were able to protect some of the traders, all other attempts to stop Morgus failed. An attempted blockade in 227 AoD was foiled by a powerful storm, and a costly seige and attack on the fortress in 229 AoD was utterly unsuccessful.&lt;br /&gt;
&lt;br /&gt;
The fortress itself was made from daunstone, the unique variety of sandstone native to the island. It&#039;s formed largely from petrified shells; brittleand easy to quarry, yet immensely strong and particularly effective against cannonballs and seige weapons such as catapults. Where typical stone would crack under such artillery, daunstone will simply shatter at the point of impact, leaving the remaining stone whole and in place.&lt;br /&gt;
&lt;br /&gt;
Morgus also had an undersea tunnel built between the island and the mainland. This took nearly 10 years and countless numbers of slaves to achieve. It connects with a massive cave system which eventually leads all the way to the Imperial City of Kaezar itself.&lt;br /&gt;
&lt;br /&gt;
Less direct means of stopping the Warlord Morgus were tried, both by Kaezar and traitors in his own ranks. All such attempts were thwarted — assasins, poison, ambush, all were tried and stopped. This phenomenal success was due to the Sorceress Dionila Denaur.&lt;br /&gt;
&lt;br /&gt;
== III. The Sorceress ==&lt;br /&gt;
Dionila Denaur was Morgus&#039; older sister, and his only living relative. According to local legend, the rest of his family was rounded up and executed by Morgus himself shortly after he came to power, but this cannot be substantiated. At any rate, Dionila was a powerful sorceress, and was allied with her brother. She was equally as brilliant, and using both her intellect and her magical abilities, protected Morgus from numerous attempts on his life.&lt;br /&gt;
&lt;br /&gt;
Dionila was obsessed with her magic. She had little interest in ruling or war, and left such pursuits in the capable hands of her brother. She concentrated on learning more powerful spells, and in particular, she was obsessed with keeping her youthful, beautiful appearance. She sacrificed hundreds of Morgus&#039; prisoners in her magical experiments, which usually ended in painful, hideous death for the unfortunate subject.&lt;br /&gt;
&lt;br /&gt;
Dionila&#039;s death was quite fitting, for she died using a magical device she had experimented with. Some of Morgus&#039; slaves had unearthed a magical device from the First Age, a strange construct of metal and glass. Dionila spent years of obsessed study on the find, translating the kenzian inscriptions and divining its purpose. Apparently it was used to instantaneously travel for hundreds of miles in any direction, according to Dionila&#039;s work notes. After sacrificing dozens of slaves in horrible ways, she successfully sent a few to locations hundreds of miles away!&lt;br /&gt;
&lt;br /&gt;
The final test was to be on herself. Dionila&#039;s work notes stop at this point, and all that is known for certain is that she disappeared in 242 AoD and was not heard from again. However, there is a legend which claims her &amp;quot;accident&amp;quot; was caused by her own assistant, a mute by the name of Cugol who had done Dionila&#039;s evil bidding unquestioningly for nearly 20 years.&lt;br /&gt;
&lt;br /&gt;
== IV. Morgus&#039; Death ==&lt;br /&gt;
Without his sister to advise him or guard him from harm, Morgus died of a wasting disease the following year, 243 AoD. Desperate for an heir to his &amp;quot;throne,&amp;quot; Morgus had ordered that the most beautiful lass in all the land be brought to him to produce a son. Such a woman was found and abducted from Fishbourne. This young woman, although comely indeed, carried the Pox and passed it on to Morgus. All of his wealth and power could not cure him, and he died cursing the Gods in between fits of insanity.&lt;br /&gt;
&lt;br /&gt;
An internal power struggle quickly ensued, and Vraen Kranaur came out on top. He was the Warlord&#039;s lieutenant in charge of the vast treasury amassed over the past two decades. Vraen used this wealth to hire more mercenaries, and was planning a direct assault on Kaezar itself, perhaps dreaming of a true throne for himself.&lt;br /&gt;
&lt;br /&gt;
Vraen was not an especially gifted leader. Spies had informed the King of Kaezar of Morgus&#039; death and the impending attack. In a bold move, Tybin sent an entire army overland to Surt in a preemptive strike, and most of his Navy to smash the harbor. Vraen&#039;s troop ships were burned in the harbor despite stiff resistance, thwarting the attack. However, this left Vraen&#039;s troops on land, a formidable force consisting of mostly mercenaries.&lt;br /&gt;
&lt;br /&gt;
Kaezar&#039;s general, Jandor Keyne, used an exceptionally clever ruse to defeat Vraen. He offered the mercenaries a large sum of Sovereigns in addition to the amount payed by Vraen, in exchange for leaving the fortress gates open and heading elsewhere. The mercenaries agreed, recognizing Vraen for a fool and the fortress as offensively worthless without a navy. Vraen quickly fell, the island was taken, and any slaves left alive were freed.&lt;br /&gt;
&lt;br /&gt;
Recognizing the island&#039;s vital importance to Kaezar&#039;s defense, as well as the superior fortifications already in place, a permanent military base was established there. The island was named after Jandor Keyne, and the harbor Port Keyne, after the brilliant general who captured it with practically no losses. Port Keyne is now used as a training facility, the key strategic center for the eastern coast, and for the production of warships and weaponry.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Kaezar&amp;diff=1745</id>
		<title>Kaezar</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Kaezar&amp;diff=1745"/>
		<updated>2026-01-07T03:23:02Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}&lt;br /&gt;
&lt;br /&gt;
== Chapter I. Foundations ==&lt;br /&gt;
After the cataclysm smashed civilization back almost to the Stone Age, the survivors&#039; troubles were just beginning. All structures, save those built of rock were incinerated, underground cities became collapsed tombs, and the few &amp;quot;lucky&amp;quot; individuals left found themselves homeless. Ashes and decay fouled water supplies, croplands were smoking barren wastes and all semblances of pre-cataclysm government were wiped out. Families were often separated or lost. Long years of famine continued to decimate the surviving populations, and disease quickly followed on the heels of hunger.&lt;br /&gt;
&lt;br /&gt;
The scorched stone temples and palaces of the Old City, whose name is lost to memory, became a gathering point for desperate refugees of all races. A freshwater spring on the site made the ruins an attractive place to rebuild, and soon lean-to&#039;s, shacks and makeshift cabins sprang up amongst the rubble.&lt;br /&gt;
&lt;br /&gt;
Two centuries later, the land&#039;s scars began to heal and fade. Very few original survivors from that time remained alive, and those few were only children when the cataclysm occurred. Shacks had been replaced by sturdy stone houses and local forests, once again, supplied lumber in plenty. It was during this period of reconstruction that several deeply buried books and scrolls were excavated from old foundations and cellars. They were scribed in Kenzian, which was now a dead language, but they were nonetheless treated as treasures. Of particular importance was the discovery of a shipwright&#039;s logbooks, which included clearly illustrated designs for building triremes. In the years that followed, the village grew to become a prosperous seaport, with thriving fishing and shipbuilding industries.&lt;br /&gt;
&lt;br /&gt;
Somewhere around 1145 AoC, Barthelgrimm the Conqueror was crowned as the first of a long line of imperial rulers of the city and surrounding land holds. Detailed records of this time period are sparse, and it remains unclear exactly how he came to power, but his first piece of business was to begin construction on the enormous outer walls that would later protect the city&#039;s citizenry in the darker times to come. Naming himself Kaezar I, the king used thousands of vulfen slaves to move great quantities of stone and earth to the city&#039;s perimeter, where it was used in raising the stone barrier. The excavation sites also left four distinct terraced areas, which are still evident today. The outer walls and battlements of Kaezar were completed around 1177 AoC, shortly before the King&#039;s death.&lt;br /&gt;
&lt;br /&gt;
Not to be outdone, Kaezar&#039;s oldest son Marestahl I ordered construction of an elaborate Imperial Palace in 1235 AoC. He chose the topmost terrace as the building site, so that he might look down upon the entire city and the harbor beyond. On a clear day, lookouts upon the Palace&#039;s uppermost spires can observe, with the naked eye, a ship&#039;s approach over twelve hours before its landfall. No doubt the Rulers of Kaezar have used this advance knowledge to their political advantage through the centuries.&lt;br /&gt;
&lt;br /&gt;
King Marestahl&#039;s choice of building sites was clever indeed; he chose to erect the palace directly over the sparkling freshwater springs. Enclosed in the inner courtyard, the spring gave the King complete control over the only source of fresh water for leagues around, and thusly his power over his subjects was all but assured. If necessary, the King could enforce his edicts with an iron fist, withholding fresh water to quell dissenters and encourage timely tax collection. The palace&#039;s construction was completed in the year 1393 many years after Marestahl&#039;s death; it was a beautiful structure crafted of semiel stone and marble by skilled Dwarven artisans, yet was an excellent defensive stronghold in its own right. Marestahl III, the old king&#039;s grandson was responsible for designing and ordering construction of the city&#039;s aqueducts and drainage systems, providing clean water and indoor plumbing for most of Kaezar&#039;s citizens.&lt;br /&gt;
