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		<id>https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486323</id>
		<title>Human Culturally Significant Items</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486323"/>
		<updated>2018-04-14T13:16:25Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Tall Armored Boots ====&lt;br /&gt;
So tall as to cover the majority of the wearer&#039;s legs, this style of armored boot is often worn by [[Concept:Humans|Humans]] over non-armored pants or leggings with an armored tabard, lorica, or half plate.  This particularly Human style of leg armor was especially popular during the reign of [[Caduan]] Chelochi in [[Zoluren]].&lt;br /&gt;
&lt;br /&gt;
==== Morawen ====&lt;br /&gt;
Gamgweth word for &#039;harness&#039;. When used in an item name, it is referring to a specific style of weapon harness of Human origin.  Traditionally, a morawen has a double cross-body design, and allows for two weapons to be held on it near the wearer&#039;s hips via a system of angled leather loops or attached metal frogs.  The weapons remain clearly visible, and both are able to be drawn from the morawen at the same time.  &lt;br /&gt;
&lt;br /&gt;
Styles of morawen that allow for the storage of up to eight weapons are thought to have been popular in portions of the [[Empire of the Seven-Pointed Star]] during its latter years, though literature from the time seems to associate these with a cultural fad wherein decorative weapons were displayed to indicate wealth, more than any practical purpose.&lt;br /&gt;
&lt;br /&gt;
==== Raekhlo ====&lt;br /&gt;
Gamgweth word for &#039;scabbard&#039;. When used in an item name, it is referring to a specific type of weapon belt of Human origin that has only the frog portion of a scabbard attached to it, sometimes in multiples so as to allow several weapons to be secured to it at once.  A raekhlo at its most simple is a wide leather belt with a metal frog attached so that the stored weapon will be held just to the back of the wearer&#039;s hip and the blade angled slightly backward. &lt;br /&gt;
&lt;br /&gt;
It is thought that, historically, raekhlo was the early Gamgweth word for all types of belt-like or belt-attached weapon holding items which allowed for ease of access to the wielder, and that the meaning and popular usage morphed significantly over time as styles of battle and fashion changed.  In modern times, these &#039;scabbards&#039; are sometimes very similar in function to a morawen despite their cosmetic differences, in that they are frequently made to allow for two weapons to be drawn at once.&lt;br /&gt;
&lt;br /&gt;
==== Mivamaen==== &lt;br /&gt;
&lt;br /&gt;
From the Gamgweth words &#039;mivar&#039; (know) and &#039;ama&#039; (me). Facial jewelry as a cultural tradition amongst Humans dates back to at least the very early pre-Empire days, though surviving records indicate that the practice fell out of favor with more cosmopolitan Humans sometime during the latter portions of the Seven Star Empire, and remained a little known cultural footnote prior to its reintroduction to popular fashion in 417 by the Human cultural historian [[Zelka]].&lt;br /&gt;
&lt;br /&gt;
Mainly consisting of piercings worn around one or both of the eyes, though sometimes with chains that attach to another stud or ring at the top of the wearer’s closest ear, the design of Human facial jewelry is delineated by a particularly complex set of customs that often had differences in meaning between those living in various areas -- some subtle, some dramatic -- and is used to display particularly important and deeply personal information about the wearer, their family and/or their Clan. &lt;br /&gt;
&lt;br /&gt;
Though both the aforementioned regional and personal differences in particular pieces of symbolism and changes in the tradition over time and exposure to other cultures make fully understanding the meaning behind any single piece of traditional Human facial jewelry a daunting task for anyone but its creator, certain near-constants have been identified by Zelka in her research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye placement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pieces worn primarily around the left eye indicate that the wearer is unmarried, while those situated around the wearer’s right eye indicate marriage.  Those created to be worn around both eyes are an indication of refusal to marry and disinterest in entertaining the idea, either as a statement of being in mourning for a lost spouse or as a personal dedication to remain single for some other, generally religious, reason.  The oldest uncovered designs of these were interlocking rings for women and multiple small spikes for men, often with seasonal themes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials:&#039;&#039;&#039;&lt;br /&gt;
* Iron - steadfastness, loyalty, protection, strength&lt;br /&gt;
* Gold - quick temper or changeable nature, fierceness, desire to be noticed&lt;br /&gt;
* Silver - wisdom, peace, tireless work without need for recognition&lt;br /&gt;
* Clear quartz crystal - winter, endings and beginnings, potential yet to be shown&lt;br /&gt;
* Green jade - spring, parenthood, caretaking or teaching&lt;br /&gt;
* Golden amber - fall, even-tempered nature, looking to the past, mourning&lt;br /&gt;
* White coral - summer, carefree or generous nature, fragility of life&lt;br /&gt;
&lt;br /&gt;
==== Ghironda ====&lt;br /&gt;
Also known as &amp;quot;the lyre of the pasture&amp;quot;, the ghironda is a string instrument of Human origin that is shaped somewhat like a lute or viol, but whose strings are put in vibration not by a bow but by a rotating rosined wheel operated by a handle at the lower end of the body. It has two to four unfingered bass strings that are allowed to sound continuously, producing a drone harmony, and two melody strings running over the fingerboard, which are stopped by tangents connected with a keyboard.&lt;br /&gt;
&lt;br /&gt;
The ghironda is often used as a street musician&#039;s instrument and has its origins in the [[Harvest Clan]], where it was developed as a conscious alternative to instruments that had more martial origins.&lt;br /&gt;
&lt;br /&gt;
==== Duduk ====&lt;br /&gt;
The body of this wind instrument is slender and slightly longer than a handspan, and musicians agree that it should properly be carved from a hard wood such as apricot. The mouth features an unusually wide double-reed, and it requires great skill to master the specialized breathing technique that produces the instrument&#039;s distinctive sound -- which is often described as being as sweet and as powerful as the short lives of the Humans from whom it originated -- said to evoke feelings of wistful melancholy as easily as it does those of profound joy or sorrow. Older duduks are quite simple in design and were often left entirely undecorated save for the choice of stain (if any). More modern versions display decoration generally centered upon the upper portion of the mouth piece, which is often shaped into fanciful or metaphorically pleasing abstract forms such as tiered droplets, though intricate carving and inlay upon the body can at times be seen as well.&lt;br /&gt;
&lt;br /&gt;
Originally created by Human soldiers as a simple way to pass the time while marching or resting on campaign during the [[Resistance War]], the duduk has since evolved considerably. It quickly spread throughout the mainland, carried wherever a Human mercenary or soldier could be found, and, as the design and play styles matured, became a beacon of beauty even amongst the horrors of war. Today, the duduk is an instrument of comfort, inspiration and profound emotional weight in the hands of an experienced player.&lt;br /&gt;
&lt;br /&gt;
==== Marimba ====&lt;br /&gt;
This percussion instrument of Human design consists of a number of wooden plates of different size and thickness, underneath which are placed resonators made from gourds. It is played with felt-headed mallets, and creates a range of tonal effects that allows for a skilled musician to display significant variety in the resultant music.&lt;br /&gt;
&lt;br /&gt;
Said to perhaps be one of the oldest of Human instruments, the marimba has its roots in the farthest history of the race, in its origins in the West and its migration to the East, along with the [[Olvi]], long predating those of the [[Prydaen]] and [[Rakash]]. Stories tell of older, larger versions that were crafted for as many as five musicians playing in concert upon them with such grace and precision as to become a performance unto itself, wrought both of the body of the performer and the instrument. Examples of such have yet to be uncovered, however, nor, sadly, have they been reconstructed with any true success.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486322</id>
		<title>Human Culturally Significant Items</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486322"/>
		<updated>2018-04-14T13:15:22Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Tall Armored Boots ====&lt;br /&gt;
So tall as to cover the majority of the wearer&#039;s legs, this style of armored boot is often worn by [[Category:Human|Humans]] over non-armored pants or leggings with an armored tabard, lorica, or half plate.  This particularly Human style of leg armor was especially popular during the reign of [[Caduan]] Chelochi in [[Zoluren]].&lt;br /&gt;
&lt;br /&gt;
==== Morawen ====&lt;br /&gt;
Gamgweth word for &#039;harness&#039;. When used in an item name, it is referring to a specific style of weapon harness of Human origin.  Traditionally, a morawen has a double cross-body design, and allows for two weapons to be held on it near the wearer&#039;s hips via a system of angled leather loops or attached metal frogs.  The weapons remain clearly visible, and both are able to be drawn from the morawen at the same time.  &lt;br /&gt;
&lt;br /&gt;
Styles of morawen that allow for the storage of up to eight weapons are thought to have been popular in portions of the [[Empire of the Seven-Pointed Star]] during its latter years, though literature from the time seems to associate these with a cultural fad wherein decorative weapons were displayed to indicate wealth, more than any practical purpose.&lt;br /&gt;
&lt;br /&gt;
==== Raekhlo ====&lt;br /&gt;
Gamgweth word for &#039;scabbard&#039;. When used in an item name, it is referring to a specific type of weapon belt of Human origin that has only the frog portion of a scabbard attached to it, sometimes in multiples so as to allow several weapons to be secured to it at once.  A raekhlo at its most simple is a wide leather belt with a metal frog attached so that the stored weapon will be held just to the back of the wearer&#039;s hip and the blade angled slightly backward. &lt;br /&gt;
&lt;br /&gt;
It is thought that, historically, raekhlo was the early Gamgweth word for all types of belt-like or belt-attached weapon holding items which allowed for ease of access to the wielder, and that the meaning and popular usage morphed significantly over time as styles of battle and fashion changed.  In modern times, these &#039;scabbards&#039; are sometimes very similar in function to a morawen despite their cosmetic differences, in that they are frequently made to allow for two weapons to be drawn at once.&lt;br /&gt;
&lt;br /&gt;
==== Mivamaen==== &lt;br /&gt;
&lt;br /&gt;
From the Gamgweth words &#039;mivar&#039; (know) and &#039;ama&#039; (me). Facial jewelry as a cultural tradition amongst Humans dates back to at least the very early pre-Empire days, though surviving records indicate that the practice fell out of favor with more cosmopolitan Humans sometime during the latter portions of the Seven Star Empire, and remained a little known cultural footnote prior to its reintroduction to popular fashion in 417 by the Human cultural historian [[Zelka]].&lt;br /&gt;
&lt;br /&gt;
Mainly consisting of piercings worn around one or both of the eyes, though sometimes with chains that attach to another stud or ring at the top of the wearer’s closest ear, the design of Human facial jewelry is delineated by a particularly complex set of customs that often had differences in meaning between those living in various areas -- some subtle, some dramatic -- and is used to display particularly important and deeply personal information about the wearer, their family and/or their Clan. &lt;br /&gt;
&lt;br /&gt;
Though both the aforementioned regional and personal differences in particular pieces of symbolism and changes in the tradition over time and exposure to other cultures make fully understanding the meaning behind any single piece of traditional Human facial jewelry a daunting task for anyone but its creator, certain near-constants have been identified by Zelka in her research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye placement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pieces worn primarily around the left eye indicate that the wearer is unmarried, while those situated around the wearer’s right eye indicate marriage.  Those created to be worn around both eyes are an indication of refusal to marry and disinterest in entertaining the idea, either as a statement of being in mourning for a lost spouse or as a personal dedication to remain single for some other, generally religious, reason.  The oldest uncovered designs of these were interlocking rings for women and multiple small spikes for men, often with seasonal themes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials:&#039;&#039;&#039;&lt;br /&gt;
* Iron - steadfastness, loyalty, protection, strength&lt;br /&gt;
* Gold - quick temper or changeable nature, fierceness, desire to be noticed&lt;br /&gt;
* Silver - wisdom, peace, tireless work without need for recognition&lt;br /&gt;
* Clear quartz crystal - winter, endings and beginnings, potential yet to be shown&lt;br /&gt;
* Green jade - spring, parenthood, caretaking or teaching&lt;br /&gt;
* Golden amber - fall, even-tempered nature, looking to the past, mourning&lt;br /&gt;
* White coral - summer, carefree or generous nature, fragility of life&lt;br /&gt;
&lt;br /&gt;
==== Ghironda ====&lt;br /&gt;
Also known as &amp;quot;the lyre of the pasture&amp;quot;, the ghironda is a string instrument of Human origin that is shaped somewhat like a lute or viol, but whose strings are put in vibration not by a bow but by a rotating rosined wheel operated by a handle at the lower end of the body. It has two to four unfingered bass strings that are allowed to sound continuously, producing a drone harmony, and two melody strings running over the fingerboard, which are stopped by tangents connected with a keyboard.&lt;br /&gt;
&lt;br /&gt;
The ghironda is often used as a street musician&#039;s instrument and has its origins in the [[Harvest Clan]], where it was developed as a conscious alternative to instruments that had more martial origins.&lt;br /&gt;
&lt;br /&gt;
==== Duduk ====&lt;br /&gt;
The body of this wind instrument is slender and slightly longer than a handspan, and musicians agree that it should properly be carved from a hard wood such as apricot. The mouth features an unusually wide double-reed, and it requires great skill to master the specialized breathing technique that produces the instrument&#039;s distinctive sound -- which is often described as being as sweet and as powerful as the short lives of the Humans from whom it originated -- said to evoke feelings of wistful melancholy as easily as it does those of profound joy or sorrow. Older duduks are quite simple in design and were often left entirely undecorated save for the choice of stain (if any). More modern versions display decoration generally centered upon the upper portion of the mouth piece, which is often shaped into fanciful or metaphorically pleasing abstract forms such as tiered droplets, though intricate carving and inlay upon the body can at times be seen as well.&lt;br /&gt;
&lt;br /&gt;
Originally created by Human soldiers as a simple way to pass the time while marching or resting on campaign during the [[Resistance War]], the duduk has since evolved considerably. It quickly spread throughout the mainland, carried wherever a Human mercenary or soldier could be found, and, as the design and play styles matured, became a beacon of beauty even amongst the horrors of war. Today, the duduk is an instrument of comfort, inspiration and profound emotional weight in the hands of an experienced player.&lt;br /&gt;
&lt;br /&gt;
==== Marimba ====&lt;br /&gt;
This percussion instrument of Human design consists of a number of wooden plates of different size and thickness, underneath which are placed resonators made from gourds. It is played with felt-headed mallets, and creates a range of tonal effects that allows for a skilled musician to display significant variety in the resultant music.&lt;br /&gt;
&lt;br /&gt;
Said to perhaps be one of the oldest of Human instruments, the marimba has its roots in the farthest history of the race, in its origins in the West and its migration to the East, along with the [[Olvi]], long predating those of the [[Prydaen]] and [[Rakash]]. Stories tell of older, larger versions that were crafted for as many as five musicians playing in concert upon them with such grace and precision as to become a performance unto itself, wrought both of the body of the performer and the instrument. Examples of such have yet to be uncovered, however, nor, sadly, have they been reconstructed with any true success.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486321</id>
		<title>Human Culturally Significant Items</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486321"/>
		<updated>2018-04-14T13:15:06Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Tall Armored Boots ====&lt;br /&gt;
So tall as to cover the majority of the wearer&#039;s legs, this style of armored boot is often worn by [[Category:Humans|Humans]] over non-armored pants or leggings with an armored tabard, lorica, or half plate.  This particularly Human style of leg armor was especially popular during the reign of [[Caduan]] Chelochi in [[Zoluren]].&lt;br /&gt;
&lt;br /&gt;
==== Morawen ====&lt;br /&gt;
Gamgweth word for &#039;harness&#039;. When used in an item name, it is referring to a specific style of weapon harness of Human origin.  Traditionally, a morawen has a double cross-body design, and allows for two weapons to be held on it near the wearer&#039;s hips via a system of angled leather loops or attached metal frogs.  The weapons remain clearly visible, and both are able to be drawn from the morawen at the same time.  &lt;br /&gt;
&lt;br /&gt;
Styles of morawen that allow for the storage of up to eight weapons are thought to have been popular in portions of the [[Empire of the Seven-Pointed Star]] during its latter years, though literature from the time seems to associate these with a cultural fad wherein decorative weapons were displayed to indicate wealth, more than any practical purpose.&lt;br /&gt;
&lt;br /&gt;
==== Raekhlo ====&lt;br /&gt;
Gamgweth word for &#039;scabbard&#039;. When used in an item name, it is referring to a specific type of weapon belt of Human origin that has only the frog portion of a scabbard attached to it, sometimes in multiples so as to allow several weapons to be secured to it at once.  A raekhlo at its most simple is a wide leather belt with a metal frog attached so that the stored weapon will be held just to the back of the wearer&#039;s hip and the blade angled slightly backward. &lt;br /&gt;
&lt;br /&gt;
It is thought that, historically, raekhlo was the early Gamgweth word for all types of belt-like or belt-attached weapon holding items which allowed for ease of access to the wielder, and that the meaning and popular usage morphed significantly over time as styles of battle and fashion changed.  In modern times, these &#039;scabbards&#039; are sometimes very similar in function to a morawen despite their cosmetic differences, in that they are frequently made to allow for two weapons to be drawn at once.&lt;br /&gt;
&lt;br /&gt;
==== Mivamaen==== &lt;br /&gt;
&lt;br /&gt;
From the Gamgweth words &#039;mivar&#039; (know) and &#039;ama&#039; (me). Facial jewelry as a cultural tradition amongst Humans dates back to at least the very early pre-Empire days, though surviving records indicate that the practice fell out of favor with more cosmopolitan Humans sometime during the latter portions of the Seven Star Empire, and remained a little known cultural footnote prior to its reintroduction to popular fashion in 417 by the Human cultural historian [[Zelka]].&lt;br /&gt;
&lt;br /&gt;
Mainly consisting of piercings worn around one or both of the eyes, though sometimes with chains that attach to another stud or ring at the top of the wearer’s closest ear, the design of Human facial jewelry is delineated by a particularly complex set of customs that often had differences in meaning between those living in various areas -- some subtle, some dramatic -- and is used to display particularly important and deeply personal information about the wearer, their family and/or their Clan. &lt;br /&gt;
&lt;br /&gt;
Though both the aforementioned regional and personal differences in particular pieces of symbolism and changes in the tradition over time and exposure to other cultures make fully understanding the meaning behind any single piece of traditional Human facial jewelry a daunting task for anyone but its creator, certain near-constants have been identified by Zelka in her research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye placement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pieces worn primarily around the left eye indicate that the wearer is unmarried, while those situated around the wearer’s right eye indicate marriage.  Those created to be worn around both eyes are an indication of refusal to marry and disinterest in entertaining the idea, either as a statement of being in mourning for a lost spouse or as a personal dedication to remain single for some other, generally religious, reason.  The oldest uncovered designs of these were interlocking rings for women and multiple small spikes for men, often with seasonal themes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials:&#039;&#039;&#039;&lt;br /&gt;
* Iron - steadfastness, loyalty, protection, strength&lt;br /&gt;
* Gold - quick temper or changeable nature, fierceness, desire to be noticed&lt;br /&gt;
* Silver - wisdom, peace, tireless work without need for recognition&lt;br /&gt;
* Clear quartz crystal - winter, endings and beginnings, potential yet to be shown&lt;br /&gt;
* Green jade - spring, parenthood, caretaking or teaching&lt;br /&gt;
* Golden amber - fall, even-tempered nature, looking to the past, mourning&lt;br /&gt;
* White coral - summer, carefree or generous nature, fragility of life&lt;br /&gt;
&lt;br /&gt;
==== Ghironda ====&lt;br /&gt;
Also known as &amp;quot;the lyre of the pasture&amp;quot;, the ghironda is a string instrument of Human origin that is shaped somewhat like a lute or viol, but whose strings are put in vibration not by a bow but by a rotating rosined wheel operated by a handle at the lower end of the body. It has two to four unfingered bass strings that are allowed to sound continuously, producing a drone harmony, and two melody strings running over the fingerboard, which are stopped by tangents connected with a keyboard.&lt;br /&gt;
&lt;br /&gt;
The ghironda is often used as a street musician&#039;s instrument and has its origins in the [[Harvest Clan]], where it was developed as a conscious alternative to instruments that had more martial origins.&lt;br /&gt;
&lt;br /&gt;
==== Duduk ====&lt;br /&gt;
The body of this wind instrument is slender and slightly longer than a handspan, and musicians agree that it should properly be carved from a hard wood such as apricot. The mouth features an unusually wide double-reed, and it requires great skill to master the specialized breathing technique that produces the instrument&#039;s distinctive sound -- which is often described as being as sweet and as powerful as the short lives of the Humans from whom it originated -- said to evoke feelings of wistful melancholy as easily as it does those of profound joy or sorrow. Older duduks are quite simple in design and were often left entirely undecorated save for the choice of stain (if any). More modern versions display decoration generally centered upon the upper portion of the mouth piece, which is often shaped into fanciful or metaphorically pleasing abstract forms such as tiered droplets, though intricate carving and inlay upon the body can at times be seen as well.&lt;br /&gt;
&lt;br /&gt;
Originally created by Human soldiers as a simple way to pass the time while marching or resting on campaign during the [[Resistance War]], the duduk has since evolved considerably. It quickly spread throughout the mainland, carried wherever a Human mercenary or soldier could be found, and, as the design and play styles matured, became a beacon of beauty even amongst the horrors of war. Today, the duduk is an instrument of comfort, inspiration and profound emotional weight in the hands of an experienced player.&lt;br /&gt;
&lt;br /&gt;
==== Marimba ====&lt;br /&gt;
This percussion instrument of Human design consists of a number of wooden plates of different size and thickness, underneath which are placed resonators made from gourds. It is played with felt-headed mallets, and creates a range of tonal effects that allows for a skilled musician to display significant variety in the resultant music.&lt;br /&gt;
&lt;br /&gt;
Said to perhaps be one of the oldest of Human instruments, the marimba has its roots in the farthest history of the race, in its origins in the West and its migration to the East, along with the [[Olvi]], long predating those of the [[Prydaen]] and [[Rakash]]. Stories tell of older, larger versions that were crafted for as many as five musicians playing in concert upon them with such grace and precision as to become a performance unto itself, wrought both of the body of the performer and the instrument. Examples of such have yet to be uncovered, however, nor, sadly, have they been reconstructed with any true success.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486320</id>
		<title>Human Culturally Significant Items</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Human_Culturally_Significant_Items&amp;diff=486320"/>
		<updated>2018-04-14T13:14:45Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: Created page with &amp;quot;==== Tall Armored Boots ==== So tall as to cover the majority of the wearer&amp;#039;s legs, this style of armored boot is often worn by Humans over non-armored pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Tall Armored Boots ====&lt;br /&gt;
So tall as to cover the majority of the wearer&#039;s legs, this style of armored boot is often worn by [[Category:Humans}|Humans]] over non-armored pants or leggings with an armored tabard, lorica, or half plate.  This particularly Human style of leg armor was especially popular during the reign of [[Caduan]] Chelochi in [[Zoluren]].&lt;br /&gt;
&lt;br /&gt;
==== Morawen ====&lt;br /&gt;
Gamgweth word for &#039;harness&#039;. When used in an item name, it is referring to a specific style of weapon harness of Human origin.  Traditionally, a morawen has a double cross-body design, and allows for two weapons to be held on it near the wearer&#039;s hips via a system of angled leather loops or attached metal frogs.  The weapons remain clearly visible, and both are able to be drawn from the morawen at the same time.  &lt;br /&gt;
&lt;br /&gt;
Styles of morawen that allow for the storage of up to eight weapons are thought to have been popular in portions of the [[Empire of the Seven-Pointed Star]] during its latter years, though literature from the time seems to associate these with a cultural fad wherein decorative weapons were displayed to indicate wealth, more than any practical purpose.&lt;br /&gt;
&lt;br /&gt;
==== Raekhlo ====&lt;br /&gt;
Gamgweth word for &#039;scabbard&#039;. When used in an item name, it is referring to a specific type of weapon belt of Human origin that has only the frog portion of a scabbard attached to it, sometimes in multiples so as to allow several weapons to be secured to it at once.  A raekhlo at its most simple is a wide leather belt with a metal frog attached so that the stored weapon will be held just to the back of the wearer&#039;s hip and the blade angled slightly backward. &lt;br /&gt;
&lt;br /&gt;
It is thought that, historically, raekhlo was the early Gamgweth word for all types of belt-like or belt-attached weapon holding items which allowed for ease of access to the wielder, and that the meaning and popular usage morphed significantly over time as styles of battle and fashion changed.  In modern times, these &#039;scabbards&#039; are sometimes very similar in function to a morawen despite their cosmetic differences, in that they are frequently made to allow for two weapons to be drawn at once.&lt;br /&gt;
&lt;br /&gt;
==== Mivamaen==== &lt;br /&gt;
&lt;br /&gt;
From the Gamgweth words &#039;mivar&#039; (know) and &#039;ama&#039; (me). Facial jewelry as a cultural tradition amongst Humans dates back to at least the very early pre-Empire days, though surviving records indicate that the practice fell out of favor with more cosmopolitan Humans sometime during the latter portions of the Seven Star Empire, and remained a little known cultural footnote prior to its reintroduction to popular fashion in 417 by the Human cultural historian [[Zelka]].&lt;br /&gt;
&lt;br /&gt;
Mainly consisting of piercings worn around one or both of the eyes, though sometimes with chains that attach to another stud or ring at the top of the wearer’s closest ear, the design of Human facial jewelry is delineated by a particularly complex set of customs that often had differences in meaning between those living in various areas -- some subtle, some dramatic -- and is used to display particularly important and deeply personal information about the wearer, their family and/or their Clan. &lt;br /&gt;
&lt;br /&gt;
Though both the aforementioned regional and personal differences in particular pieces of symbolism and changes in the tradition over time and exposure to other cultures make fully understanding the meaning behind any single piece of traditional Human facial jewelry a daunting task for anyone but its creator, certain near-constants have been identified by Zelka in her research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye placement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pieces worn primarily around the left eye indicate that the wearer is unmarried, while those situated around the wearer’s right eye indicate marriage.  Those created to be worn around both eyes are an indication of refusal to marry and disinterest in entertaining the idea, either as a statement of being in mourning for a lost spouse or as a personal dedication to remain single for some other, generally religious, reason.  The oldest uncovered designs of these were interlocking rings for women and multiple small spikes for men, often with seasonal themes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Materials:&#039;&#039;&#039;&lt;br /&gt;
* Iron - steadfastness, loyalty, protection, strength&lt;br /&gt;
* Gold - quick temper or changeable nature, fierceness, desire to be noticed&lt;br /&gt;
* Silver - wisdom, peace, tireless work without need for recognition&lt;br /&gt;
* Clear quartz crystal - winter, endings and beginnings, potential yet to be shown&lt;br /&gt;
* Green jade - spring, parenthood, caretaking or teaching&lt;br /&gt;
* Golden amber - fall, even-tempered nature, looking to the past, mourning&lt;br /&gt;
* White coral - summer, carefree or generous nature, fragility of life&lt;br /&gt;
&lt;br /&gt;
==== Ghironda ====&lt;br /&gt;
Also known as &amp;quot;the lyre of the pasture&amp;quot;, the ghironda is a string instrument of Human origin that is shaped somewhat like a lute or viol, but whose strings are put in vibration not by a bow but by a rotating rosined wheel operated by a handle at the lower end of the body. It has two to four unfingered bass strings that are allowed to sound continuously, producing a drone harmony, and two melody strings running over the fingerboard, which are stopped by tangents connected with a keyboard.&lt;br /&gt;
&lt;br /&gt;
The ghironda is often used as a street musician&#039;s instrument and has its origins in the [[Harvest Clan]], where it was developed as a conscious alternative to instruments that had more martial origins.&lt;br /&gt;
&lt;br /&gt;
==== Duduk ====&lt;br /&gt;
The body of this wind instrument is slender and slightly longer than a handspan, and musicians agree that it should properly be carved from a hard wood such as apricot. The mouth features an unusually wide double-reed, and it requires great skill to master the specialized breathing technique that produces the instrument&#039;s distinctive sound -- which is often described as being as sweet and as powerful as the short lives of the Humans from whom it originated -- said to evoke feelings of wistful melancholy as easily as it does those of profound joy or sorrow. Older duduks are quite simple in design and were often left entirely undecorated save for the choice of stain (if any). More modern versions display decoration generally centered upon the upper portion of the mouth piece, which is often shaped into fanciful or metaphorically pleasing abstract forms such as tiered droplets, though intricate carving and inlay upon the body can at times be seen as well.&lt;br /&gt;
&lt;br /&gt;
Originally created by Human soldiers as a simple way to pass the time while marching or resting on campaign during the [[Resistance War]], the duduk has since evolved considerably. It quickly spread throughout the mainland, carried wherever a Human mercenary or soldier could be found, and, as the design and play styles matured, became a beacon of beauty even amongst the horrors of war. Today, the duduk is an instrument of comfort, inspiration and profound emotional weight in the hands of an experienced player.&lt;br /&gt;
&lt;br /&gt;
==== Marimba ====&lt;br /&gt;
This percussion instrument of Human design consists of a number of wooden plates of different size and thickness, underneath which are placed resonators made from gourds. It is played with felt-headed mallets, and creates a range of tonal effects that allows for a skilled musician to display significant variety in the resultant music.&lt;br /&gt;
&lt;br /&gt;
Said to perhaps be one of the oldest of Human instruments, the marimba has its roots in the farthest history of the race, in its origins in the West and its migration to the East, along with the [[Olvi]], long predating those of the [[Prydaen]] and [[Rakash]]. Stories tell of older, larger versions that were crafted for as many as five musicians playing in concert upon them with such grace and precision as to become a performance unto itself, wrought both of the body of the performer and the instrument. Examples of such have yet to be uncovered, however, nor, sadly, have they been reconstructed with any true success.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Concept:Humans&amp;diff=486319</id>
		<title>Concept:Humans</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Concept:Humans&amp;diff=486319"/>
		<updated>2018-04-14T13:07:53Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}[[Image:humans.gif|200px|left|Male and Female Humans]]&lt;br /&gt;
&lt;br /&gt;
==Play.net Description==&lt;br /&gt;
{{Pt|race}}[[Elothean]] [[lorethew]]s will tell you there was a time when there were no Humans, and some [[Elf|Elves]] will tell you they preferred the time when there were no Humans, but all that is water under the bridge now. Humans dominate the Dragon&#039;s Realms, and despite their relatively short lifespans (compared to some of the other races), they breed quickly and catch on fast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans run the middle road in abilities, being naturally neither inclined nor disinclined toward anything -- which can, in itself, be a tremendous asset. Many of the races owe the founding of Elanthia&#039;s great inter-species empire to intrepid Humans, without whom these times of peace and mutual cooperation simply would not have existed.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The figure speaks: &amp;quot;I am Human, the middle road of the races. We have the potential for skill in all things, though the others may best us in one or another. We are less strong than some and not as fast as others, yet our kind prospers. For while we may lack some of the advantages of the others, we also lack their disadavantages....&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You regard the form of the Human figurine. Of moderate height; shorter than the [[Gor&#039;Tog]] and [[Kaldar]], but taller than [[Halfling|Halflings]], [[Dwarf|Dwarves]], and [[Gnome|Gnomes]]. Almost the center of all the possible variations you see before you are in this Human form.&lt;br /&gt;
&lt;br /&gt;
==Racial Statistics==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Statistic || align=&amp;quot;center&amp;quot; | Starting || align=&amp;quot;center&amp;quot; | [[TDP]] Mod&lt;br /&gt;
|-&lt;br /&gt;
| | {{stat|Strength}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| | {{stat|Reflex}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Agility}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Charisma}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Discipline}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Wisdom}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Intelligence}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|- &lt;br /&gt;
| {{stat|Stamina}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
&lt;br /&gt;
See [[Age|Age#Humans]].&lt;br /&gt;
&lt;br /&gt;
===Height===&lt;br /&gt;
&lt;br /&gt;
Racial minimum and maximum heights by gender:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Height&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Maximum Height&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 feet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.75 feet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lifespan===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average lifespan:&#039;&#039;&#039; 75 years&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maximum lifespan:&#039;&#039;&#039; 100 years&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&#039;&#039;&#039;Average gestation period:&#039;&#039;&#039; 7 Elanthian months&lt;br /&gt;
&lt;br /&gt;
Humans can conceive children with the following races:&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Elf]] - difficult&lt;br /&gt;
*[[Elothean]] - difficult&lt;br /&gt;
*[[Gnome]] - difficult&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Kaldar]]&lt;br /&gt;
*[[Rakash]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
&lt;br /&gt;
There are six Human Clans:&lt;br /&gt;
*[[Ram Clan]]&lt;br /&gt;
*[[Wolf Clan]]&lt;br /&gt;
*[[Shadow Clan]]&lt;br /&gt;
*[[Dragon Clan]]&lt;br /&gt;
*[[Harvest Clan]]&lt;br /&gt;
*[[Shark Clan]]&lt;br /&gt;
&lt;br /&gt;
==Other Aspects of Human Culture==&lt;br /&gt;
&lt;br /&gt;
===[[Human Cuisine]]===&lt;br /&gt;
&lt;br /&gt;
===[[Human Culturally Significant Items]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Books==&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[page type is::book]][[race association is::human]]&lt;br /&gt;
|format=ul&lt;br /&gt;
|default=There appears to be some problems, please contact a moderator.&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Races}}&lt;br /&gt;
{{#concept:[[race is::human]]|A category for all members of the human race.}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Human_Cuisine&amp;diff=486318</id>
		<title>Human Cuisine</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Human_Cuisine&amp;diff=486318"/>
		<updated>2018-04-14T13:06:49Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: Created page with &amp;quot;=== Zoluren Fare ===  ==== Pasta ==== This is the most vital staple food of Zoluren&amp;#039;s Human population. It is usually made just before serving, but can be dried for storage in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zoluren Fare ===&lt;br /&gt;
&lt;br /&gt;
==== Pasta ====&lt;br /&gt;
This is the most vital staple food of Zoluren&#039;s Human population. It is usually made just before serving, but can be dried for storage in winter when fresh eggs are harder to obtain.&lt;br /&gt;
&lt;br /&gt;
==== Boar/Pig Sausages ====&lt;br /&gt;
Widely used in Zoluren, these are normally rather spicy both in heat and savory content, and are served fresh, not dried. These are often served with pasta.&lt;br /&gt;
&lt;br /&gt;
==== Red Fish Sauce ====&lt;br /&gt;
This is a sauce-heavy spicy fish dish used in many pubs around the Oxwaithe waterfront, and is served on top of pasta.  It contains tomatoes, garlic, clam oil, butter, dried hot pepper, sea salt, filet of grek, clams, and anchovies&lt;br /&gt;
&lt;br /&gt;
==== Meat Sauce ====&lt;br /&gt;
Served most often on top of pasta, but sometimes rice is used instead.  Very common in Zoluren peasant homes.  Contains ground beef and pork, salt, black pepper, parsley, basil, onion, garlic, and marjoram.&lt;br /&gt;
&lt;br /&gt;
==== Pebble Soup ====&lt;br /&gt;
This is considered a staple peasant food in many Human communities in Zoluren. Basic leftover pasta is rolled into pebble-shaped pieces and set to dry about 6 anlaen before serving. The pasta, if cooked correctly to just underdone, creates a pleasant texture in the otherwise plain broth. The name seems to have originated during wartime when food was scarce, and it was said that peasants were made to eat pebble and stone to survive. This seems to have been less than true, but rather they lived on plain broth and flat bread, with a small spoon of the pebbled pasta to give it body. Now, however, the pasta is actually the main ingredient to the soup, which also includes onion, carrot, fresh peppers, celery, meat broth, salt and black pepper. Often served with toasted buttered bread on top.&lt;br /&gt;
&lt;br /&gt;
==== Sausage Pie ====&lt;br /&gt;
Sausage pies are very popular among the working class Humans of Zoluren, as they can be baked the evening before to be tied in cloth and taken to work or the fields for a midday meal.  They consist of boar sausage, potato, carrot, garlic, salt, black pepper, and Zoluren White cheese baked in a wheat flour crust.&lt;br /&gt;
&lt;br /&gt;
==== Angisaen ====&lt;br /&gt;
Translating to ‘snakes’ in Common, this is a thick, cylindrical pasta cut in to long strands and served with long, thin strips of grilled zucchini, carrot, and onion in a chicken broth flavored with citrus, red peppers, and fish oil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Therengian Fare ===&lt;br /&gt;
&lt;br /&gt;
==== River Rice ====&lt;br /&gt;
This staple food known to be shared by both Humans and River Elves in Therengia is a short, somewhat bland grain used in a variety of ways. To enhance its natural nutty flavor, it is often fried gently in butter before boiling or steaming.&lt;br /&gt;
&lt;br /&gt;
==== Saffron Rice ====&lt;br /&gt;
Venison, pheasant, leucro, and bear are the most common types of meat used in this dish. It consists of the meat, dried apples, dried pine nuts, and rice cooked together in a meat broth flavored with saffron, salt, and thyme. The mixture, though slightly sweet because of the apple, is strong in flavor, to offset the sometimes unpredictable taste discrepancies that come with hunted game. This meal is especially popular in the mid-autumn to early winter when the animals are in prime condition.&lt;br /&gt;
&lt;br /&gt;
==== Therengian Apple Pie ====&lt;br /&gt;
A mixture of golden apples, lemon, sugar, Therengian white wine and butter makes the filling, and it is topped with a basic crust sprinkled with sugar. Commonly served with coffee. &lt;br /&gt;
&lt;br /&gt;
==== Apple Dumplings ====&lt;br /&gt;
Dough-wrapped sweetened apples baked in a sauce containing apple juice, nutmeg, cinnamon and cream.&lt;br /&gt;
&lt;br /&gt;
==== Roasted Ram ====&lt;br /&gt;
Thunder Ram lamb is the preferred meat for this dish.  The crown of meat is stuffed with chopped turnips, parsley, onion, garlic, rosemary, salt, and thyme, then rubbed with butter and roasted.&lt;br /&gt;
&lt;br /&gt;
==== Riverhaven Fish Dinner ====&lt;br /&gt;
Almost certainly related to the Zoluren dish ‘red fish sauce’, Riverhaven fish dinner is sauce-heavy fish and rice dish. It contains Therengian wine, onion, garlic, clam juice, butter, cream, sea salt, fillet of whatever fresh fish is available, steamed mussels still in the shell, and tender scallops.&lt;br /&gt;
&lt;br /&gt;
==== Haggis ====&lt;br /&gt;
A variety of savory pudding somewhat similar to the &#039;alydaith feast&#039; of the Shadow Clan Humans, haggis is made from the minced heart, liver, and lungs of a sheep, mixed with onion, oatmeal, suet, spices, salt, and stock.  The mixture is then stuffed into a sheep&#039;s stomach and boiled.  It is served in slices, and is less a normally consumed food item than a food-based proxy for cultural braggadocio between Therengian men, especially after a few pints of ale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Occasion Foods ===&lt;br /&gt;
&lt;br /&gt;
==== Elven Blood Pudding ====&lt;br /&gt;
This dish, almost exclusively served at non-Clan noble weddings, was originally developed in the Human-Elven War as a custom to protect the couple from their enemies. Of course, real Elven blood has not been used since then, and instead today pork blood is used. Despite protests from Elven leaders on several occasions, the name has remained the same.  It&#039;s created with pig liver, oatmeal, pig blood, onion, lard, salt, and allspice stuffed into beef casings, and served steamed.&lt;br /&gt;
&lt;br /&gt;
==== Chocolate Coins ====&lt;br /&gt;
Created from melted chocolate laced with butter and rum, then shaped and wrapped in bronze paper, these tasty treats are frequently present at all sorts of Human parties. In the past, though, they were exclusively found as a part of Human merchant or adventurer weddings in non-Clan settlements.  They were used as part of a gambling event held by the groom&#039;s family the night before the ceremony, and then passed out to children after the ceremony was completed.&lt;br /&gt;
&lt;br /&gt;
==== The Peasant&#039;s Feast ====&lt;br /&gt;
This dish is almost always served at non-Clan Human weddings, but is also a staple food for many other celebrations. Originally hailing from Therengia, two main versions of this dish exist, one made with the more traditional rice and a more sweet glaze-like sauce containing honey and complementary spices, and the other with pasta and a spicier sauce containing black and red pepper.  Both variations use pork or beef broth to cook the starch, to which is then added potato, onion, peppers, and garlic, and served topped with the sauce of choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ram Clan ===&lt;br /&gt;
Ram Clan cuisine is particularly reliant upon sour flavors, with most dishes involving pickled vegetables or fruits, sour cream, or straight vinegar.  Root vegetables are prominent, as is cabbage.  The majority of meals are soupy in consistency, and served in bowls.&lt;br /&gt;
&lt;br /&gt;
==== Ram Clan Cold Soup ====&lt;br /&gt;
Soups are a staple of Ram Clan traditional cooking, and one of the most famous of them is their cold soup.  Using a base of liquid created from fermented rye grains, it contains one &#039;neutral vegetable&#039; (usually potato, turnip, rutabaga, carrot, or cucumber), one &#039;spicy vegetable&#039; (usually green onion, celery, the leaves of young beets or sorrel, or an herb like dill, parsley, or tarragon), a meat (usually mutton, goat, or beef), mustard, black pepper, horseradish, boiled eggs, and sour cream.  Cold soup is usually served in warm months, as a refreshing alternative to salads.&lt;br /&gt;
&lt;br /&gt;
==== Ram Clan Hot Pot ====&lt;br /&gt;
The name for a particular type of hot soup distinctive to Ram Clan, hot pot consists of a watery broth containing cabbage, poultry, carrot, basil, parsley root, onion, celery, dill, garlic, pepper, bay leaf, and pickled apples.&lt;br /&gt;
&lt;br /&gt;
==== Ram Clan Buckwheat Noodle Soup ====&lt;br /&gt;
One of Ram Clan&#039;s simplest dishes.  This hot soup consists of thick buckwheat noodles served in a wild mushroom-based broth flavored with onion.&lt;br /&gt;
&lt;br /&gt;
==== Ram Clan Porridge ====&lt;br /&gt;
Generally a dinner dish, this is a millet-based porridge served with stewed meats and root vegetables on top, and garnished with pickled cabbage, pickled apples, or cranberries.&lt;br /&gt;
&lt;br /&gt;
==== Ram Clan Meatballs ====&lt;br /&gt;
Made from pork and cooked in a thick gravy with onions and sour cream, these meatballs are usually served over mashed root vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wolf Clan ===&lt;br /&gt;
Wolf Clan cuisine is very meat and fish heavy, with any dishes not containing some sort of animal flesh instead having a main cheese or buttermilk component.  Fats figure prominently, including both butter and lard, and some variety of bread is served with almost every dish.  Spice use is minimal, with fruits, marrow-bearing bones, or fats serving as the primary means of adding flavor to many recipes.&lt;br /&gt;
&lt;br /&gt;
==== Wolf Clan Breakfast Stew ====&lt;br /&gt;
Made from boiled lamb bones, beans, peas, carrots, and turnips, this traditional Wolf Clan breakfast food is served with thick, crusty bread that gets dipped into it.&lt;br /&gt;
&lt;br /&gt;
==== Wolf Clan Amonfa ====&lt;br /&gt;
&lt;br /&gt;
A breakfast or lunch dish consisting of cottage cheese made from goat milk, mixed with plums and various berries. It is served with buttered flatbread, which is used for scooping up the mixture.&lt;br /&gt;
&lt;br /&gt;
==== Wolf Clan Char-fish ====&lt;br /&gt;
Renown fisherman as well as hunters, fish-based meals are common for Wolf Clan.  Most famous of them is Wolf Clan char-fish, which consists of a mild fish grilled whole while stuffed with dill, lemon, potato, and butter.  The skin is left to char, which gives the flesh a smoky flavor that complements the bright notes of the stuffing.&lt;br /&gt;
&lt;br /&gt;
==== Wolf Clan Forager&#039;s Venison ====&lt;br /&gt;
Wrapped in sheets of lard and slow-cooked until tender and juicy, the deer meat is paired with a reduction of raspberries, elderberries, cherries, walnuts, and hazelnuts.&lt;br /&gt;
&lt;br /&gt;
==== Wolf Clan Dyrisi Roast ====&lt;br /&gt;