&lt;br /&gt;
== Chapter II. The Horde and the Siege of Kaezar ==&lt;br /&gt;
In 1358 AoC, King Marestahl IV married the sylvan princess, Ailyania, forging an alliance between surviving sylvan royals and Kaezar. Elven reinforcements and their families moved to the city, allowing it to continue resistance against the Hordes. Their eldest son, Nund I was of Half-Elven and sylvan ancestry, which forever after was part of the Royal bloodline. Marestahl died when his son was adventuring around Thrael, leaving Stanislar I, son of Archduke Raymmer Meurigvan, the king&#039;s brother, to rule. When word of the attack on Helasfume by the Horde reached Kaezar, Stanislar I chose to do nothing, complacent within the city&#039;s fortified walls. A fleet of war galleys in the harbor made him feel safe and prosperity filled his coffers to bursting.&lt;br /&gt;
&lt;br /&gt;
In the spring of 1400 AoC, the King discovered just how foolish he had been. The Horde quickly surrounded Kaezar, cutting the city off from its farmlands and orchards. Under cover of darkness, gharkin archers fired volley after volley of flaming arrows into the harbor, setting the war fleet ablaze. Some alert ship captains attempted to escape the deathtrap, only to burn and sink in the harbor&#039;s mouth, blocking all traffic in and out. Kaezar was now isolated from the outside world.&lt;br /&gt;
&lt;br /&gt;
Although hopelessly outnumbered, and unable to break the siege, Kaezar&#039;s city militia had sufficient strength to keep the Horde at bay. Boiling oils and sharp-shooting archers turned back a frontal assault on the city gates. When the wooden boardwalks and piers of the harbor were burned, access to the city from the beach was prevented, so the city&#039;s rear defenses also held. The Horde&#039;s main army remained encamped around Kaezar for over a year; and while fresh water was plentiful, food stores began to run low. Only the warehouses in the merchants&#039; district, stocked with grain for export prevented total starvation.&lt;br /&gt;
&lt;br /&gt;
In the end, the Horde failed to take Kaezar; perhaps if their aging commander had not been assassinated by one of his own generals, history might have been different. Bored with the siege, and anxious to claim more spoils and cities, the Hordes&#039; new Warboss took his troops and marched off to pillage elsewhere. As a last spiteful gesture, the trolls burned surrounding fields and forests to the ground as they retreated.&lt;br /&gt;
&lt;br /&gt;
== Chapter III. The Wyrd Overthrows the Monarchy ==&lt;br /&gt;
During this time of chaos, the Wyrd infiltrated the city; capturing the king and imprisoning his family for over a decade, save for the King&#039;s younger brother Nedry, who managed to save the Imperial Library&#039;s collection of ancient texts. Soon captured himself, he was tortured and executed, but never divulged the books&#039; whereabouts to his persecutors. Endless inquisitions were held, scribes were hanged and paranoia ran high. Neighbors would inform on neighbors, and it was not unusual for someone to simply disappear without a trace. After a while, the people learned to not inquire about the missing.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, the imprisoned royal family wasn&#039;t tortured or put to death by their Wyrd captors. In fact, they were given freedom to move about the palace and were not mistreated in any way. Yet they were prisoners, for they were not allowed to leave, and guards followed them wherever they went. Some historians theorize that Father Orrl wanted to convert young Nund to his doctrines. If he could be converted, Nund could be made King later, and this would give the Wyrd a legitimate monarch under their control. It is thought that Father Orrl left the former Queen and the royal family alive, if only to keep from alienating young Nund.&lt;br /&gt;
&lt;br /&gt;
The Wyrd&#039;s plan failed utterly. In a bloody revolt, the loyal citizens of Kaezar turned on the Wyrd&#039;s zealots. The mastermind of the rebellion was none other than Marcus Yb&#039;Kagnost, cousin to the royal family and former Captain of the Guard. He was thought dead by the Wyrd, and in fact he had been gravely injured, but slowly recovered and rehabilitated in hiding over the years. The story of his iron will, brilliant planning, and finally his hard-won victory is the stuff of legends.&lt;br /&gt;
&lt;br /&gt;
It would seem that young Nund&#039;s conversion also failed, for upon taking the throne his first act was to have the Wyrdsmen hanged. The king was understandably opposed to the Wyrd and began a long campaign of search and destroy throughout the city and surrounding lands. His long reign is best remembered as a time of bloodshed, and however many Wyrd zealots were killed, it was never enough to satisfy the need for revenge. In his own way, Nund&#039;s bloodlust caused nearly as much mistrust and paranoia in Kaezar as the Wyrd, for anyone suspected of sympathizing was tried and usually beheaded.&lt;br /&gt;
&lt;br /&gt;
The century to follow saw the defeat of the Horde by Lord Kenton MacVahl, who delivered the Kenton Address at Feusalhide as his army repelled the Horde in 1398. Young Jikel MacVahl took up his father&#039;s banner, pushing the scattered groups of trolls, orcs, and kobolds back to the far regions of Laurdia from whence they came. At the same time, the Wyrd movement began to lose its popularity, and eventually died out altogether. Thus the imperial city of Kaezar began to recover from centuries of struggle and warfare. The Age of Chaos was over.&lt;br /&gt;
&lt;br /&gt;
== Chapter IV. Beginning of the New Age ==&lt;br /&gt;
Prince Nund was crowned King Ione Nund I and fathered two children, Prince Ione Nund II, and Princess Iselanya Nund. King Ione Nund dies at the age of 120. King Nund II&#039;s begins his reign, however his health deteriorates and 10 years before his death, he abdicates the throne to his sister. The newly crowned Queen Iselanya married Lord Jikel MacVahl, son of Lord Kenton. The Queen retained rulership of her kingdom (a condition she insisted upon) until their son, Nund III became king in 33 AoD. Queen Iselanya died in 1428 AoC, and King Nund III never married, died childless and bitter in the year 108 AoD, thus ending the line of the first Kings. Before his death, he made provisions for the MacVahl line to assume the monarchy of Kaezar. It was at this time that Lord Erech MacVahl, son of Jikel MacVahl, was crowned King of Kaezar at 106 years of age. He and his descendants have continued to rule the city and the surrounding republics justly to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Modern magic in the year 110 AoD brought about a new time of growth and prosperity for Kaezar. New ideas took root in the arts and sciences, and it was a time regaled as the Renaissance of all of Peregorne. This remarkable period was halted in 226 AoD when an enormous sea wave obliterated the waterfront, shipyards and the merchant&#039;s district. The wave&#039;s crest was so high that it threw the fishing boat Kestrel onto the third terrace of the city. The entire crew survived, though thousands of others drowned, and the Kestrel is now a monument to both the tragedy and the lucky few who escaped. One of the victims of this disaster was Armyre, daughter of King Tybin I, who was much loved by the populace for her gentle ways as well as the great charity work she did. Her fiancé at that time, Lord Thadeus Yb&#039;Kagnost, a descendant of Marcus, had a monument constructed to his love on the exact spot where she lost her life. Yb&#039;Kagnost took over the reconstruction of a new and wonderfully advanced shipyard and waterfront district, complete with cranes to offload heavy cargoes, and a dry dock for ship repair, allowing Kaezar to become the busiest, largest, most sophisticated city in the known northern world.&lt;br /&gt;
&lt;br /&gt;
== Chapter V. The Sieges ==&lt;br /&gt;
During the next two centuries, Kaezar grew to be a great seaport, where exotic goods were imported from distant kingdoms, and throngs from the surrounding lands traveled there to make their fortunes. Even when the orcish Horde began making raids in neighboring lands, trade continued and even grew, for weaponry and wartime materiel are immensely profitable. But life was not to continue to be peaceful. A warlord named Morgus DeNaur had established himself in a keep on the impenetrable island of Surt, pirating off the coast of Kaezar and menacing all merchant ships going in and out of port. In 234 AoD, Tybin I launched a failed siege of DeNaur&#039;s Keep on Surt and was killed by an assassin&#039;s crossbow bolt during his army&#039;s retreat. His son, Prince Tybin II was crowned king of Kaezar at the age of 8 years old and his Chancellor Murchard Croellam assumed the official duties of the crown until the young prince was fit for leadership. Luckily for the populace, General Jandur Keyne was able to defeat the miscreant forces and Surt, and the renamed Port Keyne became a Kaezarian stronghold.&lt;br /&gt;
&lt;br /&gt;
After the ruinous siege ended, the following century held only hard times for Kaezar, since Tybin II never proved himself the kind of king his father had been. To further complicate matters, displaced elven and haefdin refugees poured into Kaezar from the surrounding countryside and tried to find shelter in a city that was not prepared to house so many homeless. When Tybin II died, it was considered a blessing to the city. His son, Tybin III took over and was left the impossible job of trying to reclaim the glory that was Kaezar. By far the biggest tribulation was to come when Haigi orc forces were narrowly defeated by Tybin III&#039;s army at the Battle of Glamercarrick near ruins of old Roshanon and it was discovered that the Vashan Empire had been outfitting aggressive Haigi warlords with superior Vashan steel weaponry in an effort to weaken Kaezar&#039;s strong military presence along the Kivian Sea. On 436 AoD, the Vashan Imperial forces launched an assault to seize Kaezarian colonial settlements on Sajoi Island. Tybin III aged quickly and although just 46, he looked as though he were 100. It was at this time that the Kaezarian royal family decided to ally themselves with the emperor in Penthras, Traesilium the Bold. Offering his protection to the Kaezarians and forming the Imperial Guard, he strengthened his hold on the rest of the city-states in Peregorne and created what was formally called the Kivian Imperium. In 374 AoD, King Tybin III imposed heavy import/export taxes on Vashan merchant trade with the Imperial Kingdom of Kaezar and its holdings. He further banned the import of Vashan steel weaponry and Vashan diplomats were deported to Nagosan and Koje, thus ending the terror of the Vash.&lt;br /&gt;