A festive meal for those of Wolf Clan, dyrisi roast is the name for the meat dish prepared at celebrations such as weddings, funerals, birthdays, and commemorations of important Clan events.  It consists of a red meat roast (usually beef, but whatever local animal is available can be used) rubbed with a combination of cumin, black peppercorns, and allspice and cooked atop a bed of grains such as barley and spelt that have been flavored with onion, mushroom, and minced organ meats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadow Clan ===&lt;br /&gt;
Safe food is scarce in the Dark Hand, so much of Shadow Clan&#039;s traditional foods reflect a very utilitarian approach to cuisine, with the remainder having ritual significance to the band of dedicated fighters.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Clan Wall Bread ====&lt;br /&gt;
A staple of those on patrol nearest the wall that separates the Dark Hand from southern Ilithi proper, this is more glorified hardtack or granola than bread as seen in most parts of the Five Provinces.  Created from a baked mixture of eggs, grains, lard, and bits of dried meat and fruits, the resultant &#039;bread&#039; is both long lasting in harsh conditions and packed with the energy and nutrients needed for the long battles faced by Shadow Clan members.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Clan Jerky Stew ====&lt;br /&gt;
Another field food, jerky stew is created by bringing whatever available safely potable liquid you can find to a boil, then tossing in handfuls of dried meats, vegetables, grains, fruits, and a hunk of lard.  The result is often surprisingly tasty, hearty, and, most importantly to the members of Shadow Clan who rely upon it to survive, not poisonous.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Clan Handbane ====&lt;br /&gt;
A ritual food eaten by Shadow Clan members before going out to battle for the first time, handbane is a mixture of native Dark Hand plants ground together with a diluted toxin found in poisonous toads, and cooked inside of an Adan&#039;f skull.  Only small amounts are ingested due to its toxic nature, but Shadow Clan members see the resulting hallucinations and flu-like symptoms as a right of passage for any would-be warrior.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Clan Alydaith Feast ====&lt;br /&gt;
Another ritual food, the alydaith feast is served annually and its consumption is the Shadow Clan way of honoring the deaths of all Clan members who walked the Starry Road within the last year. It consists of the minced meaty organs of Dark Hand beasts mixed with a pungent herb they call &#039;alydaith&#039;, stuffed into a sausage casing, and boiled in blessed water.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Clan Kweld-milk ====&lt;br /&gt;
The last of the well-known ritual foods of Shadow Clan, kweld-milk (or death-milk in Common) is the sap of a particular Dark Hand plant brought to a boil, then left to cool into a taffy-like substance.  It&#039;s consumed by placing a piece under the tongue and allowing it to melt slowly over time.  As it dissolves, the kweld-milk turns into a sweet, milk-like substance that is thought by the Clan to impart increased awareness, longer periods of remaining alert, and a resistance to the corruption inherent in the Dark Hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dragon Clan ===&lt;br /&gt;
The flavors of Dragon Clan cuisine are intense and varied, with their sweets being remarkably sweet, and a high emphasis on herbs and spices in their savory dishes.  Reflecting the nomadic nature and the experiential and inclusionary philosophies of the Clan, a great deal of exotic ingredients found in other cultures&#039; foods are present within Dragon Clan dishes, though they all take on a uniqueness as used by the Clan to create a set of flavors all of their own.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Clan Abulecui ====&lt;br /&gt;
A baked breakfast food made from stale egg bread soaked in hhyssk&#039;et berry juice-infused custard and studded with caramel and brandy-soaked dried fruits.  Its name means &#039;heart song&#039; in Common, and is said to come from the comment made by its originator in the Clan when asked about his inspiration for the dish.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Clan Stuffed Yeehar ====&lt;br /&gt;
A feasting meal, stuffed yeehar is prepared by taking an entire gutted and cleaned yeehar carcass and stuffing it with pears, dates, cheeses, leeks, shallots, pork, beef, pheasant, bread, and a mind-boggling array of herbs and spices, then slow roasting all it in a gigantic pit-fire.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Clan Tomato Stew ====&lt;br /&gt;
While it does contain tomatoes that are stewed, &#039;tomato stew&#039; is a often considered a deceptive name to those outside of Dragon Clan when first encountering this dish.  Served atop flat egg noodles, chunks of venison braised in red wine are then smothered in garlic-rubbed stewed tomatoes and served with a topping of fresh, soft cheese.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Clan Blistered Fennel Salad ====&lt;br /&gt;
Roasted over high heat until their surface is slightly charred, fennel blubs are then dressed with vinegar and sugar, and served warm accompanied with goat-cheese and pears.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Clan Dinnumen ====&lt;br /&gt;
A pastry made of thin sheets of dough brushed with butter and honey, then layered with chopped dates, apricots, taffelberries, walnuts, and phofe flower nectar and twisted into their namesake crooked forms.  Dinnumen are served with honeyed rice milk as a summer snack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Harvest Clan ===&lt;br /&gt;
The agrarian and pacifist nature of Harvest Clan has lead them to having a largely vegetarian lifestyle.  Dairy products and eggs are consumed readily, and a wide variety of beans, pulses, and grains are heavily represented in their cuisine.&lt;br /&gt;
&lt;br /&gt;
==== Harvest Clan Wheat Salad ====&lt;br /&gt;
Usually served cold, cracked green wheat is mixed with chopped parsley, diced tomatoes, garlic, mint, and raw onion, then seasoned with olive oil, lemon juice, salt, and pepper. The salad is traditionally served atop lettuce leaves and eaten as a roll.&lt;br /&gt;
&lt;br /&gt;
==== Harvest Clan Bean Fry ====&lt;br /&gt;
Ground fava beans are mixed with rice flour and savory spices then formed into a patty and fried.  This patty is served many ways, but one of the most popular is stuffed into bread along with a serving of wheat salad, sliced cucumbers, grilled zucchini, and a tangy yogurt sauce.&lt;br /&gt;
&lt;br /&gt;
==== Harvest Clan Jackfruit Stew ====&lt;br /&gt;
Young unripe jackfruit is stewed for hours with sugar, coconut milk, garlic, shallots, bay leaves, and teak leaves. The stew is served with steamed rice and boiled eggs.&lt;br /&gt;
&lt;br /&gt;
==== Harvest Clan Hot Stone Bowl ====&lt;br /&gt;
Served in an extremely hot stone or iron bowl that lends the dish its name, a base of steamed rice is topped with a variety of sauteed and pickled greens, mushrooms, peppers, onions, and bean shoots.  Eggs are then cracked into the bowl, and their whites allowed to cook from the heat of the bowl itself before serving.  Runny yolks are preferred, as they add a velvety texture to the dish.&lt;br /&gt;
&lt;br /&gt;
==== Harvest Clan Quark-stuffed Potatoes ====&lt;br /&gt;
Quark is made by warming soured milk until the desired amount of curdling is met, and then straining it.  This creates a fresh, creamy cheese that the Humans of Harvest Clan like to mix with spinach and chopped pine nuts then stuff into baked potatoes.  The stuffed potatoes are then baked again until the stuffing is bubbling and the top is browned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shark Clan ===&lt;br /&gt;
Shark Clan cuisine is, perhaps unsurprisingly, heavy in seafood and other elements easily found in the ocean.  However, due to their tradition of raiding other ships and settlements, more land-based ingredients do factor in more than one might otherwise expect.  The Clan&#039;s cooks are known to have a particular affinity for incorporating purloined citrus fruits, tomatoes, coconut, rice, and onions, as well as the melon wine commonly found around Reshalia.&lt;br /&gt;
&lt;br /&gt;
==== Shark Clan Sailor&#039;s Stew ====&lt;br /&gt;
A thick, briney stew made from a mixture of edible seaweeds, mashed rice, coconut milk, and pieces of whatever fish and shellfish was caught most recently.&lt;br /&gt;
&lt;br /&gt;
==== Shark Clan Lemon-scented Grouper ====&lt;br /&gt;
Wrapped in seaweed, grouper fillets are topped with lemon slices and steamed to give them a delicate citrus flavor.  The fillets are then unwrapped and the seaweed discarded.  It is served upon a bed of rice and sauteed onions.&lt;br /&gt;
&lt;br /&gt;
==== Shark Clan Bloody Chum ====&lt;br /&gt;
Though it thankfully is not a literal name, pieces of fish along with squid and octopus are stewed with tomatoes, onions, and a small amount of blood orange, giving this stew a look resembling its namesake.  It is frequently served with hunks of brown bread.&lt;br /&gt;
&lt;br /&gt;
==== Shark Clan Coconut Jellyfish ====&lt;br /&gt;
Another dish with a thankfully fanciful name, coconut jellyfish is a confection made from reducing coconut milk and gelatin to create a stable gummy texture.  Citrus fruit juices are added when available, but squid ink is also sometimes used as a flavoring.&lt;br /&gt;
&lt;br /&gt;
==== Shark Clan Drunken Fish ====&lt;br /&gt;
Quite a bit more literal than some of Shark Clan&#039;s other recipe names, this dish consists of mild white fish marinated in melon wine, then poached and served with rum-glazed oranges and coconut rice.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Concept:Humans&amp;diff=486317</id>
		<title>Concept:Humans</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Concept:Humans&amp;diff=486317"/>
		<updated>2018-04-14T13:05:53Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}[[Image:humans.gif|200px|left|Male and Female Humans]]&lt;br /&gt;
&lt;br /&gt;
==Play.net Description==&lt;br /&gt;
{{Pt|race}}[[Elothean]] [[lorethew]]s will tell you there was a time when there were no Humans, and some [[Elf|Elves]] will tell you they preferred the time when there were no Humans, but all that is water under the bridge now. Humans dominate the Dragon&#039;s Realms, and despite their relatively short lifespans (compared to some of the other races), they breed quickly and catch on fast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans run the middle road in abilities, being naturally neither inclined nor disinclined toward anything -- which can, in itself, be a tremendous asset. Many of the races owe the founding of Elanthia&#039;s great inter-species empire to intrepid Humans, without whom these times of peace and mutual cooperation simply would not have existed.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The figure speaks: &amp;quot;I am Human, the middle road of the races. We have the potential for skill in all things, though the others may best us in one or another. We are less strong than some and not as fast as others, yet our kind prospers. For while we may lack some of the advantages of the others, we also lack their disadavantages....&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You regard the form of the Human figurine. Of moderate height; shorter than the [[Gor&#039;Tog]] and [[Kaldar]], but taller than [[Halfling|Halflings]], [[Dwarf|Dwarves]], and [[Gnome|Gnomes]]. Almost the center of all the possible variations you see before you are in this Human form.&lt;br /&gt;
&lt;br /&gt;
==Racial Statistics==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Statistic || align=&amp;quot;center&amp;quot; | Starting || align=&amp;quot;center&amp;quot; | [[TDP]] Mod&lt;br /&gt;
|-&lt;br /&gt;
| | {{stat|Strength}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| | {{stat|Reflex}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Agility}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Charisma}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Discipline}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Wisdom}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| {{stat|Intelligence}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|- &lt;br /&gt;
| {{stat|Stamina}} || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Characteristics==&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
&lt;br /&gt;
See [[Age|Age#Humans]].&lt;br /&gt;
&lt;br /&gt;
===Height===&lt;br /&gt;
&lt;br /&gt;
Racial minimum and maximum heights by gender:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Height&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Maximum Height&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 feet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.75 feet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lifespan===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average lifespan:&#039;&#039;&#039; 75 years&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maximum lifespan:&#039;&#039;&#039; 100 years&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&#039;&#039;&#039;Average gestation period:&#039;&#039;&#039; 7 Elanthian months&lt;br /&gt;
&lt;br /&gt;
Humans can conceive children with the following races:&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Elf]] - difficult&lt;br /&gt;
*[[Elothean]] - difficult&lt;br /&gt;
*[[Gnome]] - difficult&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Kaldar]]&lt;br /&gt;
*[[Rakash]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
&lt;br /&gt;
There are six Human Clans:&lt;br /&gt;
*[[Ram Clan]]&lt;br /&gt;
*[[Wolf Clan]]&lt;br /&gt;
*[[Shadow Clan]]&lt;br /&gt;
*[[Dragon Clan]]&lt;br /&gt;
*[[Harvest Clan]]&lt;br /&gt;
*[[Shark Clan]]&lt;br /&gt;
&lt;br /&gt;
==[[Human Cuisine]]==&lt;br /&gt;
&lt;br /&gt;
==[[Human Culturally Significant Items]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Books==&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[page type is::book]][[race association is::human]]&lt;br /&gt;
|format=ul&lt;br /&gt;
|default=There appears to be some problems, please contact a moderator.&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Races}}&lt;br /&gt;
{{#concept:[[race is::human]]|A category for all members of the human race.}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486316</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486316"/>
		<updated>2018-04-14T13:02:54Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* From Historian Zelka, building upon the work of Zuebara Pulan in the book The Human Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
Until recently, little was known of Shark Clan by outsiders save for whispered rumors, snatches of old, moldering texts, and, of course, the rampant piracy.&lt;br /&gt;
&lt;br /&gt;
Over the last several years, however, I have worked hard to build trust with people in Shark Clan in order to gain access to their stories and ways, with an aim to not only understand them and their history better myself, but perhaps to also bring this to the rest of the world so that the relationships between this insular Clan and others may be built upon truth and understanding going forward.&lt;br /&gt;
&lt;br /&gt;
In my time with the Clan, I have come to understand that to say that people of Shark Clan are warriors, sailors, and pirates that dwell in the seas of the [[Qi]] Province is an understatement of great proportions. Their traditions are often predatory in nature, just like their namesake, but beyond that they are also protectors, innovators, and people who see themselves as a pure, untainted extension of the sea itself.&lt;br /&gt;
&lt;br /&gt;
The shark moves forward, and the same can be said for this Clan. Originating from a band of early seafaring [[Concept:Humans|Humans]], Shark Clan is deeply religious. They see themselves as part of the ocean, having adapted their lifestyles to existing nearly entirely aboard ships at all times. Shark Clan sees that all of them are born in blood and salt water, and so too do they all live in it. This attunement to the more brutal aspects of nature, and particularly the sea, has left the Clan with little moral compunction against piracy or raiding. They see it as a form of hunting no different than any other. It has, however, also lead them to a sense of morality in that they &#039;hunt&#039; no more than they need to survive, just like any shark. Their raids and pillaging expeditions are never to become rich, but instead a simple extension of what they are as creatures. In truth, Shark Clan roams the entirety of the oceans, not just those nearest Qi, though different families tend to remain within the same set &#039;territory&#039;, and thus the acts of active piracy vary depending on the needs of the families in any given area of the ocean.&lt;br /&gt;
&lt;br /&gt;
Their reputation with outsiders is complicated by the fact that many Shark Clan members have also participated in the activities of The Red Sash Pirates, but Clan elders and traditionalists frown upon this practice, seeing it as an affront to their place in the ocean&#039;s life cycle. However, the core of the Clan does not engage in such activities, instead keeping to their own ships, and their own form of worship. Shark Clan members are, incidentally, just as likely to be followers of [[Eluned]] or [[Lemicus]] as they are of [[Drogor]], and all give at least some fealty to all three Aspects.&lt;br /&gt;
&lt;br /&gt;
Though only tangentially related to the topic at hand, it is important to note that there exists a prominent offshoot of Shark Clan that lives on the difficult to reach island of [[Tref Bain]]. This group split with the Clan proper long ago, but the two groups hold no ill will towards each other, instead seeing themselves as close cousins. This island group is not recognized as a formal Human Clan, but their close blood and cultural ties to Shark Clan are evident in their protective natures. It is my great hope that I will soon be honored with permission to travel to Tref Bain and meet with these people. &amp;lt;ref&amp;gt;GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the Red Sash Pirates (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan.  &lt;br /&gt;
&lt;br /&gt;
The Red Sash is a group of pirates operating in the [[Reshal Sea]].  Historically composed of and led by [[race association is::human]]s, it is presently led by [[Aedem]], an elf, in the aftermath of the death of [[Sallador]], a human.  Aedem had joined the pirate group shortly before becoming its leader, previously being known as an independent operator.&lt;br /&gt;
&lt;br /&gt;
The group had (ca. 2002) been dormant and thought dispersed before a series of attacks that eventually culminated in wide-ranging attacks during the [[Outcast War]].&lt;br /&gt;
&lt;br /&gt;
Long ago, the group was just known as the Sashes, and was a small Human organization (not quite large or formal enough to be considered a true Human Clan) like many others, though preferring to roam the seas rather than stay on land.  Group members wore sashes to distinguish themselves by rank and position.  Leaders wore purple; warriors, red; and merchants and other wore other colors, such as yellow, blue and green.  It is believed that their society fractured in some way, as red sashes predominate greatly nowadays. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shadow_Clan&amp;diff=486315</id>
		<title>Shadow Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shadow_Clan&amp;diff=486315"/>
		<updated>2018-04-14T12:59:22Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==From Shard History by Silvyrlock==&lt;br /&gt;
During [[Alec]]&#039;s time, he confirmed and supported a group of [[Concept:Humans|Humans]] who moved to his region, a mixture of Rangers and rogue Paladins who named themselves &amp;quot;Shadow Clan&amp;quot;. Gruff and unforgiving, the clan is the only thing that keeps at bay the [[Dark Hand|Black Hand]] and the horrors it contains.&lt;br /&gt;
&lt;br /&gt;
==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
After the end of the wars that overthrew the [[Dragon Priest]] Empire, Ferdahl Alec of [[Shard]] was left with the threat coming from the remaining and overwhelming taint from their experiments and magics that blighted the lands and the creatures to the south of the city.&lt;br /&gt;
&lt;br /&gt;
In response to this, as the situation was far too much for his city&#039;s forces to address alone, the Ferdahl called for volunteers to help wage a proactive mission to contain and, hopefully, beat back the corruption. The Humans who stepped forward to answer this call to arms became known as Shadow Clan. Primarily rangers and paladins, these fighters had come from the other Human Clans, as well as some Humans who had been born and raised within the more cosmopolitan settlements, and others who had once called the lands south of Shard their home.&lt;br /&gt;
&lt;br /&gt;
This band of fighters, men and women both, banded together and took on their mission with such unrelenting dedication that even the [[Emerald Knights]] (those others who heard the Ferdahl&#039;s call and fight the Dark Hand upon [[Corik]]&#039;s Wall) have remarked upon it, and so it remains to this day. The Humans of Shadow Clan live entirely within the [[Dark Hand]] itself, where every moment of their existence is a struggle to live and to fight the land around them and the creatures within it. Shadow Clan members are rarely seen in the Five Provinces, even Ilithi, due to their singleminded focus on their fight. &lt;br /&gt;
&lt;br /&gt;
==Mural Sold by [[Terald]] During Original Theren Fest==&lt;br /&gt;
&lt;br /&gt;
a large canvas mural&lt;br /&gt;
:Price: 21345 Lirums&lt;br /&gt;
:Five rugged plate-clad Humans surround and battle an enormous scaled twelve-legged green monster by working in unison to confuse it. The beast has several arrows imbedded in its bulging red eyes, the result of three more Humans that stand further away, aiming their longbows carefully around their comrades. The creature is losing strength and vitality, as indicated by its collapsed hind legs, while the Humans have nary a fresh scratch on them.&lt;br /&gt;
:A large canvas mural reads:&lt;br /&gt;
:The Shadow Clan&lt;br /&gt;
&lt;br /&gt;
{{cat|Organizations, Human}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486314</id>
		<title>Ram Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486314"/>
		<updated>2018-04-14T12:48:12Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
One of the very earliest of the [[Concept:Humans|Human]] Clans, Ram Clan was originally established when Humans still lived in the West. For much of its history, it was but one of many, many Human Clans, and not a very remarkable one at that.&lt;br /&gt;
&lt;br /&gt;
When [[Akroeg]] became the Chieftain of the Clan, however, he proceeded to conquer several of the other Clans, masterfully winning battle after battle, in diplomacy as well as on the field. Ram Clan grew to be focused upon and dedicated to the ideals of justice and unity, and was a sprawling, powerful Clan.&lt;br /&gt;
&lt;br /&gt;
When Akroeg died, his son [[Verek]] became Chieftain, and later, founder of the [[Empire_of_the_Seven_Pointed_Star|Seven-Star Empire]]. Its people remained part of the Empire for much of the Empire&#039;s history, but during the time of the kin strife, the people of the Ram grew outraged. It was they who had originally struggled to bring about the Empire, and to see the depths to which it had fallen caused them a mixture of outrage and grief so profound that they could not bear it any longer.&lt;br /&gt;
&lt;br /&gt;
[[Kaegath]], the Chieftain at the time, responded to this by removing his Clan from the Empire. They then traveled deep into the forests of southwest [[Therengia]], where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
While nominally Therengian citizens, modern Ram Clan is largely isolationist, and the Barony has had little reason to intrude upon them to date. Except for some trade here and there, they interact little with the rest of the world, instead holding fast to their traditions, awaiting a time in the future when the world might be inclined to their ways once more.&lt;br /&gt;
&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Harvest_Clan&amp;diff=486313</id>
		<title>Harvest Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Harvest_Clan&amp;diff=486313"/>
		<updated>2018-04-14T12:45:53Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
With its origins in the war-torn pre-[[Empire_of_the_Seven_Pointed_Star|Empire]] times, Harvest Clan is a true outlier amongst the [[Concept:Humans|Human]] Clans, as its people are all strict pacifists who lead a largely vegetarian lifestyle. They are master farmers, who revere the earth itself, and the gods and goddesses of the hearth and of the harvest.&lt;br /&gt;
&lt;br /&gt;
The founder of Harvest Clan was Mowra Erestaevan, a widowed peasant farmer with more than a dozen children. To her sorrow, her fields were ravaged and her husband killed during one of the many wars of the time. Denouncing war and swearing that none of her kin would ever be a party to such atrocities, she taught her children the value of peace, of caring for other people, and providing for themselves and others in need without harm to any living creature. Some became farmers, some became craftsman, others joined various peaceable Guilds to being their help to others.&lt;br /&gt;
&lt;br /&gt;
Hearing of what Mowra had created and the values she espoused, other Humans, believing that her way of life would offer fulfillment, went to join her at her home far on the outer edges of the lands claimed by the Five Provinces. As time progressed, they developed into a good-sized, if extremely out of the way, farming community, and eventually, became known as the Harvest Clan.&lt;br /&gt;
&lt;br /&gt;
The clan continues to put an emphasis on teaching and on learning crafts that would provide for the community and for others, such as farming, herb-growing, weaving, teaching, and healing. Hunting is always frowned upon, though it is sometimes necessary for survival. However, drawing swords against others of the mortal races, or participating (with the exception of healing the wounded of both sides) in warfare are both forbidden by the Clan.&lt;br /&gt;
&lt;br /&gt;
To date, almost all the leaders of Harvest Clan have been female, in remembrance of Mowra and in reverence for the generative nature of women as illustrated in the act of childbearing. &lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dragon_Clan&amp;diff=486312</id>
		<title>Dragon Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dragon_Clan&amp;diff=486312"/>
		<updated>2018-04-14T12:42:36Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
Founded by [[Lanival]] himself, Dragon Clan was born during the time of Lanival&#039;s wanderings. In each Human village, town, and city he and his followers stopped in, a few more people would get up and follow them, adding to the Clan&#039;s ranks. From Lanival, these people learned to revel in their mortality. He taught them that their lives, though short, were more precious than they could imagine, and they should cherish every second of them.&lt;br /&gt;
&lt;br /&gt;
The Clan to this day remains nomadic, although they are most frequently found in northern [[Therengia]]. They are perhaps known best by outsiders as traveling merchants, their caravans and wagons laden with exotic wares inspired by their wide-ranging travels and frequently incorporating dragon-themes in their designs.&lt;br /&gt;
&lt;br /&gt;
In Dragon Clan, Lanival is remembered fondly, and much of what they do, many of the feasts they hold, are done in honor of him and his philosophies. Few celebrations are as joyous or as grand as a feast held in the camp of the Dragon Clan, for they truly embrace the concept of living their lives to the fullest at every opportunity. While some may decry them as hedonists -- and the people of Dragon Clan do indeed generally wear bright colors, sumptuous fabrics, and a great deal of jewelry, all the while displaying a tremendous love for food, drink, and celebration of all kinds -- when one comes to truly understand Dragon Clan, it becomes evident that these actions are not hedonism so much as they are a reflection of their zeal for existence. Dragon Clan members embrace all aspects of living with such joy, and will take up arms to defend the lives of themselves and others when presented with wanton destruction and oppression. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Gypsy King [[Talorc|Talorc Yngvar]] has claimed on many occasions that his people are the remnants of Dragon Clan, or at least contain many of their former members.  Dragon Clan&#039;s continued existence proves the first claim to be quite false, and Talorc&#039;s public derision of Lanival&#039;s teachings is in diametric opposition to many of the most closely held values of the Clan.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shadow_Clan&amp;diff=486311</id>
		<title>Shadow Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shadow_Clan&amp;diff=486311"/>
		<updated>2018-04-14T12:32:22Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==From Shard History by Silvyrlock==&lt;br /&gt;
During [[Alec]]&#039;s time, he confirmed and supported a group of Humans who moved to his region, a mixture of Rangers and rogue Paladins who named themselves &amp;quot;Shadow Clan&amp;quot;. Gruff and unforgiving, the clan is the only thing that keeps at bay the [[Dark Hand|Black Hand]] and the horrors it contains.&lt;br /&gt;
&lt;br /&gt;
==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
After the end of the wars that overthrew the [[Dragon Priest]] Empire, Ferdahl Alec of Shard was left with the threat coming from the remaining and overwhelming taint from their experiments and magics that blighted the lands and the creatures to the south of the city.&lt;br /&gt;
&lt;br /&gt;
In response to this, as the situation was far too much for his city&#039;s forces to address alone, the Ferdahl called for volunteers to help wage a proactive mission to contain and, hopefully, beat back the corruption. The Humans who stepped forward to answer this call to arms became known as Shadow Clan. Primarily rangers and paladins, these fighters had come from the other Human Clans, as well as some Humans who had been born and raised within the more cosmopolitan settlements, and others who had once called the lands south of Shard their home.&lt;br /&gt;
&lt;br /&gt;
This band of fighters, men and women both, banded together and took on their mission with such unrelenting dedication that even the Emerald Knights (those others who heard the Ferdahl&#039;s call and fight the Dark Hand upon Corik&#039;s Wall) have remarked upon it, and so it remains to this day. The Humans of Shadow Clan live entirely within the Dark Hand itself, where every moment of their existence is a struggle to live and to fight the land around them and the creatures within it. Shadow Clan members are rarely seen in the Five Provinces, even Ilithi, due to their singleminded focus on their fight. &lt;br /&gt;
&lt;br /&gt;
==Mural Sold by [[Terald]] During Original Theren Fest==&lt;br /&gt;
&lt;br /&gt;
a large canvas mural&lt;br /&gt;
:Price: 21345 Lirums&lt;br /&gt;
:Five rugged plate-clad Humans surround and battle an enormous scaled twelve-legged green monster by working in unison to confuse it. The beast has several arrows imbedded in its bulging red eyes, the result of three more Humans that stand further away, aiming their longbows carefully around their comrades. The creature is losing strength and vitality, as indicated by its collapsed hind legs, while the Humans have nary a fresh scratch on them.&lt;br /&gt;
:A large canvas mural reads:&lt;br /&gt;
:The Shadow Clan&lt;br /&gt;
&lt;br /&gt;
{{cat|Organizations, Human}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wolf_Clan&amp;diff=486310</id>
		<title>Wolf Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wolf_Clan&amp;diff=486310"/>
		<updated>2018-04-14T12:29:35Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Government, History, and Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:WolfClan.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=9,000&lt;br /&gt;
|est=early 300s AV&lt;br /&gt;
|alt=Trefan Ulf&lt;br /&gt;
||gov=Wolfjaw Ironbeard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Wolf Clan is a settlement of [[Human|human]] [[Barbarian|barbarians]] far west of [[The Crossing]]. Consisting of several shops, a trading post, and a renowned leatherworker, the clan offers their simple trades with earnest. Striving to survive amidst the monstrous ogres, Wolf Clan meets any challenge with barbaric ferocity.&lt;br /&gt;
&lt;br /&gt;
==Government, History, and Background==&lt;br /&gt;
&lt;br /&gt;
===Government Type===&lt;br /&gt;
One Chieftain leads the rest of the clan.&lt;br /&gt;
&lt;br /&gt;
===Prominent People===&lt;br /&gt;
*[[Suza|Suza Ironbeard]]&lt;br /&gt;
*[[Wolfjaw Ironbeard]]&lt;br /&gt;
*[[Mopeliar]] the Barbarian Pit Master&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]:&lt;br /&gt;
&lt;br /&gt;
Originally a Clan of nomadic warriors, Wolf Clan appeared under that name after the Human migration to the East. Following a Moon Mage prophecy that set about the origin of the Clan, the people of Wolf Clan remained a fierce, but wandering, tribe eking their way through eastern Kermoria for quite some time.&lt;br /&gt;
&lt;br /&gt;
It was in the early part of the third century AV that the people finally settled down in the Wildulf Woods of midwestern Zoluren. Their prophecy, they felt, had been fulfilled by the deeds of Wolfjaw Ironbeard, and they could cease their endless wanderings.&lt;br /&gt;
&lt;br /&gt;
The people of modern Wolf Clan live as hunters, fishermen, and mercenaries, and some of their warriors go on to join the ranks of the Zoluren Army. The village additionally has a bustling trade in rare pelts and skins, dyes, and animal products for the enhancement of magic, foresight, and healing.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of merchants in and out of the village because of this, but from an outsider&#039;s perspective it still isn&#039;t particularly enticing to stay for a longer term if comforts and modernity are what you are after. Wolf Clan homes and other buildings are spartan even by Clan standards and the town is kept dark at night so as not to attract any Gor&#039;Tog raiders from the nearby settlements.&lt;br /&gt;
&lt;br /&gt;
While other writings make note of the famed beauty of Wolf Clan women, my extensive time living with the Clan allows me to correct the rather hideous exoticism displayed in some of these other accounts. Tales of them being particularly sultry and filled with &#039;wild abandon&#039; are gross misunderstandings of a culture that is incredibly egalitarian, and as thus, has women who are, by and large, as unashamed of their bodies and their natures as any man. Due to these misunderstandings, many outsiders have run afoul of Wolf Clan women, taking their open natures as overtures for illicit encounters where no such thing was intended on the woman&#039;s part at all. From this, stories of men from outside of the Clan being murdered or mutilated in retaliation for &#039;partaking&#039; in a Wolf Clan woman became widespread, when, in fact, these were simple instances of the woman and her family educating the outsider on Clan manners and not taking liberties without actually ensuring the woman was interested in whatever they intended to do. &lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Trefan Ulf - The Wolf Clan Home (book)|Trefan Ulf -- The Wolf Clan Home]]&amp;quot; by Hagynn Atkyn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Locations About Town==&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Lodge of the Trefan Ulf&lt;br /&gt;
*Trader Outpost&lt;br /&gt;
*Statue of [[Wolfjaw{{!}}Wolfjaw Ironbeard]]&lt;br /&gt;
&lt;br /&gt;
===Unique Shops and Services===&lt;br /&gt;
*[[Brigetta&#039;s Tanned Goods]] offers leather repair, as well as a pelt buyer on top of their leather goods.&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Arnack&#039;s Tavern]]&lt;br /&gt;
*[[Brigetta&#039;s Tanned Goods]]&lt;br /&gt;
&lt;br /&gt;
===Bars, Inns, and Taverns===&lt;br /&gt;
*[[Arnack&#039;s Tavern]]&lt;br /&gt;
&lt;br /&gt;
===Prominent Hangouts===&lt;br /&gt;
*The clearing in the southern part of the village offers a food and drink buffet which is why it tends to be the most popular area of town.&lt;br /&gt;
&lt;br /&gt;
==Important Activities==&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
*The closest area to gain [[favor]]s is at the traditional favor location out the western gate of the [[Crossing]].&lt;br /&gt;
&lt;br /&gt;
===Task Givers===&lt;br /&gt;
*If you want a task, you should head to the nearby city of [[Crossing]] as it is the closest city with task givers.&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
*Barbarians might find themselves in town to find a dance teacher.&lt;br /&gt;
&lt;br /&gt;
==Creatures:==&lt;br /&gt;
*[[Cougars]]&lt;br /&gt;
*[[Young Ogres]]&lt;br /&gt;
*[[Scout Ogre|Scout Ogres]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[RanikMap5]]&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
{{Cat|Cities, Zoluren Cities, Organizations, Human}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486309</id>
		<title>Ram Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486309"/>
		<updated>2018-04-14T12:27:24Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
One of the very earliest of the Human Clans, Ram Clan was originally established when Humans still lived in the West. For much of its history, it was but one of many, many Human Clans, and not a very remarkable one at that.&lt;br /&gt;
&lt;br /&gt;
When Akroeg became the Chieftain of the Clan, however, he proceeded to conquer several of the other Clans, masterfully winning battle after battle, in diplomacy as well as on the field. Ram Clan grew to be focused upon and dedicated to the ideals of justice and unity, and was a sprawling, powerful Clan.&lt;br /&gt;
&lt;br /&gt;
When Akroeg died, his son Verek became Chieftain, and later, founder of the Seven-Star Empire. Its people remained part of the Empire for much of the Empire&#039;s history, but during the time of the kin strife, the people of the Ram grew outraged. It was they who had originally struggled to bring about the Empire, and to see the depths to which it had fallen caused them a mixture of outrage and grief so profound that they could not bear it any longer.&lt;br /&gt;
&lt;br /&gt;
Kaegath, the Chieftain at the time, responded to this by removing his Clan from the Empire. They then traveled deep into the forests of southwest Therengia, where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
While nominally Therengian citizens, modern Ram Clan is largely isolationist, and the Barony has had little reason to intrude upon them to date. Except for some trade here and there, they interact little with the rest of the world, instead holding fast to their traditions, awaiting a time in the future when the world might be inclined to their ways once more.&lt;br /&gt;
&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486308</id>
		<title>Ram Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ram_Clan&amp;diff=486308"/>
		<updated>2018-04-14T12:27:06Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
Once the greatest of all [[race association is::Human]] [[page type is::organization|Clan]]s... no, the greatest of all clans... Ram Clan&#039;s glory days have long since faded. Once one of many others, Ram Clan existed millennia ago. There was nothing truly remarkable about it -- that is, until [[Akroeg]] was born. Akroeg became the Chieftain of the Clan, and it was Akroeg that made it something remarkable. Under the banner of the Ram, he proceeded to conquer other clans, masterfully winning battle after battle, in diplomacy as well as on the field. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ram Clan&#039;&#039;&#039; soon found itself centered upon the ideals of justice and unity. When Akroeg died, his son [[Verek]] became Chieftain, and later, founder of the [[Seven-Star Empire]]. But that was not the end of the Ram Clan. Its people remained part of the Empire, as virtually every clan did, for ages. But when the Empire began crumbling... when that hideous time known as the [[Kin Strife]] came about, the people of the Ram grew outraged. It was they who had originally struggled to bring about the Empire, and to see it decay so brought pain to their hearts, and the honor they had held. This was under the time of [[Kaegath]] the Chieftain. The Chieftains of the Ram Clan were always given a special place of honor within the Empire, due to the stature of Chieftain Verek -- they had special rights. So Kaegath marched directly into the hall of the Emperor within the Palace, unimpeded by soldiers, until he came face to face with the Emperor, the massive hulk of a man that was [[Grudish]]. Drawing his sword, Kaegath threw it down at Grudish&#039;s feet. Drawing off his ramshide mantle, he threw it at Grudish&#039;s feet. And then Kaegath swore before the startled assembly of the lords and the Emperor, quivering with rage, that the people of Ram Clan would no longer follow the Empire -- they were free, they were leaving. &lt;br /&gt;
&lt;br /&gt;
And they did. The Ram Clan separated from the Empire, traveling deep into the impenetrable forests of southwest [[Therengia]]. They no longer have much in the way of glory, having been forgotten by most history texts. Except for some trade here and there, they interact little with the rest of the world. But in those woods, the people of Ram Clan still follow the old ways. They still hope to see those ways return.&lt;br /&gt;
&lt;br /&gt;
==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
One of the very earliest of the Human Clans, Ram Clan was originally established when Humans still lived in the West. For much of its history, it was but one of many, many Human Clans, and not a very remarkable one at that.&lt;br /&gt;
&lt;br /&gt;
When Akroeg became the Chieftain of the Clan, however, he proceeded to conquer several of the other Clans, masterfully winning battle after battle, in diplomacy as well as on the field. Ram Clan grew to be focused upon and dedicated to the ideals of justice and unity, and was a sprawling, powerful Clan.&lt;br /&gt;
&lt;br /&gt;
When Akroeg died, his son Verek became Chieftain, and later, founder of the Seven-Star Empire. Its people remained part of the Empire for much of the Empire&#039;s history, but during the time of the kin strife, the people of the Ram grew outraged. It was they who had originally struggled to bring about the Empire, and to see the depths to which it had fallen caused them a mixture of outrage and grief so profound that they could not bear it any longer.&lt;br /&gt;
&lt;br /&gt;
Kaegath, the Chieftain at the time, responded to this by removing his Clan from the Empire. They then traveled deep into the forests of southwest Therengia, where they remain to this day.&lt;br /&gt;
&lt;br /&gt;
While nominally Therengian citizens, modern Ram Clan is largely isolationist, and the Barony has had little reason to intrude upon them to date. Except for some trade here and there, they interact little with the rest of the world, instead holding fast to their traditions, awaiting a time in the future when the world might be inclined to their ways once more.&lt;br /&gt;
&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486307</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486307"/>
		<updated>2018-04-14T12:24:36Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* From Historiann Zelka, building upon the work of Zuebara Pulan in the book The Human Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==From Historian [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
Until recently, little was known of Shark Clan by outsiders save for whispered rumors, snatches of old, moldering texts, and, of course, the rampant piracy.&lt;br /&gt;
&lt;br /&gt;
Over the last several years, however, I have worked hard to build trust with people in Shark Clan in order to gain access to their stories and ways, with an aim to not only understand them and their history better myself, but perhaps to also bring this to the rest of the world so that the relationships between this insular Clan and others may be built upon truth and understanding going forward.&lt;br /&gt;
&lt;br /&gt;
In my time with the Clan, I have come to understand that to say that people of Shark Clan are warriors, sailors, and pirates that dwell in the seas of the Qi Province is an understatement of great proportions. Their traditions are often predatory in nature, just like their namesake, but beyond that they are also protectors, innovators, and people who see themselves as a pure, untainted extension of the sea itself.&lt;br /&gt;
&lt;br /&gt;
The shark moves forward, and the same can be said for this Clan. Originating from a band of early seafaring Humans, Shark Clan is deeply religious. They see themselves as part of the ocean, having adapted their lifestyles to existing nearly entirely aboard ships at all times. Shark Clan sees that all of them are born in blood and salt water, and so too do they all live in it. This attunement to the more brutal aspects of nature, and particularly the sea, has left the Clan with little moral compunction against piracy or raiding. They see it as a form of hunting no different than any other. It has, however, also lead them to a sense of morality in that they &#039;hunt&#039; no more than they need to survive, just like any shark. Their raids and pillaging expeditions are never to become rich, but instead a simple extension of what they are as creatures. In truth, Shark Clan roams the entirety of the oceans, not just those nearest Qi, though different families tend to remain within the same set &#039;territory&#039;, and thus the acts of active piracy vary depending on the needs of the families in any given area of the ocean.&lt;br /&gt;
&lt;br /&gt;
Their reputation with outsiders is complicated by the fact that many Shark Clan members have also participated in the activities of The Red Sash Pirates, but Clan elders and traditionalists frown upon this practice, seeing it as an affront to their place in the ocean&#039;s life cycle. However, the core of the Clan does not engage in such activities, instead keeping to their own ships, and their own form of worship. Shark Clan members are, incidentally, just as likely to be followers of Eluned or Lemicus as they are of Drogor, and all give at least some fealty to all three Aspects.&lt;br /&gt;
&lt;br /&gt;
Though only tangentially related to the topic at hand, it is important to note that there exists a prominent offshoot of Shark Clan that lives on the difficult to reach island of [[Tref Bain]]. This group split with the Clan proper long ago, but the two groups hold no ill will towards each other, instead seeing themselves as close cousins. This island group is not recognized as a formal Human Clan, but their close blood and cultural ties to Shark Clan are evident in their protective natures. It is my great hope that I will soon be honored with permission to travel to Tref Bain and meet with these people. &amp;lt;ref&amp;gt;GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the Red Sash Pirates (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan.  &lt;br /&gt;
&lt;br /&gt;
The Red Sash is a group of pirates operating in the [[Reshal Sea]].  Historically composed of and led by [[race association is::human]]s, it is presently led by [[Aedem]], an elf, in the aftermath of the death of [[Sallador]], a human.  Aedem had joined the pirate group shortly before becoming its leader, previously being known as an independent operator.&lt;br /&gt;
&lt;br /&gt;
The group had (ca. 2002) been dormant and thought dispersed before a series of attacks that eventually culminated in wide-ranging attacks during the [[Outcast War]].&lt;br /&gt;
&lt;br /&gt;
Long ago, the group was just known as the Sashes, and was a small Human organization (not quite large or formal enough to be considered a true Human Clan) like many others, though preferring to roam the seas rather than stay on land.  Group members wore sashes to distinguish themselves by rank and position.  Leaders wore purple; warriors, red; and merchants and other wore other colors, such as yellow, blue and green.  It is believed that their society fractured in some way, as red sashes predominate greatly nowadays. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Allum&amp;diff=486306</id>
		<title>Allum</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Allum&amp;diff=486306"/>
		<updated>2018-04-14T12:22:30Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Allum Beye&lt;br /&gt;
|status=n&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|type=pirate&lt;br /&gt;
|assoc=Saller&lt;br /&gt;
|assoc2=Kendyll&lt;br /&gt;
}}&lt;br /&gt;
Red Sash pirate, navigator, and an estranged member of Shark Clan.  Originally served aboard the [[Black Star]] under [[Saller]], but survived a mutiny led by [[Aedem]] and became [[Kendyll]]&#039;s navigator.  Died during a raid on M&#039;riss/Mer&#039;Kresh after getting drunk (a frequent occurrence) in the bar.  His soul was, however, trapped in a special charm fashioned from his bones by [[Althiras]].  His ghost briefly roamed M&#039;riss, poisoning people, until the charm was destroyed by citizens of [[Qi]].  Originally from the waters near Hara and may have had a wife named [[Emma]].&lt;br /&gt;
&lt;br /&gt;
[Need more detail on the charm, Allum&#039;s ghost, etc]&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Buccaneer Allum Beye, a Human Pirate. &amp;lt;br /&amp;gt;&lt;br /&gt;
He has dusky brown almond-shaped eyes, a shaved head dotted with white stubble and deep brown skin. &amp;lt;br /&amp;gt;&lt;br /&gt;
He is mature for a Human. &amp;lt;br /&amp;gt;&lt;br /&gt;
He has a long goatee twisted into three bushy braids. &amp;lt;br /&amp;gt;&lt;br /&gt;
He is in good shape. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is holding a leather wrapped composite bow in his right hand.&lt;br /&gt;
He is wearing a garishly painted leather vest, a long red sash trimmed with gold coins, some loose white calf length trousers, some slouched leather boots with wide cuffs, a worn leather baldric, a broad-brimmed leather hat strung with bright parrot feathers and an oversized gold hoop earring. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===As a ghost (9 March 2003)===&lt;br /&gt;
You see the ghostly form of Allum Beye, a Spectral Buccaneer.&amp;lt;br /&amp;gt;&lt;br /&gt;
He has eerily glowing silver eyes, a long mane of ghostly white hair that stirs about errantly of its own volition, and misty brown skin that gleams with a faint tinge of silver translucence. He is shrouded in a violently churning cloak of sickly green fog.&amp;lt;br /&amp;gt;&lt;br /&gt;