&lt;br /&gt;
== Chapter VI. Modern Times ==&lt;br /&gt;
Recently, King Vek, son of Cedric II, who was mysteriously poisoned and died in 635 AoD, has set up diplomatic relations again with the Vash, under the watchful eye of Anthemian the Just, emperor of the Kivian Imperium. Crowned on the 16th of Morte, 641 in Penthras by the emperor, the King was coronated in front of his people at the Bastion of the Sun on the 22nd of that month by Pontiff Uber Klemst III.&lt;br /&gt;
&lt;br /&gt;
Kaezar has undergone recent spurts in building and merchants have flocked to the city from all over, bringing trade back. The seaports are busy once again as traffic between Never-upon-Vinre and Keyne, as well as foreign cities has multiplied. Orcs continue to raid but the attacks are sporadic, short and not well planned. The Imperial Guard&#039;s 8th Regiment patrols the city, reporting to the Emperor first and the King second, and peace seems to have descended upon the city once more.&lt;br /&gt;
&lt;br /&gt;
== Kaezarian National Anthem — &#039;&#039;Kaezar, Jewel of Peregorne&#039;&#039; ==&lt;br /&gt;
&#039;&#039;by Royal Bard Melodiel Forestsong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaezar, jewel of Peregorne,Our fine new day is born!&amp;lt;br&amp;gt;&lt;br /&gt;
Warm winds of change, blow sweet today!&amp;lt;br&amp;gt;&lt;br /&gt;
Let not but Good hold sway.&amp;lt;br&amp;gt;&lt;br /&gt;
From the landhold to the city street,&amp;lt;br&amp;gt;&lt;br /&gt;
Prosperity complete.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just wisdom&#039;s hand rules this land!&amp;lt;br&amp;gt;&lt;br /&gt;
Stand we now and sing -&amp;lt;br&amp;gt;&lt;br /&gt;
Of Honour bright,&amp;lt;br&amp;gt;&lt;br /&gt;
Of Strength and Might&amp;lt;br&amp;gt;&lt;br /&gt;
And Fealty to our King!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Should wicked foe come here to stand,&amp;lt;br&amp;gt;&lt;br /&gt;
Against this blessed land,&amp;lt;br&amp;gt;&lt;br /&gt;
Let those who love Kaezar and King&amp;lt;br&amp;gt;&lt;br /&gt;
Their war cry loudly ring!&amp;lt;br&amp;gt;&lt;br /&gt;
With spell and staff, axe, blade and bow,&amp;lt;br&amp;gt;&lt;br /&gt;
Into the fray we&#039;ll go!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pledge we now life, limb and love,&amp;lt;br&amp;gt;&lt;br /&gt;
Witness, ye Gods above!&amp;lt;br&amp;gt;&lt;br /&gt;
We cast our fate with Kaezar&#039;s lot,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Til ev&#039;ry foe is fought.&amp;lt;br&amp;gt;&lt;br /&gt;
For if we stand or if we fall,&amp;lt;br&amp;gt;&lt;br /&gt;
Pledge we now our all!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just wisdom&#039;s hand rules this land!&amp;lt;br&amp;gt;&lt;br /&gt;
Stand we now and sing —&amp;lt;br&amp;gt;&lt;br /&gt;
Of Honour bright,&amp;lt;br&amp;gt;&lt;br /&gt;
Of Strength and Might&amp;lt;br&amp;gt;&lt;br /&gt;
And Fealty to our King!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And to our King, long may You reign!&amp;lt;br&amp;gt;&lt;br /&gt;
Secure stand Your Domain.&amp;lt;br&amp;gt;&lt;br /&gt;
Of noble heart and noble line,&amp;lt;br&amp;gt;&lt;br /&gt;
The Right Your life define.&amp;lt;br&amp;gt;&lt;br /&gt;
May Your rule with shining Glory blaze,&amp;lt;br&amp;gt;&lt;br /&gt;
And history sing Your praise!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Just wisdom&#039;s hand rules this land!&amp;lt;br&amp;gt;&lt;br /&gt;
Stand we now and sing —&amp;lt;br&amp;gt;&lt;br /&gt;
Of Honour bright,&amp;lt;br&amp;gt;&lt;br /&gt;
Of Strength and Might&amp;lt;br&amp;gt;&lt;br /&gt;
And Fealty to our King!&amp;lt;br&amp;gt;&lt;br /&gt;
...And Fealty to our King!&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Fishbourne&amp;diff=1744</id>
		<title>Fishbourne</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Fishbourne&amp;diff=1744"/>
		<updated>2026-01-07T03:22:54Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Fishbourne is a sleepy little fishing village situated on a peninsula on the east coast of the Imperial Province of Kaezar. The history of Fishbourne is very vague insofar as the inhabitants are neither literate nor storytellers of any great renown. The only story that has come down from the Fishbourneans is the tale of Mariel. During the reign of Morgus DeNaur of Port Keyne fame, also known as Morgus the pirate, there came a time when the scoundrel decided to mate for a heir. He sent his henchmen out to find a woman fitting of his attentions, requesting only great beauty be the criterion. They scoured the countryside and returned with a young Fishbourne lass, Mariel Carprel. Mariel was extremely fair to behold, but unbeknown to Morgus in his lust and greed, she was also town trollop. Contracting a wasting disease from his lovely mate, Morgus died a horrible death, to the delight of the king and the countryside. Therefore once a year Mariel&#039;s Day is celebrated in Fishbourne a day of great rejoicing, revelry and, if fact be know, copulation among the younger Fishbourneans.&lt;br /&gt;
&lt;br /&gt;
Fishbourne, unfortunately, is also the site of many tsunamis, that great tidal wave that results from undersea earthquakes. The villagers blame the tsunamis on the theurgist who lives in the tower, one Barbel Graelf. Barbel had built his tower in Fishbourne just about the time the tsunami began. Driven mad by the floods himself, the theurgist has taken to nailing his furniture to the ceiling and throwing eggs out his windows at the sea, accidentally striking more then one villager. The tidal wave strikes with little warning, but when the air gets still, and the sea begins to draw back from the shore, the lookouts by the beach sound the conch and the villagers run for higher ground, often unable to take their belongings with them, cursing Barbel Graelf as they run. Rebuilding starts immediately after they return. The reason they stay? No one who is not a Fishbournean can understand the dedication that the inhabitants feel for their town, but the great joke in Kaezar is they stay to make sure they are there for Mariel&#039;s Day.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Kingdoms_of_Peregorne&amp;diff=1743</id>
		<title>Kingdoms of Peregorne</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Kingdoms_of_Peregorne&amp;diff=1743"/>
		<updated>2026-01-07T03:22:46Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}The Kivian Imperium is ruled by Emperor Vek the Fair from the citystate of Penthras. The Peregorne Empire consists of the following kingdoms and their sovereigns:&lt;br /&gt;
&lt;br /&gt;
== Baetena — Queen Dussona Griadaur (Ar&#039;dune) ==&lt;br /&gt;
Livestock; chickens, cows, sheep, and plow horses are the stock of trade for the Baetena kingdom. Sheep raised over the moors become wool that is exported throughout the Empire, supplementing individual kingdom production and outfitting the entire Imperial army. Woolen cloths range from the rough-combed russet to the expensive saxony and duvetyn varieties. Cheeses, from the mild creamy and delicate farmer style, made from rabu&#039;s milk, to the tangy and hearty cheddar wheels, are exported along with the woolen skeins and woven plaids that delight the people of Peregorne. It is said that the emperor favors his Baetena plaid over his robes of state.&lt;br /&gt;
&lt;br /&gt;
== Bristeach Isles — Queen Brianag Hargisdaur (Whale Cove) ==&lt;br /&gt;
A whaling community at heart, the Bristeach Isles are lorded over by an informally minded queen who is equally at home on land as she is with a harpoon in hand on the ocean. Fisherman, whalers, merchant sailors, and even some pirates call the Isles their home.&lt;br /&gt;
&lt;br /&gt;
== Kessia — King Corvin MacVahl (Kaezar) ==&lt;br /&gt;
Home to the lyceum, the imperial city of Penthras and Kemstead Abbey, the kingdom of Kessia is the epicenter of the arts, both magical and cultural in Peregorne. It is also known throughout the Peregorne Empire for its tobacco, plentiful fishing, and shipbuilding prowess. Not a vessel is made within the Empire that does not either originate in Kessia or receive parts and master craftsman from one of the huge shipyards at Kaezar, Port Keyne or Never-upon-Vinre. With plentiful virgin forests and timber, and with a prime location as the premier trade province into and out of the southern empire, the kingdom is vastly wealthy and carries much political clout in the court of Emperor Vek the Fair.&lt;br /&gt;
&lt;br /&gt;