He has transcended the bounds of mortality.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is wearing a rotting leather vest, a tattered red sash, some ragged canvas trousers, some decaying leather boots covered with seaweed and barnacles and some ghostly green chains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return of his bones to Aedem==&lt;br /&gt;
(From Play.net boards, Jan 11, 2002.  Posted by LOVELOST)&lt;br /&gt;
&lt;br /&gt;
Aedem and Syeran showed up again tonight (thursday night/early fridaymorning).&lt;br /&gt;
&lt;br /&gt;
Were looking for allum&#039;s remains again. I told them I had already searched the canal, and didn&#039;t seem to be much use looking. Syeran said that the waves sometiems turned stuff up and to look again so I headed over for another swim.&lt;br /&gt;
&lt;br /&gt;
They offered to pay for any bones found, but preferably wanted the skull.&lt;br /&gt;
&lt;br /&gt;
Went in the canal and splashed around a bit, I felt the water stirring up debris, and some bones surfaced at various places.&lt;br /&gt;
&lt;br /&gt;
A jaw bone, toe bone, thigh bone, and a skull and a red sash.&lt;br /&gt;
&lt;br /&gt;
Took them to Aedem, he said he wasn&#039;t sure they were allum&#039;s but &#039;sallador could tell&#039;. They also mentioned in passing that Sallador said they&#039;d be useful still.&lt;br /&gt;
&lt;br /&gt;
He told me to name my price, and I requested knowledge instead. So got 4 questions for the 4 bones.&lt;br /&gt;
&lt;br /&gt;
I inquired about their progress in deciphering the parchment, he claims they have had no luck.&lt;br /&gt;
&lt;br /&gt;
I asked if there were any barbarian books still in readable shape, he says there are.&lt;br /&gt;
&lt;br /&gt;
I asked if we had a chance to recover them, and he says yes.&lt;br /&gt;
&lt;br /&gt;
I also asked why sallador thought allum&#039;s bones would be useful (necromancy or something?) and aedem claimed no clue.&lt;br /&gt;
&lt;br /&gt;
I think some folks attacked syeran during this time, so he killed a few, but not sure what all happened there, hopefully someone else can fill in the clue.&lt;br /&gt;
&lt;br /&gt;
Now that allum&#039;s safely returned, hopefully this chapter can at least move on.&lt;br /&gt;
&lt;br /&gt;
From an IC standpoint. Xavier fully supports loyalty, and can see trying to recover a dead mate. I&#039;d hope they&#039;d give us the same chance if one of our own was lost to them.&lt;br /&gt;
&lt;br /&gt;
I&#039;m certainly not pirate friendly, and told Aedem in ending that I&#039;d likely see him across swords next meeting. But I wanted this resolved.&lt;br /&gt;
&lt;br /&gt;
Xavier &lt;br /&gt;
&lt;br /&gt;
==Althiras&#039; involvement, cost of making the skull charm==&lt;br /&gt;
(From play.net boards. March 18, 2002 by KC2)&lt;br /&gt;
 &lt;br /&gt;
Sent the trusty falcon, Iggles, to peek in on Aedem this day. Decided to try and tail him for a bit rather than just confronting him. Didn&#039;t see much of interest, and soon enough it was obvious he was on to me. As he sat rocking away like an ole retired barbarian in his rocking chair, he looked at Iggles and asked if I was going to speak up.&lt;br /&gt;
&lt;br /&gt;
So I decided to open the conversation with a question about the supposed Althiras made magical device of Allum&#039;s skull. Eventually he fessed up and showed the skull, it had been strung with copper wire, like a crown, moldy feathers and Althiras&#039;s trade mark, parrot claws. Also of note are two black pearls placed in the eye-scockets, and a shark inscribed along the brow, obviously signifying the Shark Clan.&lt;br /&gt;
&lt;br /&gt;
He turned awfully chatty then, which surprised me, all I can think is that he&#039;s getting bored holed up there in Hara till Sallador&#039;s plan is put in action. When asked he admitted that paying Althiras to create this device used for Necromany, such as the one Althiras is known to use, was Sallador&#039;s idea. Kendyll was the one who took Allum&#039;s skull to Althiras to have made into the device needed. Was also able to find out that Sallador seems to have promised Althiras a ship in exchange for his services, the Slohekepi, which means the Sea&#039;s Blood in Skra&#039;ish.&lt;br /&gt;
&lt;br /&gt;
Questions are flying all around me lil head now. What plan is this that Sallador has concocted? Can a pirate like Sallador really control this device? Why would Althiras want a ship of his own?&lt;br /&gt;
&lt;br /&gt;
I myself am feeling a bit fidgety about the whole matter. I do so hate Necromancy, and to have anyone as evil minded as Sallador with this power, makes it all the worse.&lt;br /&gt;
&lt;br /&gt;
Enough of these thoughts for now,&lt;br /&gt;
&lt;br /&gt;
Griffina &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Visions from Allum&#039;s past==&lt;br /&gt;
(From play.net boards, March 6, 2003 by SULKERST)&lt;br /&gt;
&lt;br /&gt;
As night fell I found myself in Wishing Well Grove outside my cottage when I heard a ghostly moaning and noticed a green mist creeping through the housing area. The mist surrounded me and I was unable to move. I called out to Allum asking if I could help him in some way.....&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current.&lt;br /&gt;
&lt;br /&gt;
The rigging, spars and sails seem like a kingdom unto themselves, with a logic and beauty all their own. Below, the ship&#039;s hull seems too small to need or support these regal mansions of billowing sailcloth and creaking hemp. The wind plays its song in the rigging and spiderweb vibrations race along the hard, coarse shrouds.&lt;br /&gt;
&lt;br /&gt;
The sextant is a work of art in your callused hands, a contrast of polished brass and teak. Sighting carefully, you make one more notation in the log and call out the sun&#039;s altitude. Aedem flashes his wolfish grin and gives the wheel one last turn. &amp;quot;Well done, lad. We&#039;ll be t&#039;Hara in no time if the winds hold&amp;quot;, he says giving you a wink. Laughing aloud, your mind turns towards the pouch of gold at your belt and the ruby earrings stashed in your boot. &amp;quot;[[Emma]]&#039;ll love &#039;em,&amp;quot; you think to yourself, and the warm, familiar glow rises in you at the prospect of your well-earned liberty.&lt;br /&gt;
&lt;br /&gt;
The smoke is too thick for you to take an accurate assessment of the damage. The screams of the dead and dying echo through the murky dawn. Ducking under a desperate swing of the dwarf&#039;s axe, you cleave the hand holding it from the wielder&#039;s arm and kick the stunned [[Nadamian]] over the rail. A sharp cry, &amp;quot;Ware the mast!&amp;quot; precedes a deafening crash. The ship gives a lurch as the smoldering mainsail drapes itself like a shroud across the bodies littering the deck. &amp;quot;Holds&#039;re clear, Captain!&amp;quot; the bosun yells and relief washes over you. &amp;quot;Back t&#039;the Star boys!&amp;quot; yells Aedem.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
Just as quickly it was gone again. I think I was seeing memories, Allum&#039;s memories but I&#039;m not at all sure what to make of this.&lt;br /&gt;
&lt;br /&gt;
~Kalyra &lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 3/23/2003 by PARAGONDR)&lt;br /&gt;
 &lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current..&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And thirty!&amp;quot; bellows the boson.&lt;br /&gt;
&lt;br /&gt;
The thin figure sags against the mast, only the ropes binding his arms above his head keep him from sprawling bloodily upon the deck.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Drag him to the bow and chain him again!&amp;quot; roars the [[Captain|Saller]], gesturing with the spike that occupies the space once held by his hand.&lt;br /&gt;
&lt;br /&gt;
Thirty lashes for killing some [[Dne]] you&#039;d think he&#039;d be happy with the lad but for the way he did it. Fire from his hands, who&#039;d &#039;a thought the [[boy|Aedem]]&#039;d had that in him? Of course, that&#039;s what comes of letting young Fyrsh hang &#039;round that ole Rissan on Hara, and talk about all that elemental mumbo jumbo ever&#039; chance they&#039;d get.&lt;br /&gt;
&lt;br /&gt;
The alchemist mutters a low curse as he shoves a bit of jadice flower back into his sash. For now it&#039;ll be seawater, but later some of the crew&#039;ll give him what aid they can, out of the Captain&#039;s sight of course. Likeable lad, for all as he&#039;s stubborn as a yeehar when it comes to the Captain.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Make of it what you will. Allum has a quality in these visions that make me take a liking to him, but that cannot excuse the fact that these attacks are putting us in danger.&lt;br /&gt;
-Towerlocke. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards 3/29/03 by LINEYTADR)&lt;br /&gt;
 &lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
The ship lurches skyward, riding vast swells of dark water. It hangs precipitously in the air for a few heart-pounding moments before sliding deep into the trough. Her courses sag in the tenuous calm until the next wave pushes it aloft like a mere child&#039;s toy, the foamy caps hissing in the inexorable procession.&lt;br /&gt;
&lt;br /&gt;
The Captain&#039;s voice booms out, &amp;quot;All hands, all hands! Men into the foreshrouds, she&#039;s going above the cap!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a frenzy of activity as men begin to scamper up the ratlines.&lt;br /&gt;
&lt;br /&gt;
The waves begin to gain strength, taking longer to come but becoming massive in size. Enormous walls of roiling water loom over the ship, the crests curling and breaking. An avalanche of salty white foam tumbles down the steep face of the storm-created canyon.&lt;br /&gt;
&lt;br /&gt;
The captain&#039;s voice booms out, &amp;quot;Tarpaulins and battens for the hatchways!&amp;quot;&lt;br /&gt;
A curved white line races across the surface of the angry sea pursued by an awful blackness. In the moments before it reaches you, the ship&#039;s closely furled sails sag. The rain-sodden canvas suddenly losing its fullness as if bowing in defeat.&lt;br /&gt;
&lt;br /&gt;
A tearing wall of air and water rips the sails from their bolt tops with an enormous howl. The ship rises on her beam-ends; darkness falls upon you as the world dissolves into a vast noise.&lt;br /&gt;
&lt;br /&gt;
Air and water intermingle, there is no surface to the sea and the sky has vanished. The distinction between up and down no longer exists as the ships lies heavy on her side. Suddenly, she rights; taking a furious lee-lurch and wearing round.&lt;br /&gt;
&lt;br /&gt;
A massive wave races swiftly toward you, the great green-grey wall of murky water towers above the taffrail with inevitable fury. You strain your neck trying see the top, leaning back as it curves beyond the vertical in its momentum, a beard of wind-torn spray flying out before it.&lt;br /&gt;
&lt;br /&gt;
The Captain&#039;s voice tears from his throat, his order muffled by the roaring winds. The shredded jib and fore topmast staysail are hopelessly entangled with the bowsprit. The ship moves a trifle from its original course. The bow lifts sharply as it rises and tilts astern, the sudden incline making your footing on the rain-slicked boards precarious at best.&lt;br /&gt;
&lt;br /&gt;
You pull your rigging knife from its sheath at the small of your back and struggle forward, a prayer to Drogor on your lips. Dimly you are aware of others struggling beside you to reach the entangled shrouds before they cause the ship to founder.&lt;br /&gt;
&lt;br /&gt;
The mortal wave sweeps under the counter, dividing as the deluge smothers you up to the waist in foam and icy water. The ship wallows drunkenly in the trough, limping through the calmer water. The shrieking from the strained rigging subsides as the pressure slowly decreases.&lt;br /&gt;
&lt;br /&gt;
The roll of the ship increases until the larboard cathead skims the water before righting. The monstrous waves sweep in from the west in an endless procession, each impossibly tall. The battered vessel bucks valiantly against the merciless water, the whole of the forecastle vanishing into the opaque depths with each violent plunge.&lt;br /&gt;
&lt;br /&gt;
The raging wind switches direction like a temperamental child, lashing the skin with icy tendrils and screaming furiously.&lt;br /&gt;
&lt;br /&gt;
Frothy plumes of water hurtle into the air on impact, as the very sea seems to crash into the beleaguered vessel. The wave takes the ship abaft the beam, slewing it around helplessly. As you cut the last of the lines free, the entangled mess tears away from the bowsprit, pulling you helplessly along with it.&lt;br /&gt;
&lt;br /&gt;
A desperate hand grabs yours and hauls you back before the bow plunges again. You hit the deck hard as the next wave roars overhead, plunging you again into an icy darkness, yet the hand on yours never relents.&lt;br /&gt;
&lt;br /&gt;
As you blink the salt from your eyes and gasp a deep lungful of air, you note the screaming wind begins to slowly subside, as if reluctantly mollified. The pitch drops in intensity though retains its presence, the force of it felt in a steady buffeting roar that no longer overwhelms the senses.&lt;br /&gt;
&lt;br /&gt;
The hand releases yours and the skinny cabin boy, Fyrsh, laughs desperately, his face pale beneath his tan. His jest is lost in the howl of the winds. Giving you a final nod, he clambers to his feet and heads aft.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 3/30/03 by OLSZEWSKIG)&lt;br /&gt;
 &lt;br /&gt;
The floor of the tavern is covered with sawdust. Fish-oil lamps, burning dimly throughout the building, give off a rank scent that is only a smidge better than the lingering smells of puke and spilt ale. The bar, with plenty of stools lined up beside it, takes up a majority of one wall. If you had the energy, perhaps you could reach the bottle of the Baron&#039;s rum lying on the floor beside you.&lt;br /&gt;
&lt;br /&gt;
Is that the cabin boy, [[Fyrsh|Aedem]], over in the booth? Sure look like him, and the [[alchemist|Syeran]], plus a few of the older hands as well. Bah, there&#039;s a drop or two left in that bottle...&lt;br /&gt;
&lt;br /&gt;
*CRASH*&lt;br /&gt;
&lt;br /&gt;
The bench barely misses your head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;42*40&#039;N 10*11&#039;W. It&#039;ll be damn nigh calm enough and that&#039;s where it&#039;ll be!&amp;quot; There is the glint of steel in the low light as the cabin boy shows his teeth. &amp;quot;You&#039;re either in fer all or out fer naught. Decide now.&amp;quot; With that, he slams the dagger into the wood of the table.&lt;br /&gt;
&lt;br /&gt;
The other voices rise in what seems to be agreement, and the figures meander slowly from the booth and out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
Who was that girl over t&#039;Tehya&#039;s earlier... Emma? Don&#039;t matter, a few Nadamian jewels an&#039; she&#039;ll be yers sure enough.&lt;br /&gt;
&lt;br /&gt;
Now where was that bottle?&lt;br /&gt;
&lt;br /&gt;
A sharp clank by your head causes you to squint upwards into the light.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good night, eh Allum?&amp;quot; says the cabin boy in that mocking voice of his.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let&#039;s just hope ye was too drunk t&#039;listen t&#039;what ye oughtn&#039;t or too smart to heed what ye did, eh?&amp;quot; he says with a wink.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Regardless, man, hold onto this, fer luck,&amp;quot; he says pressing something into your upturned palm.&lt;br /&gt;
&lt;br /&gt;
Eh, upturned? Well sure an&#039; you&#039;re on the ground agin&#039; ole son... now, where was that bottle?&lt;br /&gt;
&lt;br /&gt;
You shove the shark&#039;s tooth into your sash as your fingers clamp down upon the neck of the Baron&#039;s Best.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
You feel your heart shudder and almost stop before it begins beating to a strange rhythm.&lt;br /&gt;
&lt;br /&gt;
Your heart continues beating its unnatural rhythm.&lt;br /&gt;
&lt;br /&gt;
The shark&#039;s tooth glows momentarily.&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;I errr..saw something and was given this tooth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You wave your shark&#039;s tooth around.&lt;br /&gt;
look tooth&lt;br /&gt;
&lt;br /&gt;
The greyed shark&#039;s tooth is crudely incised with the image of two crossed scimitars set above a star.&lt;br /&gt;
&lt;br /&gt;
Your heart shudders, then resumes its normal rhythm.&lt;br /&gt;
A cold grey light slowly lays bare the landscape about you as the sun rises, hidden behind heavy clouds.&lt;br /&gt;
&lt;br /&gt;
The shark&#039;s tooth glows green for a moment, then spins til it seems to point west.&lt;br /&gt;
&lt;br /&gt;
Gavyn ponders.&lt;br /&gt;
&lt;br /&gt;
Gavyn asks, &amp;quot;You want to see where it&#039;s pointing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
From here Gavyn and I followed where the tooth told us to go....till the sun rose....and it not longer directed us. I will try again at night.&lt;br /&gt;
&lt;br /&gt;
Junzaa....Rissan Warrior Witch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 4/5/2003)&lt;br /&gt;
&lt;br /&gt;
This is a vision I had of Allum today, the bog was invaded with greater skeletons, lessers and Zombies again.&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
The bos&#039;n glances back towards the quarterdeck and raises his whip. The Captain bares his teeth in a feral grin.&lt;br /&gt;
&lt;br /&gt;
As you raise the bottle towards your lips, the alchemist whips a dagger from his sash and flings it into the mast just below the cabin boy&#039;s bound wrists. The *thunk* echoes hollowly across the deck for what seems an eternity before Drogor&#039;s own wrath seems to break loose across the deck.&lt;br /&gt;
&lt;br /&gt;
Quick as you like, the cabin boy&#039;s free and whirling on the Bos&#039;n. He ducks under the lash of the whip and gestures; a halo of fire flickers into being to hover around his neck and mouth. He inhales sharply and the bos&#039;n&#039;s head is engulfed in a bolt of churning flame.&lt;br /&gt;
&lt;br /&gt;
Without pausing, he slips the cutlass from the dead man&#039;s belt and strides aft, bellowing, &amp;quot;Leave him!&amp;quot; to the men rushing the quarterdeck. &amp;quot;That bastard&#039;s mine!&amp;quot; he cries, taking the stairs with a leap.&lt;br /&gt;
&lt;br /&gt;
The bottle bounces on the deck as you fumble for the cutlass at your belt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Easy there, matey.&amp;quot; The alchemist&#039;s voice is close, and you glance up in time to meet the pommel of his cutlass. There is a sharp pain, lights swim before your eyes and everything goes black.&lt;br /&gt;
&lt;br /&gt;
There is a dull throbbing in your temple.&lt;br /&gt;
&lt;br /&gt;
A rush of cold salt water jolts you fully awake.&lt;br /&gt;
&lt;br /&gt;
Torchlight illuminates the carnage on the deck around you. A severed hand lies in a fiery pool of blood in front of your bound feet.&lt;br /&gt;
&lt;br /&gt;
The cabin boy stands on the quarterdeck, his left arm hanging limply at his side. Blood flows freely from a cut on his forehead. His right hand grips the Captain&#039;s hair, his unconscious form dangling limply to the deck.&lt;br /&gt;
&lt;br /&gt;
Rough hands drag you unceremoniously to your feet, and the business end of a cutlass prods you towards a flimsy plank which extends out over the black waters. The shark&#039;s tooth on its leather thong slips out from under your shirt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that one!&amp;quot; belts out the cabin boy, and the same hands pull you roughly back. &amp;quot;Toss him in the fo&#039;ard hold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Syeran, get your arse back here and help me with this offal! I want him awake for what comes next!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drogor help you, but you wish you hadn&#039;t dropped that bottle.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
Tooth hasn&#039;t acted up yet, Junzaa and I are still looking, wish us luck.&lt;br /&gt;
&lt;br /&gt;
Genneron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==another vision==&lt;br /&gt;
(play.net boards, 4/11/2003)&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The floor of the tavern is covered with sawdust. Fish-oil lamps, burning dimly throughout the building, give off a rank scent that is only a smidge better than the lingering smells of puke and spilt ale. The bar, with plenty of stools lined up beside it, takes up a majority of one wall. You can hear the cabin boy&#039;s.. uh, the Captain&#039;s voice over the din.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s a good man, Kendyll,&amp;quot; he says. &amp;quot;One of the best I&#039;ve ever sailed with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, aye, if he&#039;s sober&amp;quot; she says.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;What in the blue blazes does she know? Her da&#039; was a right worthy bastard, but a woman...?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;He&#039;s a good man, Kendyll,&amp;quot; he says. &amp;quot;One of the best I&#039;ve ever sailed&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sign him on, Kendyll. The men know he wasn&#039;t with us, an&#039; not against has no merit t&#039; their way of thinkin&#039; now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Drogor&#039;s teeth, Aedem. What&#039;s in this fer you, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Truth t&#039;tell, nothin&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothin&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He taught me the stars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
 A horrid nightmare&lt;br /&gt;
 I was forced to endure some say I was singing of murder&lt;br /&gt;
&lt;br /&gt;
 Killien  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==another vision==&lt;br /&gt;
(play.net boards, 4/24/2003)&lt;br /&gt;
&lt;br /&gt;
The mist came again tonight in the bog along with zombies and other undead. For sometime we fought them back while the mist danced aroung us almost seeming to decide who to choose. At one point it entered my nostrils and my throat and I actually saw myself gasp as though I were outside my body. Then came the vision......&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
Everything is perfectly familiar, from the smell of seawater and tarred rigging to the gentle heave of the deck underfoot, but the essence seems gone, and you feel like a stranger as you gaze across the harbor at the Black Star, your home for most of your life.&lt;br /&gt;
&lt;br /&gt;
Granted, you&#039;re better off than most of the crew that hadn&#039;t been intimate with Aedem&#039;s plans from the beginning, and Kendyll is as competent as they come, but there&#039;s no denying the odd hollow in your chest...&lt;br /&gt;
&lt;br /&gt;
To and fro, to and fro, she paces across the starboard quarterdeck, lithe as a jungle cat, with sparkling violet eyes and deep golden skin sprinkled here and there with freckles. Braided at the temples, her curly blue-black hair falls below her waist with windswept strands flying loose about her face. You tuck the bottle back into your sash, hoping she&#039;s not noticed.&lt;br /&gt;
Motion on the Star catches your eye, and you train the spyglass on her quarterdeck.&lt;br /&gt;
&lt;br /&gt;
Her new Captain is leaner than he was; his open, cheerful face has grown older, less full; it is now lined and habitually somber, with a touch of latent wickedness, and anyone used to the abrupt way of the sea can tell this is not a face to be trifled with. Aye, were such a man put out the blow would come without a moment&#039;s warning and be damned the consequences - dangerous, like Saller before, past caring.&lt;br /&gt;
&lt;br /&gt;
To and fro, to and fro, looking towards shore at each turn, until with a quick grin, she says, &amp;quot;Mr. Bey, let us move outside the bar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aye aye, Ma&#039;am. All hands to weigh anchor!&lt;br /&gt;
&lt;br /&gt;
The quick cutting notes of the bos&#039;n&#039;s call, the rush of feet that follows instantly, and the capstan bars are being shipped, pinned and swifted as quick as you like...&lt;br /&gt;
&lt;br /&gt;
As the capstan turns and the ship glides across the harbor towards Riss, someone strikes up a shanty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Up and down, ma&#039;am,&amp;quot; comes the call from the forecastle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Foretopmen,&amp;quot; barks Kendyll, &amp;quot;Away aloft.&amp;quot; The foreshrouds are dark with racing men. &amp;quot;Let fall: let fall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The topsail flashes out, the larboard watch sheets it home and without word races to the halyards. The yard rises smoothly, the foretopsail fills and with just enough way on to trip her anchor, the Ornery Wench starts a pure, leisurely curve and stands for the bar, away for Riss and [[Tusfaov]]&#039;s fabled treasures...&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mists part and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
The mists drift away on the night breeze.&lt;br /&gt;
&lt;br /&gt;