Kessia is composed of the following within its borders:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Briarbrooke Village, Regent Mayor Samel Stouter&#039;&#039; — includes the town of Briarbrooke, surrounding tobacco fields, farms, and up to Sunderland Ferry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Helsa, Duke Lann Hawksworth&#039;&#039; — includes all the land north of Woebegone Point to the Kuthgard border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Kaezar, King Corvin MacVahl&#039;&#039; — includes the city and all of the land west to Kemstead, east to the Kivian Sea, southeast to Lonesome Beach, and south to the northern border of Stormstone Lake and the Fenway River.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Kemstead, Duchess Sarafina Alistair&#039;&#039; — includes the village, the abbey grounds, all the land from the Birchwoods to Rolfh&#039;s Marsh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Never-upon-Vinre, Duke Conell Keafwood&#039;&#039; — includes the city and all the land to the crossroads of Vinre Road and Seton Road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Seton, Duke Duncan MacFarquhar&#039;&#039; — includes Seton Keep, village, and all of the land from Sunderland Ferry to the crossroads of Vinre Road and Seton Road.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trapper&#039;s Landing, Seneschal Yssilain Rustleaf&#039;&#039; — includes the town of Trapper&#039;s Landing and surrounding southwestern acreage to Grendale&#039;s Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Urgath, Duchess Shyla Fisher&#039;daug&#039;&#039; — includes all of the land north to the Syl&#039;wydde forest, west to Malakvia and south to Indrejan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duchy of Weynna, Duke Kendrick Michaelson&#039;&#039; — includes all the land west of the Wy&#039;anne Mountains to the Malakvia border, and south to the Syl&#039;wydde forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Citystate of Penthras&#039;&#039; — ruled by Emperor Vek the Fair (Not subject to Royal decree)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;* Sylvani Enclave&#039;&#039; — the ancient ancestral lands of the elves, ruled by a sylvani council in Eg&#039;nadis, (Not subject to Royal or Imperial decree). Includes the entire Syl&#039;wydde forest, and the city of Eg&#039;nadis.&lt;br /&gt;
&lt;br /&gt;
== Kitzkannaugh — King Byren Sorrenson (Oustel-on-Sea) ==&lt;br /&gt;
Everything caught by the Bristeach Isles makes its way to Kitzkannaugh for processing, becoming meat, oil, and elaborate scrimshaw. With only small fishing fleets of its own, Kitzkannaugh focuses more on their oyster bays filled with freshwater and oceanic pearls. Marriages often occur between Islander and Mainlander, creating a labyrinth of familial ties that can be difficult for an outlander to follow. Kitzkannaugh leads the Peregorne empire in kirchewood production, supplied by the fine forests of kirche trees that spring up on their cliffs.&lt;br /&gt;
&lt;br /&gt;
== Malakvia — King Tyl&#039;angan MacForend (Tesin&#039;Kai) ==&lt;br /&gt;
The vast plains of Malakvia make it the perfect source of wheat, corn, oats, and hay, as well as an extremely fine production of linen. Fields of gold dotted with farming hamlets form a rural agricultural community, ruled by a Pereculsus King said to have the ancient Tain&#039;lan&#039;ara blood, a mix of Tain and Kivian. Combining the best of the Tain sylvani farming practices within the vast open land, the Malakvia kingdom is the prime source of grains for the Peregorne empire, with trafficking heading to all burgeoning kingdoms. The city-state is also known throughout Thrael for the delicate weaving of their linen into cloth and rugs. With so much grain, the brewers of Malakvia are famous throughout the empire for the rich, delicious ales called Malak. *one of two kingdoms ruled by a non-Kivian&lt;br /&gt;
&lt;br /&gt;
== Mennailecht — King Tegro Farquartz (Spite) ==&lt;br /&gt;
Mennailecht, a cold and inhospitable land filled with gigantic mountains, vast tundra, and sporadic timberline is ruled by an Indurbra king and advised by a council that includes fellow druim&#039;dwer, Kivian daun, and Nocker gnomes. Many different metals; including high and low steel, and iron are mined from within the many mountains spread across the kingdom. Above ground, Nocker gadgetry and luxurious pelts provide a steady export to the rest of the known world. *one of two kingdoms ruled by a non-Kivian.&lt;br /&gt;
&lt;br /&gt;
== Nellwyn — Queen Victaea Ryerre (Noogee) ==&lt;br /&gt;
Enjoying the fine climate of southern Peregorne, the people of Nellwyn are well known for the production of cotton and supply the rest of the country with their goods. The temperate temperature allows excellent vineyards and orchards to flourish, as well, so that the lumins, lemons and limes enjoyed in Penthras in the evening are often picked just that morning from a Nellwynian tree. The warm climate makes it the perfect place for the emperor and his court to summer, and many gracious villas as well as the imperial summer palace line the shores of Lake Muireall. Next to the borders of Indrejan and protected by Wessumbria to the north, Queen Victaea and her court pride themselves on their style and grace, leading the empire in fashion and elegance.&lt;br /&gt;
&lt;br /&gt;
== Wessumbria — King Ualraig MacMihail (Kesmoth) ==&lt;br /&gt;
Famed throughout Thrael for their warhorses, weaponry, armor and mercenaries, the citystate of Wessumbria, located on the Talone&#039;s Lauridan border, is ruled by King Ualraigh MacMihail, a huge man who controls his boundaries with such an iron hand it is often said of him that if Tempest vulf and Valek gharkin could mate, this warrior would be their spawn. In charge of protecting the other citystates from the dreaded Laurdian orcs across his borders, he trains his citizens in the fine art of warfare and seems to relish the constant battles. The smithies of Caole turn the metals of Mennailecht into the highest grade weaponry and armor in the empire, and when a fine warhorse is viewed, all across Peregorne know he is of Wessumbrian stock.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Peregorne&amp;diff=1742</id>
		<title>Peregorne</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Peregorne&amp;diff=1742"/>
		<updated>2026-01-07T03:22:31Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}From the time it erupted from the sea and drifted into Fnordica, its eastern coast creating the Tithkullian Alps and Wyrmstead Mountains, Peregorne has shown itself to be one of the most strategically placed and important empires in Thrael. Bordered at the east and northeast by the Tallosian Ocean and Kivian Sea, the other boundaries of Peregorne include Kuthgard to the northwest, Laurdia to the west and Indrejan, which was originally part of the province, to the south. During the peak of the Giantkind-Dragyn wars, the Giantkind&#039;s gharkin army, known as &amp;quot;dragynslayers,&amp;quot; swept across central Laurdia towards Peregorne&#039;s eastern coast and the last of the major territorial holdings of dragynkind were destroyed in the Battle of Wyrmsead. The epic war resulted in the formation of the Fenwyllen Mountains, which divided Peregorne in half, forming the subcontinent of Indrejan.&lt;br /&gt;
&lt;br /&gt;
Long the central meeting point for all the mages of northern Thrael, Peregorne became the center of learning. It was in Kem, later to be known as Kemstead, that the Conference of Malakvia, which was an historic gathering of sylvan, il&#039;lthye, druim&#039;dwer and tychean races, first took place. Meeting to discuss issues of concern among dominant races of Thrael, the races came mostly to study the humans, or the &#039;daun&#039;, as the dwarves named them, who were the focal point of the conference. The Treaty of Malakvia was created and specified that none of the attending members of the conference were to share magic with the humans. It was feared that the race would develop too quickly and outnumber the older races of Thrael. It was at this Conference that the Malakvian Calendar was also created. The foundations of Kemstead Abbey were laid at Kem on the site of the Conference of Malakvia by the multi-racial organization who declared the village of Kemstead an independent village-state dedicated to the preservation of Malakvian knowledge, culture and history in the name of Duvan. Today we know this site as Kemstead Abbey.&lt;br /&gt;
&lt;br /&gt;
It was during the Age of Lords that the il&#039;lthye began leaving their lands in Peregorne. First the House de nox&#039;Ascenti were banished from dark elven territories in southern Peregorne, and then the House xul&#039;Abraxas are exiled from the dark elf territories in Peregorne for practicing a new form of magic known as &amp;quot;Channeling.&amp;quot; Uprisings in the dark elf city of Helasfume were blamed on a growing underclass of citizens. The government instituted marshal law and a rigid campaign ensued to rid the city of treasonous elements among several powerful merchant guilds. Guild members were forced into exile, and many merchant groups eventually set sail from Peregorne&#039;s eastern coast in search of new territories.&lt;br /&gt;
&lt;br /&gt;
Lord Zaxleto Caellien, a prominent member of the ruling class of Helasfume began speaking out against the temples and the government. He theorized that religion and faith had no room in modern Kenzian culture. He charged the temples with corruption and stated that they had been working to prevent modern advances in science, health and government. Caellien attracted many followers and established a guild of forward-thinking theurgists. The Caellien League was charged with heresy by the dominant temples of Helasfume. Members, who escaped death and imprisonment at the hands of the authorities, left the city and traveled underground into Iztavullaxim&#039;s Reach, a massive cavern that had formerly been home to an ancient dragyn. There, the league established the il&#039;lthye House, Broc Caillaen, a society dedicated to the preservation of Kenzian mysteries and secrets. Many members unhappy with the politics of the society broke away and migrated to Noskalv where they still lead a secret life, completely devoid of any cultures but their own.&lt;br /&gt;
&lt;br /&gt;
While the il&#039;lthye were experiencing this flux, the dauns began to perfect and develop farming techniques and the Kenzian cultures under the humans were beginning to reach their peak. Helasfume was regarded far and wide as the epicenter of modern Kenzian culture. Switching from their &amp;quot;stone circle&amp;quot; building style, the highmanish Gaels began work on the Eyes of Mathair, a megalithic stone structure dedicated to Beade in central Kessia. During the Age of Empires, The Eyes of Mathair are dismantled because it was learned that raiders from Noskalv were using the monolith to time travel back and forth as they raided the Peregorne cities. A number of Norgmann in various raiding parties were trapped in Peregorne. These highmen eventually gathered into a singular tribe and established a small community of Gaelo-Kalvic highman. The tribe migrated north to settle in what is now known as the Bristeach Isles. Hundreds of years later, scholars would attribute the similarity between Noskalvi and Kivian cultures to the existence of megalithic portals such as the Eyes. It is also believed that this was the way the Broc Caellien reached the northern coast of Noskalv.&lt;br /&gt;
&lt;br /&gt;
During the Age of Wonders, the remaining il&#039;lthye and sylvani began work on their magical city of Roshanon in southeastern Peregorne. By the year 110 Age of Chaos, Roshanon has reached it zenith as a haven for all elves and a mecca for those who practice all sorts of magic. Then, in 117, the Wyrd, which was the New Church of Gohd established by Father Ippel Glynt to wipe out all relics and information from the Age of Wonders, reached the city. By 121, the city of Roshanon fell to the combined efforts of the Wyrd and the Horde lead by Thax Eye-Ripper of the gharkin Claigh Ballt. Roshanon was completely destroyed, its glory defiled and its residents fled far to the northwest and dispersed. Never again was there a city of such unparalleled perfection. Even New Roshanon, whose groundwork was laid along the shores of the Sodalian Sea in Quesalia in 151, never reached the achievements of the old city.&lt;br /&gt;
&lt;br /&gt;
In 205, a popular warrior faith developed among the daun Highlanders in the Fenwyllen Mountains. Several facets attributed to a god known as Jakob began to appear to the different clans. Jakobian temples sprung up among Highlander and Kenzian cultures, who dwelled along the shores of the Kivian Sea, and the modern faith of the empire was born. When Barthelgrimm the Conquerer became the first King of Kessia in 1145 and established the Duchy of Kaezar, building the old town, he brought his Jakobian beliefs with him and created the first temple, exactly where it is today.&lt;br /&gt;
&lt;br /&gt;
A long succession of Kings that shared Barthelgrimm&#039;s blood followed, including the Marestahl line until Lord Kenton MacVahl delivered the Kenton Address at Feusalhide and his army repelled the Horde, driving them back to Laurdia. Lord Kenton himself was slain at the Battle of Helasfume and upon his death a mysterious old man appeared upon the battlefield and cast the first acknowledged spell since the Age of Wonders. This act paved the way for Lady Pendre of Kemstead and her entourage to re-ignite the seeds of modern magic. The repercussions of this historical event resealed existing breaches in the Veil and brought the magic arts back to Peregorne. With his magic users to aid him, Jikel MacVahl at age seventy-five won the last major battle against the Horde and ushered in the Age of Dreams, which has been called Peregorne&#039;s renaissance.&lt;br /&gt;
&lt;br /&gt;
King Nund III died in the year 108 AoD without an heir, marshalling the end of the old Kings and the MacVahl line assumed the monarchy of Kessia when Lord Erech MacVahl at age one-hundred-and-six was crowned king of Kessia. The MacVahl Kings were to face many tests of their power, including the taking of Surt from the warlord Magnus deNaur and renaming it Keyne in honor of the general who lead the invasion. But the biggest tribulation was to come when Haigi orc forces were narrowly defeated by Tybin III&#039;s army at the Battle of Glamercarrick near ruins of old Roshanon and it was discovered that the Vashan Empire had been outfitting aggressive Haigi warlords with superior Vashan high steel weaponry in an effort to weaken Kessia&#039;s strong military presence along the Kivian Sea. On 436 AoD, the Vashan Imperial Navy launched an early morning assault to seize Kessian colonial settlements on Sajoi island. It was at this time that the Kessian royal family decided to ally themselves with the emperor in Penthras, Traesilium the Bold. Offering his protection to the Kessians and forming the Imperial Guard, he strengthened his hold on the rest of the kingdoms in Peregorne and created what was formally called the Kivian Imperium.&lt;br /&gt;
&lt;br /&gt;
Today, Anthemian the Just, Emperor of the Great Kivian Imperium rules over all of Peregorne from the city-state of Penthras and his word is undisputed. To provide for smooth government and consistency in policy, an Imperial Council, helps maintain stability during those times when the Emperor is ill, away on military campaign or in cases when a Emperor is too young to make decisions of state. At the current time there are fourteen seats at the Council table all of which are hereditary except for one, which is held by a representative of the Jakobian Church. A growing political entity within the Empire is the renowned Wizards Council. Comprised by the Deans of Arcane of the famed College of Arcane Studies, this council operates primarily to oversee the study and instruction of magical arts. The Council has twelve seats and is overseen by the head Wizard who holds the thirteenth seat and has the final word in all matters. Each kingdom within the empire is ruled by a monarch, who governs his own kingdom, usually without question by the empire, unless there is a matter of grave dispute.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Noskalv&amp;diff=1741</id>
		<title>Noskalv</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Noskalv&amp;diff=1741"/>
		<updated>2026-01-07T03:22:22Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Noskalv, the land of fjords, was originally made up of three small city-states; Kalvic, Nosk and Velga that existed on the west side of the Moravich mountain range, which were created by a cataclysmic battle between the goddess Vaen and the dragyns during the peak of the Fasul/Dragyn Wars. A peninsula of sorts, it is surrounded on three sides by water; to the north and west the Kaltic Sea and to the south the Sea of Bucerazh, and the interior is dotted by many fjords or narrow inlets, which penetrate between the steep cliffs and jagged mountains.&lt;br /&gt;
&lt;br /&gt;
Known for their strict tribal society, Solstaritus dwarves who delved in the deep mountains, creating huge networks of tunnel systems that still exist today, claim to be the first to set up deep roots in the area. Following the great diaspora of the il&#039;lthye after the fall of the wyrmkind, the Broc Caillaen migrated to the northernmost coast and made their homes in the huge network of underworld tunnels that were deserted by the druim&#039;dwer, most notably the subterranean cities of Khraezak and Aephatrax. At the same time as the druim&#039;dwers were digging their mines, farming and fishing was done by the a group of Tain sylvani, who sojourned to the Tallosian Basin and split off from their brethren. They ventured to Noskalv and planted lush forests in the dales between the high mountains, creating steadings where they would grow produce for the earth dwellers, much as it is still done today. The everlasting discussion of who came first has been volatile between the Tain and the Stonehearts, both vying for the right to declare themselves the original natives of Noskalv.&lt;br /&gt;
&lt;br /&gt;
Interbreeding with the Kuthgardian humans with whom they traded their goods and services in the Basin, the proud sylvani Tain produced a race of half-elven Tain, who became skilled seafarers and helped form the history of this region. Working with the druim&#039;dwers, who were not just mine delvers but fine craftsmen, these skilled seafarers are credited with the discovery of the keel, which allowed them to rig their boats for sailing, as well as making them bigger and faster than ever before. The Kralxrugson boat, named after its designer, was the most popular with the half-elves and was shaped like a flying dragyn with a pair of huge sails that stood out like wings. The ship was said to instill fear in the hearts of people when the half-elves went raiding, which they tended to do in the warmer months, often taking the more adventurous dwarves with them. Breeding now among themselves, a sect of Pereculsus sprung up that was more foolhardy, concentrating on raiding up and down the coasts of the Sea of Bucerazh and more dangerously into the Peregorne region, incorporating many captured daun into their forces. Called the Kalvics after the city-state where they dwelt, they were fierce fighters, laying waste to many cities including Kivian settlements in Kessia, Lourfarne and Sallaen. But the question of how they were indeed able to get from the far coasts of Noskalv to the Kivian cities and back in such short time was perplexing and exasperating to the Peregorne rulers.&lt;br /&gt;
&lt;br /&gt;
Twilight raids begin to increase in regularity as Kivian settlements along the Seelie Bay and Kaezarian Peninsula were plundered and burned by the Kalvics. It was suddenly discovered by a group of dark elven scholars from distant Kemstead that the megalithic structure known as the Eyes of Mathair had been acting as a magic portal through which the Kalvics steered their longships between Noskalv and Peregorne, cutting travel time by ridiculous measures. The people of Kessia dismantled the Eyes of Mathair and further prevented any more Kalvic raiding to the area. A number of Kalvic raiding parties were trapped in Peregorne, and eventually gathered into a singular tribe, establishing a small community of half-Tain. The tribe migrated north to settle among what are now known as the Bristeach Isles, located between Kuthgard and Peregorne. Hundreds of years later, scholars would attribute the similarity between Noskalvi and Kivian cultures to the existence of these megalithic portals created by the early Kalvics and their druim&#039;dwer craftsmen.&lt;br /&gt;
&lt;br /&gt;