 I&#039;m told I spoke or sang but I don&#039;t recall any of that.&lt;br /&gt;
&lt;br /&gt;
 ~Kalyra &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allum is freed from the skull charm==&lt;br /&gt;
(play.net boards, 5/4/03 by GENNERON)&lt;br /&gt;
 &lt;br /&gt;
Wow, where to start, I know I came in a little bit past the start, but I ran to meet up with Junzaa and it seemed to kick off right away.&lt;br /&gt;
&lt;br /&gt;
I ran to the Cypress in the bog, the undead were invading again, typical critters, greater skeletons, lesser skels, Zombies and dark spirits. A rather motley crew, so I jumped in with Junzaa, Deloria and Mendasity and started hacking away. As we were battling Junzaa&#039;s pack started to glow and flash with green light, during this time Deloria had another vision, which she will be posting soon. But anyways, Junzaa&#039;s pack was flashing and it was the sharks tooth that started leading us into the forlorn hope again but this time, it kept going up a ledge around the pool and over the river and through the woods. And it eventually lead us all to Allums skull, yes, I said Allum&#039;s skull. Junzaa and I tried to take it, and we got sucked inside of it:&lt;br /&gt;
&lt;br /&gt;
[A Very Odd Room]&lt;br /&gt;
The room is cave-like, with strangely curving walls, as if one were inside a large bubble. On one side are two circular openings in the ivory-colored wall, almost blocked by what look like round black stones.&lt;br /&gt;
&lt;br /&gt;
Very odd room indeed, we were trying everything, digging, hacking prying pushing pulling but to no avail. Meanwhile Menda and Deloria were outside attempting to figure out what the heck was going on, while getting attacked by more DS and Zombies. Eventually they touched the skull and were sucked in as well, not after deloria managed to thump the skull a few times and damage it, unknown to us at the time.&lt;br /&gt;
&lt;br /&gt;
So here we all are trapped inside the skull trying to figure out this process, what the heck are we supposed to do. Finally Junzaa sends her lil Lynx over to grab up relayer because he knew exactly where the area we were in was, he came along and started whacking away on it with his holy weapon and lo and behold suddenly:&lt;br /&gt;
&lt;br /&gt;
The world seems to explode around you! Jagged cracks appear in the walls, floor, and ceiling, and the fragments of the shattered room fly away from you. Your eyes refuse to focus in the swirl of debris, but you feel a strange sensation, as if your whole body were swelling.&lt;br /&gt;
&lt;br /&gt;
Shortly thereafter we were presented with this vision:&lt;br /&gt;
&lt;br /&gt;
The ghostly form of Allum Beye materializes before you. With a voice that sounds like the crashing of waves on a distant shore, it says, &amp;quot;Free &amp;quot; With a broad grin, the figure suddenly bursts into thousands of motes of white light, which drift upwards and fade away.&lt;br /&gt;
&lt;br /&gt;
It gave me a warm feeling to see him free like that, and I hope he stays that way, but I have a feeling Aedem isn&#039;t going to be too happy at all with us.&lt;br /&gt;
&lt;br /&gt;
Genneron&lt;br /&gt;
&lt;br /&gt;
P.S. A very HUGE thanks to Tsem, Meriel and Bart. I had a great time with this event and was very, very happy to be there at it&#039;s beginning and it&#039;s end. I don&#039;t know what else to say but THANK YOU for taking the time to make the game what it is.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Allum&amp;diff=486305</id>
		<title>Allum</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Allum&amp;diff=486305"/>
		<updated>2018-04-14T12:20:10Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Allum Beye&lt;br /&gt;
|status=n&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|type=pirate&lt;br /&gt;
|assoc=Saller&lt;br /&gt;
|assoc2=Kendyll&lt;br /&gt;
}}&lt;br /&gt;
Red Sash pirate, navigator, and member of Shark Clan.  Originally served aboard the [[Black Star]] under [[Saller]], but survived a mutiny led by [[Aedem]] and became [[Kendyll]]&#039;s navigator.  Died during a raid on M&#039;riss/Mer&#039;Kresh after getting drunk (a frequent occurrence) in the bar.  His soul was, however, trapped in a special charm fashioned from his bones by [[Althiras]].  His ghost briefly roamed M&#039;riss, poisoning people, until the charm was destroyed by citizens of [[Qi]].  Originally from the waters near Hara and may have had a wife named [[Emma]].&lt;br /&gt;
&lt;br /&gt;
[Need more detail on the charm, Allum&#039;s ghost, etc]&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Buccaneer Allum Beye, a Human Pirate. &amp;lt;br /&amp;gt;&lt;br /&gt;
He has dusky brown almond-shaped eyes, a shaved head dotted with white stubble and deep brown skin. &amp;lt;br /&amp;gt;&lt;br /&gt;
He is mature for a Human. &amp;lt;br /&amp;gt;&lt;br /&gt;
He has a long goatee twisted into three bushy braids. &amp;lt;br /&amp;gt;&lt;br /&gt;
He is in good shape. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is holding a leather wrapped composite bow in his right hand.&lt;br /&gt;
He is wearing a garishly painted leather vest, a long red sash trimmed with gold coins, some loose white calf length trousers, some slouched leather boots with wide cuffs, a worn leather baldric, a broad-brimmed leather hat strung with bright parrot feathers and an oversized gold hoop earring. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===As a ghost (9 March 2003)===&lt;br /&gt;
You see the ghostly form of Allum Beye, a Spectral Buccaneer.&amp;lt;br /&amp;gt;&lt;br /&gt;
He has eerily glowing silver eyes, a long mane of ghostly white hair that stirs about errantly of its own volition, and misty brown skin that gleams with a faint tinge of silver translucence. He is shrouded in a violently churning cloak of sickly green fog.&amp;lt;br /&amp;gt;&lt;br /&gt;
He has transcended the bounds of mortality.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is wearing a rotting leather vest, a tattered red sash, some ragged canvas trousers, some decaying leather boots covered with seaweed and barnacles and some ghostly green chains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Return of his bones to Aedem==&lt;br /&gt;
(From Play.net boards, Jan 11, 2002.  Posted by LOVELOST)&lt;br /&gt;
&lt;br /&gt;
Aedem and Syeran showed up again tonight (thursday night/early fridaymorning).&lt;br /&gt;
&lt;br /&gt;
Were looking for allum&#039;s remains again. I told them I had already searched the canal, and didn&#039;t seem to be much use looking. Syeran said that the waves sometiems turned stuff up and to look again so I headed over for another swim.&lt;br /&gt;
&lt;br /&gt;
They offered to pay for any bones found, but preferably wanted the skull.&lt;br /&gt;
&lt;br /&gt;
Went in the canal and splashed around a bit, I felt the water stirring up debris, and some bones surfaced at various places.&lt;br /&gt;
&lt;br /&gt;
A jaw bone, toe bone, thigh bone, and a skull and a red sash.&lt;br /&gt;
&lt;br /&gt;
Took them to Aedem, he said he wasn&#039;t sure they were allum&#039;s but &#039;sallador could tell&#039;. They also mentioned in passing that Sallador said they&#039;d be useful still.&lt;br /&gt;
&lt;br /&gt;
He told me to name my price, and I requested knowledge instead. So got 4 questions for the 4 bones.&lt;br /&gt;
&lt;br /&gt;
I inquired about their progress in deciphering the parchment, he claims they have had no luck.&lt;br /&gt;
&lt;br /&gt;
I asked if there were any barbarian books still in readable shape, he says there are.&lt;br /&gt;
&lt;br /&gt;
I asked if we had a chance to recover them, and he says yes.&lt;br /&gt;
&lt;br /&gt;
I also asked why sallador thought allum&#039;s bones would be useful (necromancy or something?) and aedem claimed no clue.&lt;br /&gt;
&lt;br /&gt;
I think some folks attacked syeran during this time, so he killed a few, but not sure what all happened there, hopefully someone else can fill in the clue.&lt;br /&gt;
&lt;br /&gt;
Now that allum&#039;s safely returned, hopefully this chapter can at least move on.&lt;br /&gt;
&lt;br /&gt;
From an IC standpoint. Xavier fully supports loyalty, and can see trying to recover a dead mate. I&#039;d hope they&#039;d give us the same chance if one of our own was lost to them.&lt;br /&gt;
&lt;br /&gt;
I&#039;m certainly not pirate friendly, and told Aedem in ending that I&#039;d likely see him across swords next meeting. But I wanted this resolved.&lt;br /&gt;
&lt;br /&gt;
Xavier &lt;br /&gt;
&lt;br /&gt;
==Althiras&#039; involvement, cost of making the skull charm==&lt;br /&gt;
(From play.net boards. March 18, 2002 by KC2)&lt;br /&gt;
 &lt;br /&gt;
Sent the trusty falcon, Iggles, to peek in on Aedem this day. Decided to try and tail him for a bit rather than just confronting him. Didn&#039;t see much of interest, and soon enough it was obvious he was on to me. As he sat rocking away like an ole retired barbarian in his rocking chair, he looked at Iggles and asked if I was going to speak up.&lt;br /&gt;
&lt;br /&gt;
So I decided to open the conversation with a question about the supposed Althiras made magical device of Allum&#039;s skull. Eventually he fessed up and showed the skull, it had been strung with copper wire, like a crown, moldy feathers and Althiras&#039;s trade mark, parrot claws. Also of note are two black pearls placed in the eye-scockets, and a shark inscribed along the brow, obviously signifying the Shark Clan.&lt;br /&gt;
&lt;br /&gt;
He turned awfully chatty then, which surprised me, all I can think is that he&#039;s getting bored holed up there in Hara till Sallador&#039;s plan is put in action. When asked he admitted that paying Althiras to create this device used for Necromany, such as the one Althiras is known to use, was Sallador&#039;s idea. Kendyll was the one who took Allum&#039;s skull to Althiras to have made into the device needed. Was also able to find out that Sallador seems to have promised Althiras a ship in exchange for his services, the Slohekepi, which means the Sea&#039;s Blood in Skra&#039;ish.&lt;br /&gt;
&lt;br /&gt;
Questions are flying all around me lil head now. What plan is this that Sallador has concocted? Can a pirate like Sallador really control this device? Why would Althiras want a ship of his own?&lt;br /&gt;
&lt;br /&gt;
I myself am feeling a bit fidgety about the whole matter. I do so hate Necromancy, and to have anyone as evil minded as Sallador with this power, makes it all the worse.&lt;br /&gt;
&lt;br /&gt;
Enough of these thoughts for now,&lt;br /&gt;
&lt;br /&gt;
Griffina &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Visions from Allum&#039;s past==&lt;br /&gt;
(From play.net boards, March 6, 2003 by SULKERST)&lt;br /&gt;
&lt;br /&gt;
As night fell I found myself in Wishing Well Grove outside my cottage when I heard a ghostly moaning and noticed a green mist creeping through the housing area. The mist surrounded me and I was unable to move. I called out to Allum asking if I could help him in some way.....&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current.&lt;br /&gt;
&lt;br /&gt;
The rigging, spars and sails seem like a kingdom unto themselves, with a logic and beauty all their own. Below, the ship&#039;s hull seems too small to need or support these regal mansions of billowing sailcloth and creaking hemp. The wind plays its song in the rigging and spiderweb vibrations race along the hard, coarse shrouds.&lt;br /&gt;
&lt;br /&gt;
The sextant is a work of art in your callused hands, a contrast of polished brass and teak. Sighting carefully, you make one more notation in the log and call out the sun&#039;s altitude. Aedem flashes his wolfish grin and gives the wheel one last turn. &amp;quot;Well done, lad. We&#039;ll be t&#039;Hara in no time if the winds hold&amp;quot;, he says giving you a wink. Laughing aloud, your mind turns towards the pouch of gold at your belt and the ruby earrings stashed in your boot. &amp;quot;[[Emma]]&#039;ll love &#039;em,&amp;quot; you think to yourself, and the warm, familiar glow rises in you at the prospect of your well-earned liberty.&lt;br /&gt;
&lt;br /&gt;
The smoke is too thick for you to take an accurate assessment of the damage. The screams of the dead and dying echo through the murky dawn. Ducking under a desperate swing of the dwarf&#039;s axe, you cleave the hand holding it from the wielder&#039;s arm and kick the stunned [[Nadamian]] over the rail. A sharp cry, &amp;quot;Ware the mast!&amp;quot; precedes a deafening crash. The ship gives a lurch as the smoldering mainsail drapes itself like a shroud across the bodies littering the deck. &amp;quot;Holds&#039;re clear, Captain!&amp;quot; the bosun yells and relief washes over you. &amp;quot;Back t&#039;the Star boys!&amp;quot; yells Aedem.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
Just as quickly it was gone again. I think I was seeing memories, Allum&#039;s memories but I&#039;m not at all sure what to make of this.&lt;br /&gt;
&lt;br /&gt;
~Kalyra &lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 3/23/2003 by PARAGONDR)&lt;br /&gt;
 &lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current..&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And thirty!&amp;quot; bellows the boson.&lt;br /&gt;
&lt;br /&gt;
The thin figure sags against the mast, only the ropes binding his arms above his head keep him from sprawling bloodily upon the deck.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Drag him to the bow and chain him again!&amp;quot; roars the [[Captain|Saller]], gesturing with the spike that occupies the space once held by his hand.&lt;br /&gt;
&lt;br /&gt;
Thirty lashes for killing some [[Dne]] you&#039;d think he&#039;d be happy with the lad but for the way he did it. Fire from his hands, who&#039;d &#039;a thought the [[boy|Aedem]]&#039;d had that in him? Of course, that&#039;s what comes of letting young Fyrsh hang &#039;round that ole Rissan on Hara, and talk about all that elemental mumbo jumbo ever&#039; chance they&#039;d get.&lt;br /&gt;
&lt;br /&gt;
The alchemist mutters a low curse as he shoves a bit of jadice flower back into his sash. For now it&#039;ll be seawater, but later some of the crew&#039;ll give him what aid they can, out of the Captain&#039;s sight of course. Likeable lad, for all as he&#039;s stubborn as a yeehar when it comes to the Captain.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Make of it what you will. Allum has a quality in these visions that make me take a liking to him, but that cannot excuse the fact that these attacks are putting us in danger.&lt;br /&gt;
-Towerlocke. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards 3/29/03 by LINEYTADR)&lt;br /&gt;
 &lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
The ship lurches skyward, riding vast swells of dark water. It hangs precipitously in the air for a few heart-pounding moments before sliding deep into the trough. Her courses sag in the tenuous calm until the next wave pushes it aloft like a mere child&#039;s toy, the foamy caps hissing in the inexorable procession.&lt;br /&gt;
&lt;br /&gt;
The Captain&#039;s voice booms out, &amp;quot;All hands, all hands! Men into the foreshrouds, she&#039;s going above the cap!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a frenzy of activity as men begin to scamper up the ratlines.&lt;br /&gt;
&lt;br /&gt;
The waves begin to gain strength, taking longer to come but becoming massive in size. Enormous walls of roiling water loom over the ship, the crests curling and breaking. An avalanche of salty white foam tumbles down the steep face of the storm-created canyon.&lt;br /&gt;
&lt;br /&gt;
The captain&#039;s voice booms out, &amp;quot;Tarpaulins and battens for the hatchways!&amp;quot;&lt;br /&gt;
A curved white line races across the surface of the angry sea pursued by an awful blackness. In the moments before it reaches you, the ship&#039;s closely furled sails sag. The rain-sodden canvas suddenly losing its fullness as if bowing in defeat.&lt;br /&gt;
&lt;br /&gt;
A tearing wall of air and water rips the sails from their bolt tops with an enormous howl. The ship rises on her beam-ends; darkness falls upon you as the world dissolves into a vast noise.&lt;br /&gt;
&lt;br /&gt;
Air and water intermingle, there is no surface to the sea and the sky has vanished. The distinction between up and down no longer exists as the ships lies heavy on her side. Suddenly, she rights; taking a furious lee-lurch and wearing round.&lt;br /&gt;
&lt;br /&gt;
A massive wave races swiftly toward you, the great green-grey wall of murky water towers above the taffrail with inevitable fury. You strain your neck trying see the top, leaning back as it curves beyond the vertical in its momentum, a beard of wind-torn spray flying out before it.&lt;br /&gt;
&lt;br /&gt;
The Captain&#039;s voice tears from his throat, his order muffled by the roaring winds. The shredded jib and fore topmast staysail are hopelessly entangled with the bowsprit. The ship moves a trifle from its original course. The bow lifts sharply as it rises and tilts astern, the sudden incline making your footing on the rain-slicked boards precarious at best.&lt;br /&gt;
&lt;br /&gt;
You pull your rigging knife from its sheath at the small of your back and struggle forward, a prayer to Drogor on your lips. Dimly you are aware of others struggling beside you to reach the entangled shrouds before they cause the ship to founder.&lt;br /&gt;
&lt;br /&gt;
The mortal wave sweeps under the counter, dividing as the deluge smothers you up to the waist in foam and icy water. The ship wallows drunkenly in the trough, limping through the calmer water. The shrieking from the strained rigging subsides as the pressure slowly decreases.&lt;br /&gt;
&lt;br /&gt;
The roll of the ship increases until the larboard cathead skims the water before righting. The monstrous waves sweep in from the west in an endless procession, each impossibly tall. The battered vessel bucks valiantly against the merciless water, the whole of the forecastle vanishing into the opaque depths with each violent plunge.&lt;br /&gt;
&lt;br /&gt;
The raging wind switches direction like a temperamental child, lashing the skin with icy tendrils and screaming furiously.&lt;br /&gt;
&lt;br /&gt;
Frothy plumes of water hurtle into the air on impact, as the very sea seems to crash into the beleaguered vessel. The wave takes the ship abaft the beam, slewing it around helplessly. As you cut the last of the lines free, the entangled mess tears away from the bowsprit, pulling you helplessly along with it.&lt;br /&gt;
&lt;br /&gt;
A desperate hand grabs yours and hauls you back before the bow plunges again. You hit the deck hard as the next wave roars overhead, plunging you again into an icy darkness, yet the hand on yours never relents.&lt;br /&gt;
&lt;br /&gt;
As you blink the salt from your eyes and gasp a deep lungful of air, you note the screaming wind begins to slowly subside, as if reluctantly mollified. The pitch drops in intensity though retains its presence, the force of it felt in a steady buffeting roar that no longer overwhelms the senses.&lt;br /&gt;
&lt;br /&gt;
The hand releases yours and the skinny cabin boy, Fyrsh, laughs desperately, his face pale beneath his tan. His jest is lost in the howl of the winds. Giving you a final nod, he clambers to his feet and heads aft.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 3/30/03 by OLSZEWSKIG)&lt;br /&gt;
 &lt;br /&gt;
The floor of the tavern is covered with sawdust. Fish-oil lamps, burning dimly throughout the building, give off a rank scent that is only a smidge better than the lingering smells of puke and spilt ale. The bar, with plenty of stools lined up beside it, takes up a majority of one wall. If you had the energy, perhaps you could reach the bottle of the Baron&#039;s rum lying on the floor beside you.&lt;br /&gt;
&lt;br /&gt;
Is that the cabin boy, [[Fyrsh|Aedem]], over in the booth? Sure look like him, and the [[alchemist|Syeran]], plus a few of the older hands as well. Bah, there&#039;s a drop or two left in that bottle...&lt;br /&gt;
&lt;br /&gt;
*CRASH*&lt;br /&gt;
&lt;br /&gt;
The bench barely misses your head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;42*40&#039;N 10*11&#039;W. It&#039;ll be damn nigh calm enough and that&#039;s where it&#039;ll be!&amp;quot; There is the glint of steel in the low light as the cabin boy shows his teeth. &amp;quot;You&#039;re either in fer all or out fer naught. Decide now.&amp;quot; With that, he slams the dagger into the wood of the table.&lt;br /&gt;
&lt;br /&gt;
The other voices rise in what seems to be agreement, and the figures meander slowly from the booth and out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
Who was that girl over t&#039;Tehya&#039;s earlier... Emma? Don&#039;t matter, a few Nadamian jewels an&#039; she&#039;ll be yers sure enough.&lt;br /&gt;
&lt;br /&gt;
Now where was that bottle?&lt;br /&gt;
&lt;br /&gt;
A sharp clank by your head causes you to squint upwards into the light.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good night, eh Allum?&amp;quot; says the cabin boy in that mocking voice of his.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let&#039;s just hope ye was too drunk t&#039;listen t&#039;what ye oughtn&#039;t or too smart to heed what ye did, eh?&amp;quot; he says with a wink.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Regardless, man, hold onto this, fer luck,&amp;quot; he says pressing something into your upturned palm.&lt;br /&gt;
&lt;br /&gt;
Eh, upturned? Well sure an&#039; you&#039;re on the ground agin&#039; ole son... now, where was that bottle?&lt;br /&gt;
&lt;br /&gt;
You shove the shark&#039;s tooth into your sash as your fingers clamp down upon the neck of the Baron&#039;s Best.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
You feel your heart shudder and almost stop before it begins beating to a strange rhythm.&lt;br /&gt;
&lt;br /&gt;
Your heart continues beating its unnatural rhythm.&lt;br /&gt;
&lt;br /&gt;
The shark&#039;s tooth glows momentarily.&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;I errr..saw something and was given this tooth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You wave your shark&#039;s tooth around.&lt;br /&gt;
look tooth&lt;br /&gt;
&lt;br /&gt;
The greyed shark&#039;s tooth is crudely incised with the image of two crossed scimitars set above a star.&lt;br /&gt;
&lt;br /&gt;
Your heart shudders, then resumes its normal rhythm.&lt;br /&gt;
A cold grey light slowly lays bare the landscape about you as the sun rises, hidden behind heavy clouds.&lt;br /&gt;
&lt;br /&gt;
The shark&#039;s tooth glows green for a moment, then spins til it seems to point west.&lt;br /&gt;
&lt;br /&gt;
Gavyn ponders.&lt;br /&gt;
&lt;br /&gt;
Gavyn asks, &amp;quot;You want to see where it&#039;s pointing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
From here Gavyn and I followed where the tooth told us to go....till the sun rose....and it not longer directed us. I will try again at night.&lt;br /&gt;
&lt;br /&gt;
Junzaa....Rissan Warrior Witch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Another vision==&lt;br /&gt;
(play.net boards, 4/5/2003)&lt;br /&gt;
&lt;br /&gt;
This is a vision I had of Allum today, the bog was invaded with greater skeletons, lessers and Zombies again.&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
The bos&#039;n glances back towards the quarterdeck and raises his whip. The Captain bares his teeth in a feral grin.&lt;br /&gt;
&lt;br /&gt;
As you raise the bottle towards your lips, the alchemist whips a dagger from his sash and flings it into the mast just below the cabin boy&#039;s bound wrists. The *thunk* echoes hollowly across the deck for what seems an eternity before Drogor&#039;s own wrath seems to break loose across the deck.&lt;br /&gt;
&lt;br /&gt;
Quick as you like, the cabin boy&#039;s free and whirling on the Bos&#039;n. He ducks under the lash of the whip and gestures; a halo of fire flickers into being to hover around his neck and mouth. He inhales sharply and the bos&#039;n&#039;s head is engulfed in a bolt of churning flame.&lt;br /&gt;
&lt;br /&gt;
Without pausing, he slips the cutlass from the dead man&#039;s belt and strides aft, bellowing, &amp;quot;Leave him!&amp;quot; to the men rushing the quarterdeck. &amp;quot;That bastard&#039;s mine!&amp;quot; he cries, taking the stairs with a leap.&lt;br /&gt;
&lt;br /&gt;
The bottle bounces on the deck as you fumble for the cutlass at your belt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Easy there, matey.&amp;quot; The alchemist&#039;s voice is close, and you glance up in time to meet the pommel of his cutlass. There is a sharp pain, lights swim before your eyes and everything goes black.&lt;br /&gt;
&lt;br /&gt;
There is a dull throbbing in your temple.&lt;br /&gt;
&lt;br /&gt;
A rush of cold salt water jolts you fully awake.&lt;br /&gt;
&lt;br /&gt;
Torchlight illuminates the carnage on the deck around you. A severed hand lies in a fiery pool of blood in front of your bound feet.&lt;br /&gt;
&lt;br /&gt;
The cabin boy stands on the quarterdeck, his left arm hanging limply at his side. Blood flows freely from a cut on his forehead. His right hand grips the Captain&#039;s hair, his unconscious form dangling limply to the deck.&lt;br /&gt;
&lt;br /&gt;