But it was long before this time, due to the success of the mines, that the dwarves had broken from dealing with the Kalvics and settled down to the business of ruling themselves. Electing Thanes to govern their small cluster-like settlements, they decided that in order to protect themselves, they needed a strong central government. It is according to the Primary Chronicle that at this time they invited King Olaeg of Kuthgard&#039;s father, Rovrik, and his brothers to rule them, thus establishing a permanent Rovrikian presence in the area and uniting themselves to the Kuthgardian daun who were so influential on the other side of the Moravich Mountains. Forming the powerful Brotherhood of the Three, the brothers ruled over a semi-democratic government that had the dwarven Thanes sitting on the senate and forming the vast majority of laws, thus bringing a unified peace to the area for many years. When in 685, Zaertov Khaen, a grandson of Jeghriz Khaen, launched an invasion against the Kivian daun rulers in Kuthgard and established himself as Tzalin over all of Kuthgard, his elite warriors, the Mordesans tried to press into Noskalv, but were repelled by the Brotherhood of Three who had joined with the Norgmann daun to drive back the invaders successfully. Still ruling today, the Rovrikian government continues to be in control of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During all this time, the Broc Caillaen il&#039;lthye were hard at work under Thrael, chiseling the rough druim&#039;dwer tunnels they had inherited into the flourishing cities of Daes&#039;Gadalva, Khraezak and Aephatrax. Preferring to live far from the light of the sun, they kept their subterranean homes free from any illumination, using their telepathic powers to converse. Left alone by the dwarves, sylvani and half-elven warriors, they indeed escaped the centuries, interbreeding into a caste system that was categorized by the depth under the earth where one lived (the deeper the more elite) and the vedic powers that one possessed. To trace lineage back to Iylria NeDussei, the Mother of the vedic movement, gave one a huge standing in the community as well as automatic entrance into the ruling body known as the &amp;quot;Yed&#039;Di&#039;dine.&amp;quot; Those who lived closer to the surface, the &amp;quot;Kraeken,&amp;quot; could never dream of belonging to the &amp;quot;Yed&#039;di&amp;quot; (as the government and the lower dwellers were called), but they could intermarry with them and by doing so bond their blood with their regal brethren. Besides the teachings of vedic magicks, the il&#039;lthye of Noskalv gave nothing else back to the land or the people.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Laurdia&amp;diff=1740</id>
		<title>Laurdia</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Laurdia&amp;diff=1740"/>
		<updated>2026-01-07T03:22:14Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Elaeur&#039;dia, was the name of old given to the land that broke away from Drakoria and drifted north into Fnordica, creating the Great Dragyn Rage Mountains. Fnordica was subdivided into Kuthgard, Laurdia and Quesalia, and the new country settled peacefully into its new setting. But peace was not to be its potion. During the Age of Dust, the giantkind had created a new specie of mankind, the first gharkins. Known as &amp;quot;dragynslayers,&amp;quot; this gharkin army swept across central Laurdia towards Peregorne&#039;s eastern coast, hunting the wyrmkind and seeking their destruction for their masters. In the wake of this battle such turmoil was wrought across the land that the Great Laurdian Desert was created. The last major territorial holdings of dragynkind in this area were destroyed in the Battle of Wyrmsead and the epic war resulted in yet another rend to Beade&#039;s tender bosom, forming the Fenwyllen Mountains.&lt;br /&gt;
&lt;br /&gt;
It was during this time of upheaval that the myth, whether truth or fantasy, arose about the creation of the orcs. It is said that while in retreat, the dragynkind sought for a champion to battle the dreaded &amp;quot;slayers&amp;quot; and tried to mutate a group of captured gharkin, adding goblin-like traits to give them extra agility and speed but botching the job so badly that the metamorphosis resulted in a creature so foul that the wyrm abandoned the horror they wrought. These creatures, filled with malice, hated the dragynkind, giants, elves, daun, Beade, even their own kind, quickly developing into vulgar barbarians that plundered the land and its people.&lt;br /&gt;
&lt;br /&gt;
Bastardizing the language of the dragyns, they renamed the country they overran Laurdia, and began to fashion it into their homeland, destroying whole forests and pushing the unmutated Valek gharkins that remained to the extreme south. The sylvani Byra that dwelt in the beloved forests, wept at the irrational obliteration of their forests and pressed to the northwest, protecting the last great forest left, the Westron Woode, while the Boggin gnomes ignored the stinking spawn of the dragyns and delved into the mountains, creating homelands there, unaffected by the violence that was being inflicted above.&lt;br /&gt;
&lt;br /&gt;
The orcs now content to war among themselves became even more brutish, each tribe trying to outdo the other in random acts of bestiality and had taken to even cannibalism, believing that to dine on a vanquished enemy was to ingest its power into one&#039;s body. The language they communicated with was a transmutation of dyari tones mingled with what gharish they recalled from their original tongue. They destroyed more of the land and one tribe, lead by Morgrush the assailant, built a huge stronghold on top of Urgeladh, the largest mountain in the Dragyn Rage chain, that was manned by the most rank of the specie. It is said that they even had rogue il&#039;lthye wizards and sorcerers helping them create machines of great power that they could use to enslave other races and more befoul the lands.&lt;br /&gt;
&lt;br /&gt;
With Laurdia almost completely contaminated, the Valek decided they must take it on themselves to fight the oppressors before they lost their cherished &amp;quot;Yavrimme&amp;quot; territories. Although herders, following game and the seasons as they come and go the usually peaceful Valek had incredible stamina and were able to run extreme distances without getting tired. With their camouflage hides, which tended to blend into their surroundings, and waving spikes, they were able to obscure their strikes behind a mass shadow of moving tendrils. Overpowering the orcs, the Valek were able to press them back, keeping them to the mountains and some low-lying desert and opening up Laurdia to expansion.&lt;br /&gt;
&lt;br /&gt;
Being held at bay, the orcs battled among themselves until Ghash&#039;naz, a leader of a black orcan clan, was able to take control of the warring factions and establish himself as Talone of the tribes. Under Ghash&#039;naz&#039; reign, the orc spread towards Peregorne and Quesalia, not in full force, but as small regiments, bringing destruction and brutality wherever they roamed and warring on the cities and steadings all through the central empires. Still ruling the orcs, the Talone is picked through an ordeal of strength and cunning and every candidate must pass through vigorous trials and tribulations before he can lead the orcan nations, but once elected he stands supreme.&lt;br /&gt;
&lt;br /&gt;
It was during this time when the orcs were occupied elsewhere that the daun tribal chief, Sagroud of Hespiatelon, invaded the coastal settlements along Sodalian sea in southern Laurdia and established the first great daun empire. The Sodalians created the city-states of Nassedania. Each Nassedanian state had advanced public buildings, markets, workshops and water systems. There was a royal palace and a &amp;quot;sazzurad,&amp;quot; or tower, on top of which was a shrine dedicated to the god or gods of that city. Around the public buildings were houses and beyond these lay the farmer&#039;s fields and the marshlands of the Nassedanian rivers. Beside themselves with this invasion of their lands the orcs were powerless to take back the territory but contented themselves with steady invasions and attacks.&lt;br /&gt;
&lt;br /&gt;
Today, the lands of Laurdia are much the same. The orcs under the Talone rule the northern territories and pollute the Dragyn Range Mountains, building factory-like camps filled with slave laborers who work to build their machines of death. The hardy Boggins live under the mounts, delving for precious stones and metals as the peaceful Valeks stand guard, protecting the south from invasion. The dauns still reside in the city-states of Hespiatelon and Igurak in Nassedania, but for the most part, the small towns have been deserted as they migrated to Indrejan, where there is less threat of orc invasion.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Kuthgard&amp;diff=1739</id>
		<title>Kuthgard</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Kuthgard&amp;diff=1739"/>
		<updated>2026-01-07T03:22:05Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}A land of many contradictions, Kuthgard is composed of vast icy treeless tundra that only defrosts on the warmest of summer days and allows only moss, lichen and stinted shrubs to push up from the frozen ground, semiarid grass-covered steppes and lush pine-filled forests. In far ages past, the third major cataclysm resulted in the peak of the Fasul/Dragyn Wars. Battles rage between the dragyns and the new gods culminating in the Battle of Bucerazh on Kuthgard&#039;s western coast between several ancient dragyns and the goddess known as Vaen. The Moravich Ranges were formed, creating an unscalable wall between Noskalv from Kuthgard&#039;s western coast, and the Sea of Bucerazh was produced, adding another facade to Kuthgard&#039;s border. Her other boundaries are Laurdia to the south, Peregorne to the southeast, Noskalv on the west, Quesalia to the southwest, Icyndor northerly and the Kuthgard Sea, northwest.&lt;br /&gt;
&lt;br /&gt;
The political picture in Kuthgard is as ambiguous as its climate and geography. Not much is known of its earliest history, except that the people were mostly nomadic gharkins, depleting the frozen lands in the warmer months when they could farm the bounty of the ground and then roaming to the warmer pine forests when the coldest days came upon them. The first known history was recorded during the age of Empires and relates how the Tallosian Basin became a major hub of human activity as the Bucerazh Sea linked trade between the cultures of Noskalv, Western Kuthgard and Northern Quesalia. Temples dedicated to a warrior god begin to develop among the nomadic Norgmenn of eastern Kuthgard and the Bristeach Isles off the coast of northeastern Peregorne.&lt;br /&gt;
&lt;br /&gt;
At this time the Kivian daun began to become active in the ruling and civilizing of the state, which was in its political apogee. As yet not seriously fragmented into dozens of small principalities only nominally tied to the Grand Prince in Vzeik, the Kivian rulers were largely untroubled by the nomadic peoples who would eventually overrun them. Iaslavro the Wise was considered an effective and strong leader, just outliving the last of his brothers to become the sole Prince and unifying the state, but this was not to last for long. Rising up at the time was Olaeg, the son of Rovrik, (who would give his name to the princely dynasty). Olaeg was able to impose his rule upon Kuthgard around the time of the fall of Roshanon in 121AoC. According to the Primary Chronicle, the people of eastern Noskalv had invited Olaeg&#039;s father and uncles to rule there, thus establishing a permanent Rovrikian presence in the area. Arriving on the scene at that time, the Ryt&#039;tzar il&#039;lthye came from the ruins of Roshanon, choosing to travel to the north and bringing with them their love of battle and their bloodlust. For about five centuries, the military and political elite was dominated by the Kivians, but as time passed, they were pushed back by the powerful Ryt&#039;tzar, leaving the quiet Temboc gharkins to migrate to Icyndor and away from the politics they so despised, making way for the Longshadow Haefdin that were to follow.&lt;br /&gt;
&lt;br /&gt;
The Kivian daun struggled on, but their power was decisively destroyed as the new invaders became more potent and hungry to control. In 685 Zaertov Khaen, a grandson of Jeghriz Khaen, launched an invasion against the Kivian daun rulers and established himself as Tzalin over all of Kuthgard. His elite warriors, the Mordesans destroyed all of the major cities of the Kivian dauns with the exceptions of Novgorviz and Pskovia. The regional princes were not deposed, but they were forced to send regular tribute to the Tzalin&#039;s state, which became known as the Empire of the Mordesan Horde. The Kivian daun found that the tribute demanded by the Mordesans left them with very little money available for building, campaigns or anything else of that sort and pulled back into Peregorne, allowing the Tzalin and his horde the run of the country. The Tzalin&#039;s crown is handed down from father to son and there has been no break in the line to date. Surprisingly enough, the Ryt&#039;tzar, although violent and bloodthirsty people, got along well with their Longshadow neighbors and the Tzalin allows three Longshadow haefdin to sit on his Council of twelve.&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Wizard&amp;diff=1738</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Wizard&amp;diff=1738"/>
		<updated>2026-01-07T03:21:22Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Controlling the complex nature of elemental magic is the primary focus of Wizards. Studying for long hours, they discover and harness the powers of earth, fire, ice, and lightning. In Unwritten Legends, they are the most pure spell casters of the arcane sphere of magic and the most adept at sorcery. Outside of their elemental knowledge, wizards also have access to many other powerful spells involving the manipulation of motion, energy, light and their own bodies.&lt;br /&gt;
&lt;br /&gt;
The wizard relies on its spells offensively and its evasion defensively.&lt;br /&gt;
&lt;br /&gt;
== Available Spell Circles ==&lt;br /&gt;
Wizards begin with 4 spell circles. An additional circle is available at levels 15, 30, and 40.&lt;br /&gt;
&lt;br /&gt;
Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Circle Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Sphere&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Arcane Prime}}&lt;br /&gt;
{{:Via Ars Av}}&lt;br /&gt;
{{:Via Flam}}&lt;br /&gt;
{{:Via Ful Flux}}&lt;br /&gt;
{{:Via Glas}}&lt;br /&gt;
{{:Via In Flux}}&lt;br /&gt;
{{:Via Jus}}&lt;br /&gt;
{{:Via Pauz Port}}&lt;br /&gt;
{{:Via Teg}}&lt;br /&gt;
|}&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = VG&lt;br /&gt;
| animal handling = B&lt;br /&gt;
| archery = VB&lt;br /&gt;
| armor = VB&lt;br /&gt;
| channeling = B&lt;br /&gt;
| conditioning = G&lt;br /&gt;
| enchanting = VG&lt;br /&gt;
| evasion and dodging = G&lt;br /&gt;
| first aid = G&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = B&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = VG&lt;br /&gt;
| kinesis = VG&lt;br /&gt;
| larceny = VB&lt;br /&gt;
| lockpicking = VB&lt;br /&gt;
| lore = VG&lt;br /&gt;
| mechanisms = B&lt;br /&gt;
| melee weapons = B&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = N&lt;br /&gt;
| outdoorsman = B&lt;br /&gt;
| parry = N&lt;br /&gt;
| shields = VB&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = VG&lt;br /&gt;
| stealth = VB&lt;br /&gt;
| tactics = G&lt;br /&gt;
| thrown weapons = B&lt;br /&gt;
| unarmed combat = VB&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Religious_Wilder_(Druid)&amp;diff=1737</id>
		<title>Religious Wilder (Druid)</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Religious_Wilder_(Druid)&amp;diff=1737"/>
		<updated>2026-01-07T03:21:14Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Priests of Beade, the Mother of All, the druids religiously tend to Thrael; the vegetation, the wildlife, all things that grow are under their domain. Each member of this holy sect cultivates a forest grove and maintains that which flourishes there.&lt;br /&gt;
&lt;br /&gt;
This path relies on its spells offensively and its decent parry defensively.&lt;br /&gt;
&lt;br /&gt;
== Available Spell Circles ==&lt;br /&gt;
Religious Wilders begin with 3 spell circles. An additional circle is available at levels 15, 30, and 40.&lt;br /&gt;
&lt;br /&gt;
Click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Circle Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Sphere&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Astral Prime}}&lt;br /&gt;
{{:Via Blym Cael}}&lt;br /&gt;
{{:Via Blym Florae}}&lt;br /&gt;
{{:Via Fas Florae}}&lt;br /&gt;
{{:Via In Onus}}&lt;br /&gt;
{{:Via Teg Aer}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = N&lt;br /&gt;
| animal handling = VG&lt;br /&gt;
| archery = G&lt;br /&gt;
| armor = N&lt;br /&gt;
| channeling = VG&lt;br /&gt;
| conditioning = G&lt;br /&gt;
| enchanting = VG&lt;br /&gt;
| evasion and dodging = N&lt;br /&gt;
| first aid = VG&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = B&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = VG&lt;br /&gt;
| kinesis = VG&lt;br /&gt;
| larceny = VB&lt;br /&gt;
| lockpicking = VB&lt;br /&gt;
| lore = G&lt;br /&gt;
| mechanisms = VB&lt;br /&gt;
| melee weapons = N&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = N&lt;br /&gt;
| outdoorsman = VG&lt;br /&gt;
| parry = G&lt;br /&gt;
| shields = N&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = B&lt;br /&gt;
| stealth = N&lt;br /&gt;
| tactics = G&lt;br /&gt;
| thrown weapons = N&lt;br /&gt;
| unarmed combat = N&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Martial_Wilder_(Ranger)&amp;diff=1736</id>
		<title>Martial Wilder (Ranger)</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Martial_Wilder_(Ranger)&amp;diff=1736"/>
		<updated>2026-01-07T03:21:03Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Keepers of the forest and protectors of Beade&#039;s woodland creatures, as well as adept fighters, trackers, and spell casters, there are few talents that rangers do not possess. They can talk to animals and bend them to their wills or whisper on the wind, work the serpent&#039;s poison against the viper or walk so stealthily they leave no tracks.&lt;br /&gt;
&lt;br /&gt;
This path uses its supreme archery and decent melee offensively with a mix of less potent spells and relies on its evasion or parrying defensively.&lt;br /&gt;
&lt;br /&gt;
== Available Abilities ==&lt;br /&gt;
Martial Wilders have a mix of spell circles and tags. They begin with 2 ability sets. An additional circle or tag is available at levels 15, 30, and 40.&lt;br /&gt;
&lt;br /&gt;
Certain tags grant access to certain recipes, which are learned along with the tag.&lt;br /&gt;
&lt;br /&gt;
Click on the ability name to see details about that ability. For an explanation of magic and its use, see the About Magic page. For an explanation of tags and their use, see the Tags page. For a complete list of recipes, see the Recipes page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Animal Specialization}}&lt;br /&gt;
{{:Astral Prime}}&lt;br /&gt;
{{:Herblore}}&lt;br /&gt;
{{:Hunter Specialization}}&lt;br /&gt;
{{:Toxicology}}&lt;br /&gt;
{{:Via Teg Aer}}&lt;br /&gt;
{{:Via Xan Esut}}&lt;br /&gt;
{{:Wilder Martial}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Familiars ==&lt;br /&gt;
In addition to their spells, martial wilders have familiars which they can command to perform abilities unique to familiars.&lt;br /&gt;
&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = G&lt;br /&gt;
| animal handling = VG&lt;br /&gt;
| archery = VG&lt;br /&gt;
| armor = N&lt;br /&gt;
| channeling = G&lt;br /&gt;
| conditioning = G&lt;br /&gt;
| enchanting = G&lt;br /&gt;
| evasion and dodging = VG&lt;br /&gt;
| first aid = VG&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = B&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = G&lt;br /&gt;