Rough hands drag you unceremoniously to your feet, and the business end of a cutlass prods you towards a flimsy plank which extends out over the black waters. The shark&#039;s tooth on its leather thong slips out from under your shirt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that one!&amp;quot; belts out the cabin boy, and the same hands pull you roughly back. &amp;quot;Toss him in the fo&#039;ard hold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Syeran, get your arse back here and help me with this offal! I want him awake for what comes next!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Drogor help you, but you wish you hadn&#039;t dropped that bottle.&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
Tooth hasn&#039;t acted up yet, Junzaa and I are still looking, wish us luck.&lt;br /&gt;
&lt;br /&gt;
Genneron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==another vision==&lt;br /&gt;
(play.net boards, 4/11/2003)&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;The floor of the tavern is covered with sawdust. Fish-oil lamps, burning dimly throughout the building, give off a rank scent that is only a smidge better than the lingering smells of puke and spilt ale. The bar, with plenty of stools lined up beside it, takes up a majority of one wall. You can hear the cabin boy&#039;s.. uh, the Captain&#039;s voice over the din.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s a good man, Kendyll,&amp;quot; he says. &amp;quot;One of the best I&#039;ve ever sailed with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, aye, if he&#039;s sober&amp;quot; she says.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;What in the blue blazes does she know? Her da&#039; was a right worthy bastard, but a woman...?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;He&#039;s a good man, Kendyll,&amp;quot; he says. &amp;quot;One of the best I&#039;ve ever sailed&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sign him on, Kendyll. The men know he wasn&#039;t with us, an&#039; not against has no merit t&#039; their way of thinkin&#039; now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Drogor&#039;s teeth, Aedem. What&#039;s in this fer you, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Truth t&#039;tell, nothin&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothin&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He taught me the stars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mist parts and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
 A horrid nightmare&lt;br /&gt;
 I was forced to endure some say I was singing of murder&lt;br /&gt;
&lt;br /&gt;
 Killien  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==another vision==&lt;br /&gt;
(play.net boards, 4/24/2003)&lt;br /&gt;
&lt;br /&gt;
The mist came again tonight in the bog along with zombies and other undead. For sometime we fought them back while the mist danced aroung us almost seeming to decide who to choose. At one point it entered my nostrils and my throat and I actually saw myself gasp as though I were outside my body. Then came the vision......&lt;br /&gt;
&lt;br /&gt;
Green mist fills your vision, and the smell of tar and brine overwhelms you. When your vision clears you feel somehow different, as if you are caught in a strong current...&lt;br /&gt;
&lt;br /&gt;
Everything is perfectly familiar, from the smell of seawater and tarred rigging to the gentle heave of the deck underfoot, but the essence seems gone, and you feel like a stranger as you gaze across the harbor at the Black Star, your home for most of your life.&lt;br /&gt;
&lt;br /&gt;
Granted, you&#039;re better off than most of the crew that hadn&#039;t been intimate with Aedem&#039;s plans from the beginning, and Kendyll is as competent as they come, but there&#039;s no denying the odd hollow in your chest...&lt;br /&gt;
&lt;br /&gt;
To and fro, to and fro, she paces across the starboard quarterdeck, lithe as a jungle cat, with sparkling violet eyes and deep golden skin sprinkled here and there with freckles. Braided at the temples, her curly blue-black hair falls below her waist with windswept strands flying loose about her face. You tuck the bottle back into your sash, hoping she&#039;s not noticed.&lt;br /&gt;
Motion on the Star catches your eye, and you train the spyglass on her quarterdeck.&lt;br /&gt;
&lt;br /&gt;
Her new Captain is leaner than he was; his open, cheerful face has grown older, less full; it is now lined and habitually somber, with a touch of latent wickedness, and anyone used to the abrupt way of the sea can tell this is not a face to be trifled with. Aye, were such a man put out the blow would come without a moment&#039;s warning and be damned the consequences - dangerous, like Saller before, past caring.&lt;br /&gt;
&lt;br /&gt;
To and fro, to and fro, looking towards shore at each turn, until with a quick grin, she says, &amp;quot;Mr. Bey, let us move outside the bar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aye aye, Ma&#039;am. All hands to weigh anchor!&lt;br /&gt;
&lt;br /&gt;
The quick cutting notes of the bos&#039;n&#039;s call, the rush of feet that follows instantly, and the capstan bars are being shipped, pinned and swifted as quick as you like...&lt;br /&gt;
&lt;br /&gt;
As the capstan turns and the ship glides across the harbor towards Riss, someone strikes up a shanty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Up and down, ma&#039;am,&amp;quot; comes the call from the forecastle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Foretopmen,&amp;quot; barks Kendyll, &amp;quot;Away aloft.&amp;quot; The foreshrouds are dark with racing men. &amp;quot;Let fall: let fall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The topsail flashes out, the larboard watch sheets it home and without word races to the halyards. The yard rises smoothly, the foretopsail fills and with just enough way on to trip her anchor, the Ornery Wench starts a pure, leisurely curve and stands for the bar, away for Riss and [[Tusfaov]]&#039;s fabled treasures...&lt;br /&gt;
&lt;br /&gt;
Suddenly the green mists part and the current pulls the presence away, leaving you adrift in its wake. Your world returns to normal.&lt;br /&gt;
&lt;br /&gt;
The mists drift away on the night breeze.&lt;br /&gt;
&lt;br /&gt;
 I&#039;m told I spoke or sang but I don&#039;t recall any of that.&lt;br /&gt;
&lt;br /&gt;
 ~Kalyra &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allum is freed from the skull charm==&lt;br /&gt;
(play.net boards, 5/4/03 by GENNERON)&lt;br /&gt;
 &lt;br /&gt;
Wow, where to start, I know I came in a little bit past the start, but I ran to meet up with Junzaa and it seemed to kick off right away.&lt;br /&gt;
&lt;br /&gt;
I ran to the Cypress in the bog, the undead were invading again, typical critters, greater skeletons, lesser skels, Zombies and dark spirits. A rather motley crew, so I jumped in with Junzaa, Deloria and Mendasity and started hacking away. As we were battling Junzaa&#039;s pack started to glow and flash with green light, during this time Deloria had another vision, which she will be posting soon. But anyways, Junzaa&#039;s pack was flashing and it was the sharks tooth that started leading us into the forlorn hope again but this time, it kept going up a ledge around the pool and over the river and through the woods. And it eventually lead us all to Allums skull, yes, I said Allum&#039;s skull. Junzaa and I tried to take it, and we got sucked inside of it:&lt;br /&gt;
&lt;br /&gt;
[A Very Odd Room]&lt;br /&gt;
The room is cave-like, with strangely curving walls, as if one were inside a large bubble. On one side are two circular openings in the ivory-colored wall, almost blocked by what look like round black stones.&lt;br /&gt;
&lt;br /&gt;
Very odd room indeed, we were trying everything, digging, hacking prying pushing pulling but to no avail. Meanwhile Menda and Deloria were outside attempting to figure out what the heck was going on, while getting attacked by more DS and Zombies. Eventually they touched the skull and were sucked in as well, not after deloria managed to thump the skull a few times and damage it, unknown to us at the time.&lt;br /&gt;
&lt;br /&gt;
So here we all are trapped inside the skull trying to figure out this process, what the heck are we supposed to do. Finally Junzaa sends her lil Lynx over to grab up relayer because he knew exactly where the area we were in was, he came along and started whacking away on it with his holy weapon and lo and behold suddenly:&lt;br /&gt;
&lt;br /&gt;
The world seems to explode around you! Jagged cracks appear in the walls, floor, and ceiling, and the fragments of the shattered room fly away from you. Your eyes refuse to focus in the swirl of debris, but you feel a strange sensation, as if your whole body were swelling.&lt;br /&gt;
&lt;br /&gt;
Shortly thereafter we were presented with this vision:&lt;br /&gt;
&lt;br /&gt;
The ghostly form of Allum Beye materializes before you. With a voice that sounds like the crashing of waves on a distant shore, it says, &amp;quot;Free &amp;quot; With a broad grin, the figure suddenly bursts into thousands of motes of white light, which drift upwards and fade away.&lt;br /&gt;
&lt;br /&gt;
It gave me a warm feeling to see him free like that, and I hope he stays that way, but I have a feeling Aedem isn&#039;t going to be too happy at all with us.&lt;br /&gt;
&lt;br /&gt;
Genneron&lt;br /&gt;
&lt;br /&gt;
P.S. A very HUGE thanks to Tsem, Meriel and Bart. I had a great time with this event and was very, very happy to be there at it&#039;s beginning and it&#039;s end. I don&#039;t know what else to say but THANK YOU for taking the time to make the game what it is.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Kendyll&amp;diff=486304</id>
		<title>Kendyll</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Kendyll&amp;diff=486304"/>
		<updated>2018-04-14T12:16:24Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Kendyll Bowerstall&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=Barbarian&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|location=Ornery Wench&lt;br /&gt;
|map=-&lt;br /&gt;
|type=pirate&lt;br /&gt;
|assoc=Dogren,Allum&lt;br /&gt;
}}&lt;br /&gt;
Captain of the [[Ornery Wench]] and member of Shark Clan and of the Red Sash pirates.  Female barbarian from Ratha.  Born upon the sea, father was a captain.  &lt;br /&gt;
&lt;br /&gt;
Escorted [[Jeggs]] to Hara.  [[Dogren]] is her first mate.  [[Allum]] was her navigator.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
* 01/12/2004: Kendyll invades [[Leth Deriel]] for supplies. Was accompanied by Red Bear Orc Chieftans, [[War Mammoth]]s, various pirate types.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sallador&amp;diff=486303</id>
		<title>Sallador</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sallador&amp;diff=486303"/>
		<updated>2018-04-14T12:15:30Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=n&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Sea Drake&lt;br /&gt;
|type=pirate&lt;br /&gt;
|type2=ship captain&lt;br /&gt;
|assoc=Aedem&lt;br /&gt;
|assoc2=Kendyll&lt;br /&gt;
|assoc3=Allum&lt;br /&gt;
}}&lt;br /&gt;
==Captain Sallador Sah&#039;n==&lt;br /&gt;
Until the time of his death, Sallador was the ringleader of the Red Sash, a pirate organization including [[Aedem]], [[Kendyll]], [[Allum]], and others.  Captain of the [[Sea Drake (ship)|Sea Drake]].&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sallador&amp;diff=486302</id>
		<title>Sallador</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sallador&amp;diff=486302"/>
		<updated>2018-04-14T12:14:51Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=n&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Sea Drake&lt;br /&gt;
|type=pirate&lt;br /&gt;
|type2=ship captain&lt;br /&gt;
|assoc=Aedem&lt;br /&gt;
|assoc2=Kendyll&lt;br /&gt;
|assoc3=Allum&lt;br /&gt;
}}&lt;br /&gt;
==Captain Sallador Sah&#039;n==&lt;br /&gt;
Ringleader of the Red Sash, a pirate organization including [[Aedem]], [[Kendyll]], [[Allum]], and others.  Captain of the [[Sea Drake (ship)|Sea Drake]].&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aedem&amp;diff=486301</id>
		<title>Aedem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aedem&amp;diff=486301"/>
		<updated>2018-04-14T12:13:16Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Aedem Fyrsh&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=-&lt;br /&gt;
|map=-&lt;br /&gt;
|type=pirate&lt;br /&gt;
}}&lt;br /&gt;
Aedem Fyrsh, an Elven Pirate.&lt;br /&gt;
Captain of the [[Black Star]].  War Mage, has an owl familiar.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Originally from Ratha.  Was training to become a Cleric of Lemicus.  Was kidnapped, along with his mother, by the pirate [[Saller]].  His mother died shortly thereafter.  Later led a mutiny aboard ship, killing Saller with the help of [[Syeran]].  Spared the life of [[Allum]], Saller&#039;s navigator.&lt;br /&gt;
&lt;br /&gt;
==The Red Sash Pirates==&lt;br /&gt;
As captain of the Black Star, Aedem was generally a solo operator.  At some point, though, he joined the Red Sash pirates.  His advancement has been somewhat frustrated, however, by the fact that he is an elf in an organization in which the upper ranks are historically exclusively occupied by humans.&lt;br /&gt;
&lt;br /&gt;
As part of the Red Sash, Aedem has been responsible for attacks throughout [[Qi&#039;Reshalia|Qi]].  In these attacks, books and other papers have often been stolen.  Documents taken include: military histories from [[Tusfaov]] on M&#039;riss/Mer&#039;Kresh; Rathan birth records.&lt;br /&gt;
&lt;br /&gt;
==Uncertain parentage==&lt;br /&gt;
There are rumors that Aedem is the son of [[Misdilev]] [[Allvar]].  This is reinforced by translations of a captain&#039;s log in which a captive held by Saller is referred to as &#039;Adam Allvarson&#039;.  The captain&#039;s log can be found in [[Ilerthan]]&#039;s manor on [[Aesry]].&lt;br /&gt;
&lt;br /&gt;
It is possible that Aedem does not know for certain who is father is, either.  Under his direction, pirates have raided a number of stores of records, possibly looking for records of his birth.  Among those stole include: [[Sshoi-sson Palace]]&#039;s birth records from 262-264 AV; a manuscript about the [[Menhir Stones]] of Aesry; and the military histories of [[Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
He has elegant arched eyebrows, pointed ears and piercing jade eyes.  His thick brown hair is streaked with gold and tied back with a bejeweled shark tooth isael.  He has deeply tanned skin and a lean build.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is tall for an Elf.&amp;lt;br /&amp;gt;&lt;br /&gt;
He appears to be in his prime for an Elf.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is clean shaven.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
He is holding a skull-pommeled longsword with a crossbone guard in his right hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
He is wearing a white silk shirt laced loosely at the throat and cuffs, a blood-red silk sash, a pair of loose black raw silk trousers, some slouched leather boots with deep cuffs, a leather baldric, a strand of shark&#039;s teeth, a gold hoop earring strung with an ivory skull and a heavy claret greatcoat with turned back cuffs.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=-|a=-}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486300</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486300"/>
		<updated>2018-04-14T12:11:31Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==From Historiann [[Zelka]], building upon the work of Zuebara Pulan in the book [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
Until recently, little was known of Shark Clan by outsiders save for whispered rumors, snatches of old, moldering texts, and, of course, the rampant piracy.&lt;br /&gt;
&lt;br /&gt;
Over the last several years, however, I have worked hard to build trust with people in Shark Clan in order to gain access to their stories and ways, with an aim to not only understand them and their history better myself, but perhaps to also bring this to the rest of the world so that the relationships between this insular Clan and others may be built upon truth and understanding going forward.&lt;br /&gt;
&lt;br /&gt;
In my time with the Clan, I have come to understand that to say that people of Shark Clan are warriors, sailors, and pirates that dwell in the seas of the Qi Province is an understatement of great proportions. Their traditions are often predatory in nature, just like their namesake, but beyond that they are also protectors, innovators, and people who see themselves as a pure, untainted extension of the sea itself.&lt;br /&gt;
&lt;br /&gt;
The shark moves forward, and the same can be said for this Clan. Originating from a band of early seafaring Humans, Shark Clan is deeply religious. They see themselves as part of the ocean, having adapted their lifestyles to existing nearly entirely aboard ships at all times. Shark Clan sees that all of them are born in blood and salt water, and so too do they all live in it. This attunement to the more brutal aspects of nature, and particularly the sea, has left the Clan with little moral compunction against piracy or raiding. They see it as a form of hunting no different than any other. It has, however, also lead them to a sense of morality in that they &#039;hunt&#039; no more than they need to survive, just like any shark. Their raids and pillaging expeditions are never to become rich, but instead a simple extension of what they are as creatures. In truth, Shark Clan roams the entirety of the oceans, not just those nearest Qi, though different families tend to remain within the same set &#039;territory&#039;, and thus the acts of active piracy vary depending on the needs of the families in any given area of the ocean.&lt;br /&gt;
&lt;br /&gt;
Their reputation with outsiders is complicated by the fact that many Shark Clan members have also participated in the activities of The Red Sash Pirates, but Clan elders and traditionalists frown upon this practice, seeing it as an affront to their place in the ocean&#039;s life cycle. However, the core of the Clan does not engage in such activities, instead keeping to their own ships, and their own form of worship. Shark Clan members are, incidentally, just as likely to be followers of Eluned or Lemicus as they are of Drogor, and all give at least some fealty to all three Aspects.&lt;br /&gt;
&lt;br /&gt;
Though only tangentially related to the topic at hand, it is important to note that there exists a prominent offshoot of Shark Clan that lives on the difficult to reach island of [[Tref Bain]]. This group split with the Clan proper long ago, but the two groups hold no ill will towards each other, instead seeing themselves as close cousins. This island group is not recognized as a formal Human Clan, but their close blood and cultural ties to Shark Clan are evident in their protective natures. It is my great hope that I will soon be honored with permission to travel to Tref Bain and meet with these people. &amp;lt;ref&amp;gt;GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the Red Sash Pirates (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan.  &lt;br /&gt;
&lt;br /&gt;
The Red Sash is a group of pirates operating in the [[Reshal Sea]].  Historically composed of and led by [[race association is::human]]s, it is presently led by [[Aedem]], an elf, in the aftermath of the death of [[Sallador]], a human.  Aedem had joined the pirate group shortly before becoming its leader, previously being known as an independent operator.&lt;br /&gt;
&lt;br /&gt;
The group had (ca. 2002) been dormant and thought dispersed before a series of attacks that eventually culminated in wide-ranging attacks during the [[Outcast War]].&lt;br /&gt;
&lt;br /&gt;
Long ago, the group was just known as the Sashes, and was a small Human organization (not quite large or formal enough to be considered a true Human Clan) like many others, though preferring to roam the seas rather than stay on land.  Group members wore sashes to distinguish themselves by rank and position.  Leaders wore purple; warriors, red; and merchants and other wore other colors, such as yellow, blue and green.  It is believed that their society fractured in some way, as red sashes predominate greatly nowadays. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486299</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486299"/>
		<updated>2018-04-14T12:00:41Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the Red Sash Pirates (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan.  &lt;br /&gt;
&lt;br /&gt;
The Red Sash is a group of pirates operating in the [[Reshal Sea]].  Historically composed of and led by [[race association is::human]]s, it is presently led by [[Aedem]], an elf, in the aftermath of the death of [[Sallador]], a human.  Aedem had joined the pirate group shortly before becoming its leader, previously being known as an independent operator.&lt;br /&gt;
&lt;br /&gt;
The group had (ca. 2002) been dormant and thought dispersed before a series of attacks that eventually culminated in wide-ranging attacks during the [[Outcast War]].&lt;br /&gt;
&lt;br /&gt;
Long ago, the group was just known as the Sashes, and was a small Human organization (not quite large or formal enough to be considered a true Human Clan) like many others, though preferring to roam the seas rather than stay on land.  Group members wore sashes to distinguish themselves by rank and position.  Leaders wore purple; warriors, red; and merchants and other wore other colors, such as yellow, blue and green.  It is believed that their society fractured in some way, as red sashes predominate greatly nowadays. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486298</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486298"/>
		<updated>2018-04-14T11:58:15Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the Red Sash Pirates (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan.  &lt;br /&gt;
&lt;br /&gt;
The Red Sash is an [[page type is::organization|clan]] of pirates operating in the [[Reshal Sea]].  Historically composed of and led by [[race association is::human]]s, it is presently led by [[Aedem]], an elf, in the aftermath of the death of [[Sallador]], a human.  Aedem had joined the pirate group shortly before becoming its leader, previously being known as an independent operator.&lt;br /&gt;
&lt;br /&gt;
The group had (ca. 2002) been dormant and thought dispersed before a series of attacks that eventually culminated in wide-ranging attacks during the [[Outcast War]].&lt;br /&gt;
&lt;br /&gt;
Long ago, the group was just known as the Sashes, and was a small Human organization (not quite large or formal enough to be considered a true Human Clan) like many others, though preferring to roam the seas rather than stay on land.  Group members wore sashes to distinguish themselves by rank and position.  Leaders wore purple; warriors, red; and merchants and other wore other colors, such as yellow, blue and green.  It is believed that their society fractured in some way, as red sashes predominate greatly nowadays. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486297</id>
		<title>Shark Clan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shark_Clan&amp;diff=486297"/>
		<updated>2018-04-14T11:54:33Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==From [[Book:HzpTHC#Ram|The Human Clans]]==&lt;br /&gt;
The people of Shark Clan are warriors and sailors that dwell in the seas of the [[Qi]] Province. They are also rogues -- pirates, that make their living by attacking other ships and stealing their goods. Little is known of Shark Clan, for historians are not exactly welcome among them. All I can say is that if you sail upon the [[Reshal Sea]] and are approached by a ship with a shark&#039;s flag, you would do well to pray to [[Lemicus]] for safety.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Shark Clan is widely conflated with the [[Red Sash Pirates]] (who are also known as just &#039;the Red Sash&#039;) by outsiders, but this is not really correct.  While some Shark Clan members do join in with the activities of the Red Sash Priates, the Red Sash is an entirely distinct group from the Clan. &amp;lt;ref&amp;gt;GM [[Jaedren]] on the forums, 7/6/2011, and GM Persida on the forums, 4/13/18&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y|}}&lt;br /&gt;
{{cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Wide_jar_fashioned_from_a_skull&amp;diff=486240</id>
		<title>Item:Wide jar fashioned from a skull</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Wide_jar_fashioned_from_a_skull&amp;diff=486240"/>
		<updated>2018-04-09T15:16:14Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=jar&lt;br /&gt;
|look=Blood rubies are shoved into the eye sockets, while a plate of sanguine glaes serves to seal the bottom.  Set into the nose cavity, the ivory stopper is adorned with carvings of earthworms, their forms accented by indigo rubbing.&lt;br /&gt;
|MTag=glaes, skull, blood ruby, ruby, ivory&lt;br /&gt;
|STag=earthworm, skull&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|uses=50&lt;br /&gt;
|weight=5&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You can OPEN the jar to capture a mythical opponent.  The next time the jar is opened, it will release the prisoner.  It would not be wise to endanger the public.&amp;lt;br/&amp;gt;&lt;br /&gt;
[You will be flagged PvP OPEN for at least 20 minutes when releasing a creature in addition to an endangering the public charge if in a justice zone.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This critter capture item works on creatures up to a max of 150th circle.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Long_jar_crafted_from_a_femur&amp;diff=486239</id>