| kinesis = N&lt;br /&gt;
| larceny = B&lt;br /&gt;
| lockpicking = VB&lt;br /&gt;
| lore = N&lt;br /&gt;
| mechanisms = VB&lt;br /&gt;
| melee weapons = G&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = VG&lt;br /&gt;
| outdoorsman = VG&lt;br /&gt;
| parry = G&lt;br /&gt;
| shields = N&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = B&lt;br /&gt;
| stealth = VG&lt;br /&gt;
| tactics = G&lt;br /&gt;
| thrown weapons = G&lt;br /&gt;
| unarmed combat = N&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Qai_Monk&amp;diff=1735</id>
		<title>Qai Monk</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Qai_Monk&amp;diff=1735"/>
		<updated>2026-01-07T03:20:51Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Masters of martial arts and the powers of the mind, these enlightened warriors use their inner senses rather than brute strength to rule the battlefield. Magic users as well, they can train their bodies to heal by means of the art of meditation.&lt;br /&gt;
&lt;br /&gt;
The Qai Monks choose to live the Vashan cultural ideal of &#039;harmonious balance&#039;.  They often tend to disdain the use of armor and weapons to master unique unarmed martial styles, relying on their training to avoid being struck in combat.  They also recoginize the importance of balancing the spiritual world with the physical world, and can call upon ancestral spirits of ancient Qai to aid them.  Calling upon these ancestors allow the Qai unique abilities to enhance their unarmed combat styles, including being able to strike otherworldy and undead beings.  Likewise, the Qai have mastered the ability to enforce their own will over physical injuries and conditions through traditional Qai meditative trances.  &lt;br /&gt;
&lt;br /&gt;
Qai Monks call upon their natural reflexes to enhance their training and avoid being struck.  Strength and Dexterity are likewise a choice in balance, as some styles rely upon brute force and others rely upon precision to enhance their damage.  The Qai often choose to balance out their mental traits evenly, choosing to keep with the enlightment of harmonious balance.  A Qai Monk relies on its unarmed skill offensively and its evasion and unarmed defensively&lt;br /&gt;
&lt;br /&gt;
A Qai Monk relies on its unarmed skill offensively and its evasion and unarmed defensively.&lt;br /&gt;
&lt;br /&gt;
== Available Abilities ==&lt;br /&gt;
Qai Monks begin with 2 spell circles and one martial art. Additional martial arts are available at certain levels of Unarmed skill.&lt;br /&gt;
&lt;br /&gt;
Click on the circle name to see details about that ability. For an explanation of magic and its use, see the About Magic page. For an explanation of martial arts and their use, see the Martial Arts page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Astral Prime}}&lt;br /&gt;
{{:Qai Sun Bear}}&lt;br /&gt;
{{:Qai Sun Crane}}&lt;br /&gt;
{{:Qai Sun Mantis}}&lt;br /&gt;
{{:Qai Sun Monkey}}&lt;br /&gt;
{{:Qai Sun Tiger}}&lt;br /&gt;
{{:Via Kel Onyr}}&lt;br /&gt;
|}&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = VB&lt;br /&gt;
| animal handling = B&lt;br /&gt;
| archery = VB&lt;br /&gt;
| armor = VB&lt;br /&gt;
| channeling = N&lt;br /&gt;
| conditioning = VG&lt;br /&gt;
| enchanting = N&lt;br /&gt;
| evasion and dodging = VG&lt;br /&gt;
| first aid = G&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = B&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = G&lt;br /&gt;
| kinesis = VB&lt;br /&gt;
| larceny = VB&lt;br /&gt;
| lockpicking = VB&lt;br /&gt;
| lore = G&lt;br /&gt;
| mechanisms = VB&lt;br /&gt;
| melee weapons = B&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = G&lt;br /&gt;
| outdoorsman = N&lt;br /&gt;
| parry = N&lt;br /&gt;
| shields = VB&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = B&lt;br /&gt;
| stealth = N&lt;br /&gt;
| tactics = G&lt;br /&gt;
| thrown weapons = N&lt;br /&gt;
| unarmed combat = VG&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Grit_Mercenary&amp;diff=1734</id>
		<title>Grit Mercenary</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Grit_Mercenary&amp;diff=1734"/>
		<updated>2026-01-07T03:20:40Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Extremely well rounded fighters, mercenaries are the most common type of adventurer in the lands. Easily picking up nearly any combat technique, they are also fluent in skills such as weapon maintenance and animal handling. Mercenaries can work for both good and evil, or simply work for themselves. Occasional mercenaries have even dabbled in the arcane arts, making this truly a versatile profession.&lt;br /&gt;
&lt;br /&gt;
A mercenary is the master of melee weapon combat, able to utilize its melee weapons offensively and its parry, shields, or evasion defensively.&lt;br /&gt;
&lt;br /&gt;
Mercenaries who choose Grit Fighting will use a combination of skill and raw determination coupled with persistence. Favoring heavy weapons, two-handed weapons, and shields, the grit tree will have offensive and defensive abilities focused around brute strength and determination to stay conscious despite distractions.&lt;br /&gt;
&lt;br /&gt;
== Available Abilities ==&lt;br /&gt;
Mercenaries start with the mercenary tag, and 1 primary specialization tag set chosen in character generation, which determines skill learn rates and caps. A secondary specialization tag set is available at level 15, which gives access only to those abilities. Note: Taking Grit Secondary raises the skill cap for Shields to Good before innates are applied. Mercenaries cap at 2 sets, and can use the martial arts styles of both specializations.&lt;br /&gt;
&lt;br /&gt;
Click on the tag name to see details about that tag. For an explanation of tags and their use, see the Tags page. For an explanation of martial arts and their use, see the Martial Arts page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Brutality}}&lt;br /&gt;
{{:Grit (Tag)}}&lt;br /&gt;
{{:Mercenary (Tag)}}&lt;br /&gt;
|}&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = VB&lt;br /&gt;
| animal handling = G&lt;br /&gt;
| archery = G&lt;br /&gt;
| armor = VG&lt;br /&gt;
| channeling = VB&lt;br /&gt;
| conditioning = VG&lt;br /&gt;
| enchanting = VB&lt;br /&gt;
| evasion and dodging = N&lt;br /&gt;
| first aid = VG&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = VB&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = G&lt;br /&gt;
| kinesis = VB&lt;br /&gt;
| larceny = B&lt;br /&gt;
| lockpicking = B&lt;br /&gt;
| lore = N&lt;br /&gt;
| mechanisms = B&lt;br /&gt;
| melee weapons = VG&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = G&lt;br /&gt;
| outdoorsman = N&lt;br /&gt;
| parry = VG&lt;br /&gt;
| shields = VG&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = VB&lt;br /&gt;
| stealth = N&lt;br /&gt;
| tactics = VG&lt;br /&gt;
| thrown weapons = VG&lt;br /&gt;
| unarmed combat = G&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
	<entry>
		<id>https://unwrittenlegends.net/wiki/index.php?title=Finesse_Mercenary&amp;diff=1733</id>
		<title>Finesse Mercenary</title>
		<link rel="alternate" type="text/html" href="https://unwrittenlegends.net/wiki/index.php?title=Finesse_Mercenary&amp;diff=1733"/>
		<updated>2026-01-07T03:20:29Z</updated>

		<summary type="html">&lt;p&gt;Djlazebaset: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore}}Extremely well rounded fighters, mercenaries are the most common type of adventurer in the lands. Easily picking up nearly any combat technique, they are also fluent in skills such as weapon maintenance and animal handling. Mercenaries can work for both good and evil, or simply work for themselves. Occasional mercenaries have even dabbled in the arcane arts, making this truly a versatile profession.&lt;br /&gt;
&lt;br /&gt;
A mercenary is the master of melee weapon combat, able to utilize its melee weapons offensively and its parry, shields, or evasion defensively.&lt;br /&gt;
&lt;br /&gt;
The Finesse Fighting path will focus around a mercenary that uses light weapons, with dual wielding as a viable option, and tends toward evasive maneuvers. Its defensive abilities focus around avoiding rather than dodging, while its offensive abilities focus more on accuracy, speed, and displays of alacrity rather than straight power.&lt;br /&gt;
&lt;br /&gt;
== Available Abilities ==&lt;br /&gt;
Mercenaries start with the mercenary tag, and 1 primary specialization tag set chosen in character generation, which determines skill learn rates and caps. A secondary specialization tag set is available at level 15, which gives access only to those abilities. Mercenaries cap at 2 sets, and can use the martial arts styles of both specializations.&lt;br /&gt;
&lt;br /&gt;
Click on the tag name to see details about that tag. For an explanation of tags and their use, see the Tags page. For an explanation of martial arts and their use, see the Martial Arts page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Type&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:0;&amp;quot; |&lt;br /&gt;
{{:Finesse (Tag)}}&lt;br /&gt;
{{:Mercenary (Tag)}}&lt;br /&gt;
{{:Pugilism}}&lt;br /&gt;
|}&lt;br /&gt;
{{Skills&lt;br /&gt;
| alchemy = VB&lt;br /&gt;
| animal handling = G&lt;br /&gt;
| archery = G&lt;br /&gt;
| armor = N&lt;br /&gt;
| channeling = VB&lt;br /&gt;
| conditioning = VG&lt;br /&gt;
| enchanting = VB&lt;br /&gt;
| evasion and dodging = VG&lt;br /&gt;
| first aid = VG&lt;br /&gt;
| fishing = N&lt;br /&gt;
| focus = VB&lt;br /&gt;
| foraging = N&lt;br /&gt;
| gnosis = G&lt;br /&gt;
| kinesis = VB&lt;br /&gt;
| larceny = B&lt;br /&gt;
| lockpicking = B&lt;br /&gt;
| lore = N&lt;br /&gt;
| mechanisms = B&lt;br /&gt;
| melee weapons = VG&lt;br /&gt;
| metallurgy = N&lt;br /&gt;
| observation = G&lt;br /&gt;
| outdoorsman = N&lt;br /&gt;
| parry = VG&lt;br /&gt;
| shields = N&lt;br /&gt;
| skinning = N&lt;br /&gt;
| sorcery = VB&lt;br /&gt;
| stealth = N&lt;br /&gt;
| tactics = VG&lt;br /&gt;
| thrown weapons = VG&lt;br /&gt;
| unarmed combat = G&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Djlazebaset</name></author>
	</entry>
</feed>