		<title>Item:Long jar crafted from a femur</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Long_jar_crafted_from_a_femur&amp;diff=486239"/>
		<updated>2018-04-09T15:15:30Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=jar&lt;br /&gt;
|look=A single vertebra is set into the stopper.&lt;br /&gt;
|MTag=bone, femur, vertebra&lt;br /&gt;
|STag=femur, vertebra&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|uses=10&lt;br /&gt;
|weight=5&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You can OPEN the jar to capture a mythical opponent.  The next time the jar is opened, it will release the prisoner.  It would not be wise to endanger the public.&amp;lt;br/&amp;gt;&lt;br /&gt;
[You will be flagged PvP OPEN for at least 20 minutes when releasing a creature in addition to an endangering the public charge if in a justice zone.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This critter capture item works on creatures up to a max of 100th circle.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Wide_jar_fashioned_from_a_skull&amp;diff=486238</id>
		<title>Item:Wide jar fashioned from a skull</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Wide_jar_fashioned_from_a_skull&amp;diff=486238"/>
		<updated>2018-04-09T15:14:02Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=jar&lt;br /&gt;
|look=Blood rubies are shoved into the eye sockets, while a plate of sanguine glaes serves to seal the bottom.  Set into the nose cavity, the ivory stopper is adorned with carvings of earthworms, their forms accented by indigo rubbing.&lt;br /&gt;
|MTag=glaes, femur, blood ruby, ruby, ivory&lt;br /&gt;
|STag=earthworm, femur&lt;br /&gt;
|type=magic&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|uses=50&lt;br /&gt;
|weight=5&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You can OPEN the jar to capture a mythical opponent.  The next time the jar is opened, it will release the prisoner.  It would not be wise to endanger the public.&amp;lt;br/&amp;gt;&lt;br /&gt;
[You will be flagged PvP OPEN for at least 20 minutes when releasing a creature in addition to an endangering the public charge if in a justice zone.]&lt;br /&gt;
&lt;br /&gt;
This critter capture item works on creatures up to a max of 150th circle.&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485728</id>
		<title>Ticetar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485728"/>
		<updated>2018-03-30T15:42:51Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* The Rakash and the Apple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild= Cleric&lt;br /&gt;
|race= Rakash&lt;br /&gt;
|gender= Female&lt;br /&gt;
|location= Siksraja&lt;br /&gt;
|type=&lt;br /&gt;
|assoc=Sahred, Lukca&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A resident of the [[Rakash]] village of Siksraja and a member of the [[Cleric]] Guild. She refers to [[Lukca|Lukca Zelkuk]], author of [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]], as her uncle though he does not share a blood relation to her. Her connection to the author is through her father [[Sahred]], who belongs to the same Rakash pack as [[Lukca]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ticetar, a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ticetar has a triangular face, gold eyes and a small nose.  Her white hair is shoulder length and straight, and is worn in a simple, pulled-back style held in place by some crow feathers strung upon amulet-strewn cording.  She has fair skin and a lean figure.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is short for a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
She appears to be a pack hunter.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She is wearing a tawny weapon harness adorned with Enelne&#039;s eye amulets and crow feathers, a battle odaj crafted from golden-hued mail atop deep bronze titanese and some elaborate footwraps dangling crow feathers from leather strips at the ankles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mulberry Tree==&lt;br /&gt;
As told by Ticetar at a Rakash Moot (2014) in Siksraja:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a story of what comes after loss.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who left the West during the great migration had less time for planning than one might think, yet still some had the forethought to take not only the simple, practical things which were needed for life, but also pieces of that which nourishes the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fraction of redivawzis here in the Awksa Dzilvawta Ala is the most famous example, perhaps, of this choice, this thought to bring more than just our bodies to the East.  The father of the man I call my uncle in the Common tongue, but is more rightly my father Sahred&#039;s Packmate, took the time to save this precious connection to our first home.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For another, this choice came in the form of seeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mulberry trees were used by Rakash artisans in the West to create paper for, well, my father tells it as it was always so.  As there were the trees, there were those who took the pieces of them to craft their arts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So then, if we did not often write our stories, what purpose was this paper, eh?  I asked my father this more than once, and more than once did he stare at me like I&#039;d been dropped on my skull when it was still new and soft.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was not a man of many words, no matter their method of delivery, my father.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth came to me many years later, when I finally decided to ask the ones who make the paper now.  After all, this was their story to tell or not, eh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most stared at me with the same look I was all too familiar with, but I persisted all the same, and finally one of the older women told me, though whether out of pity or approval of my determination, I&#039;ll never know.  Words were meant to be fleeting, carried upon Enelne&#039;s wings from one to the next, but when written, words hold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Puzzled by this, I asked her why we didn&#039;t just write everything down, then.  Wouldn&#039;t that be easier?  Wouldn&#039;t that save old stories from being lost?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briefly I saw that stare yet again, but her face softened just as I thought I had finally exhausted her patience with my childish lack of understanding.  It was then that she explained that to write a story, to make the words hold within any thing, is to force it to be still.  A written word does not change, save for defacement.  So then a written story becomes a thing of the past, a dead thing, a gone thing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is for this that most words are best left to Enelne&#039;s wings, so that they may continue to be as the present, to live with those who speak them. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So then, she went on to say that only mulberry paper is to be used for writing of stories, of things that must live with us, as the tree is blessed by Enelne above all others.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Truth of Self==&lt;br /&gt;
(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==The Rakash and the Apple==&lt;br /&gt;
(Posted on the forums by Persida, 3/28/18)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A Rakash fable, as told by Ticetar, Cleric of Siksraja&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very, very long ago, apples were not known to our people. Perhaps they did not even exist.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, as now, we ate the meat of animals and flesh of the fruits and vegetables that we found or grew, and, in times when the weather turned and the creatures evaded our hunters, we turned to the stores of cleverly preserved foods that our cooks had prepared for just such instances.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So here our story begins, in one of these hard times. The supplies of preserved foods were dwindling dangerously in the village, and yet the hunt remained elusive and the crops hit by blight after blight. Prayers were given unto Enelne, Coshivi, and Mrod all, but again and again, the spears were bare of blood, the fields and baskets were bare of leaf and stem, and the people grew ever more hungry and weak.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first, nobody noticed the small sapling that had begun to grow behind one of the buildings, so focused were they on other concerns, but soon food was so scarce that the tiny plant was discovered by some foraging children, desperate to find anything to eat at all. Overjoyed as they were to see the green leaves and the slender stem, that several of the children tried to yank the sapling out of the ground straight away, yet it did not yield. Undaunted, the children decided to instead try to pluck the tiny leaves, but those held firm as well!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a howl of frustration, some of the children then went to find their older siblings and parents, thinking surely that they would be able to best this tiny plant and maybe make a soup out of it. However, just as with the children, when their older siblings and parents went to tug at the tiny sapling, it did not budge, not even one small leaf!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was then that an elderly woman, beloved by Enelne for her wisdom, came upon the group. With a soft smile upon her muzzle, she motioned the others to step back and said a prayer of thanks. She then grabbed the top of the sapling and yanked, and lo, did the sapling respond! It came up and up as the elder pulled, but never did it leave the ground. Instead, the tree simply grew taller with each tug! Soon it grew so tall that she began to push upward upon what was now a true trunk, and its growth continued until the tree was full and lush, mature and glorious to behold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awestruck, the assembled villagers gazed at the miraculous tree without a sound. That is, until the youngest child snorted loudly and said that while it was a lovely tree and truly Enelne had worked Her ways before their very eyes, a lovely tree did not fill their empty bellies. The old woman simply smiled once more and stretched her arms wide. A soft breeze swept through, and the old woman transformed into a swarm of pale pink butterflies, her clothing falling to the ground where she had once stood as the colorful wings carried the creatures up amongst the leaves!&lt;br /&gt;
&lt;br /&gt;
Dumbfounded once more, all stood before the tree in wonder, even the young one who had spoken up before. They watched as the butterflies landed upon the tree’s branches, only to transform again, this time into flowers. Then, before their eyes, the flowers then gave way to rapidly growing fruits! When full and red, the fruits began to tumble to the ground, and soon there were enough to feed the entire village.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When first they bit into the miraculous fruits, the villagers saw that inside of each of them were five small seeds set into the shape of a person with arms spread wide, just as the old woman had been standing before she had first transformed! The villagers planted the seeds and yet more trees did grow, though not with the swiftness of the first. And though the weather did grow pleasant, the foraging baskets and fields filled, and the hunters’ spears did find their targets once more, none in the village ever ignored the trees, or forgot the lesson of the old woman. They ate of the fruit often, and always with thanks and joy in their hearts, knowing that the Great Pack will always change, always grow, and always become anew, so long as it remembers itself and its place in the Oneness of all things.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485727</id>
		<title>Ticetar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485727"/>
		<updated>2018-03-30T15:41:49Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* The Rakash and the Apple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild= Cleric&lt;br /&gt;
|race= Rakash&lt;br /&gt;
|gender= Female&lt;br /&gt;
|location= Siksraja&lt;br /&gt;
|type=&lt;br /&gt;
|assoc=Sahred, Lukca&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A resident of the [[Rakash]] village of Siksraja and a member of the [[Cleric]] Guild. She refers to [[Lukca|Lukca Zelkuk]], author of [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]], as her uncle though he does not share a blood relation to her. Her connection to the author is through her father [[Sahred]], who belongs to the same Rakash pack as [[Lukca]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ticetar, a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ticetar has a triangular face, gold eyes and a small nose.  Her white hair is shoulder length and straight, and is worn in a simple, pulled-back style held in place by some crow feathers strung upon amulet-strewn cording.  She has fair skin and a lean figure.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is short for a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
She appears to be a pack hunter.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She is wearing a tawny weapon harness adorned with Enelne&#039;s eye amulets and crow feathers, a battle odaj crafted from golden-hued mail atop deep bronze titanese and some elaborate footwraps dangling crow feathers from leather strips at the ankles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mulberry Tree==&lt;br /&gt;
As told by Ticetar at a Rakash Moot (2014) in Siksraja:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a story of what comes after loss.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who left the West during the great migration had less time for planning than one might think, yet still some had the forethought to take not only the simple, practical things which were needed for life, but also pieces of that which nourishes the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fraction of redivawzis here in the Awksa Dzilvawta Ala is the most famous example, perhaps, of this choice, this thought to bring more than just our bodies to the East.  The father of the man I call my uncle in the Common tongue, but is more rightly my father Sahred&#039;s Packmate, took the time to save this precious connection to our first home.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For another, this choice came in the form of seeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mulberry trees were used by Rakash artisans in the West to create paper for, well, my father tells it as it was always so.  As there were the trees, there were those who took the pieces of them to craft their arts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So then, if we did not often write our stories, what purpose was this paper, eh?  I asked my father this more than once, and more than once did he stare at me like I&#039;d been dropped on my skull when it was still new and soft.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was not a man of many words, no matter their method of delivery, my father.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth came to me many years later, when I finally decided to ask the ones who make the paper now.  After all, this was their story to tell or not, eh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most stared at me with the same look I was all too familiar with, but I persisted all the same, and finally one of the older women told me, though whether out of pity or approval of my determination, I&#039;ll never know.  Words were meant to be fleeting, carried upon Enelne&#039;s wings from one to the next, but when written, words hold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Puzzled by this, I asked her why we didn&#039;t just write everything down, then.  Wouldn&#039;t that be easier?  Wouldn&#039;t that save old stories from being lost?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briefly I saw that stare yet again, but her face softened just as I thought I had finally exhausted her patience with my childish lack of understanding.  It was then that she explained that to write a story, to make the words hold within any thing, is to force it to be still.  A written word does not change, save for defacement.  So then a written story becomes a thing of the past, a dead thing, a gone thing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is for this that most words are best left to Enelne&#039;s wings, so that they may continue to be as the present, to live with those who speak them. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So then, she went on to say that only mulberry paper is to be used for writing of stories, of things that must live with us, as the tree is blessed by Enelne above all others.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Truth of Self==&lt;br /&gt;
(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==The Rakash and the Apple==&lt;br /&gt;
(Posted on the forums by Persida, 3/28/18)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A Rakash fable, as told by Ticetar, Cleric of Siksraja&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very, very long ago, apples were not known to our people. Perhaps they did not even exist.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, as now, we ate the meat of animals and flesh of the fruits and vegetables that we found or grew, and, in times when the weather turned and the creatures evaded our hunters, we turned to the stores of cleverly preserved foods that our cooks had prepared for just such instances.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So here our story begins, in one of these hard times. The supplies of preserved foods were dwindling dangerously in the village, and yet the hunt remained elusive and the crops hit by blight after blight. Prayers were given unto Enelne, Coshivi, and Mrod all, but again and again, the spears were bare of blood, the fields and baskets were bare of leaf and stem, and the people grew ever more hungry and weak.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first, nobody noticed the small sapling that had begun to grow behind one of the buildings, so focused were they on other concerns, but soon food was so scarce that the tiny plant was discovered by some foraging children, desperate to find anything to eat at all. Overjoyed as they were to see the green leaves and the slender stem, that several of the children tried to yank the sapling out of the ground straight away, yet it did not yield. Undaunted, the children decided to instead try to pluck the tiny leaves, but those held firm as well!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a howl of frustration, some of the children then went to find their older siblings and parents, thinking surely that they would be able to best this tiny plant and maybe make a soup out of it. However, just as with the children, when their older siblings and parents went to tug at the tiny sapling, it did not budge, not even one small leaf!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was then that an elderly woman, beloved by Enelne for her wisdom, came upon the group. With a soft smile upon her muzzle, she motioned the others to step back and said a prayer of thanks. She then grabbed the top of the sapling and yanked, and lo, did the sapling respond! It came up and up as the elder pulled, but never did it leave the ground. Instead, the tree simply grew taller with each tug! Soon it grew so tall that she began to push upward upon what was now a true trunk, and its growth continued until the tree was full and lush, mature and glorious to behold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awestruck, the assembled villagers gazed at the miraculous tree without a sound. That is, until the youngest child snorted loudly and said that while it was a lovely tree and truly Enelne had worked Her ways before their very eyes, a lovely tree did not fill their empty bellies. The old woman simply smiled once more and stretched her arms wide. A soft breeze swept through, and the old woman transformed into a swarm of pale pink butterflies, her clothing falling to the ground where she had once stood as the colorful wings carried the creatures up amongst the leaves!&lt;br /&gt;
&lt;br /&gt;
Dumbfounded once more, all stood before the tree in wonder, even the young one who had spoken up before. They watched as the butterflies landed upon the tree’s branches, only to transform again, this time into flowers. Then, before their eyes, the flowers then gave way to rapidly growing fruits! When full and red, the fruits began to tumble to the ground, and soon there were enough to feed the entire village.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When first they bit into the miraculous fruits, the villagers saw that inside of each of them were five small seeds set into the shape of a person with arms spread wide, just as the old woman had been standing before she had first transformed! The villagers planted the seeds and yet more trees did grow, though not with the swiftness of the first. And though the weather did grow pleasant, the foraging baskets and fields filled, and the hunters’ spears did find their targets once more, none in the village ever ignored the trees, or forgot the lesson of the old woman. They ate of the fruit often, and always with thanks and joy in their hearts, knowing that the Great Pack will always change, always grow, and always become anew, so long as it remembers itself and its place in the Oneness of all things.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485726</id>
		<title>Ticetar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485726"/>
		<updated>2018-03-30T15:41:22Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild= Cleric&lt;br /&gt;
|race= Rakash&lt;br /&gt;
|gender= Female&lt;br /&gt;
|location= Siksraja&lt;br /&gt;
|type=&lt;br /&gt;
|assoc=Sahred, Lukca&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A resident of the [[Rakash]] village of Siksraja and a member of the [[Cleric]] Guild. She refers to [[Lukca|Lukca Zelkuk]], author of [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]], as her uncle though he does not share a blood relation to her. Her connection to the author is through her father [[Sahred]], who belongs to the same Rakash pack as [[Lukca]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ticetar, a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ticetar has a triangular face, gold eyes and a small nose.  Her white hair is shoulder length and straight, and is worn in a simple, pulled-back style held in place by some crow feathers strung upon amulet-strewn cording.  She has fair skin and a lean figure.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is short for a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
She appears to be a pack hunter.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She is wearing a tawny weapon harness adorned with Enelne&#039;s eye amulets and crow feathers, a battle odaj crafted from golden-hued mail atop deep bronze titanese and some elaborate footwraps dangling crow feathers from leather strips at the ankles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mulberry Tree==&lt;br /&gt;
As told by Ticetar at a Rakash Moot (2014) in Siksraja:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a story of what comes after loss.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who left the West during the great migration had less time for planning than one might think, yet still some had the forethought to take not only the simple, practical things which were needed for life, but also pieces of that which nourishes the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fraction of redivawzis here in the Awksa Dzilvawta Ala is the most famous example, perhaps, of this choice, this thought to bring more than just our bodies to the East.  The father of the man I call my uncle in the Common tongue, but is more rightly my father Sahred&#039;s Packmate, took the time to save this precious connection to our first home.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For another, this choice came in the form of seeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mulberry trees were used by Rakash artisans in the West to create paper for, well, my father tells it as it was always so.  As there were the trees, there were those who took the pieces of them to craft their arts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So then, if we did not often write our stories, what purpose was this paper, eh?  I asked my father this more than once, and more than once did he stare at me like I&#039;d been dropped on my skull when it was still new and soft.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was not a man of many words, no matter their method of delivery, my father.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth came to me many years later, when I finally decided to ask the ones who make the paper now.  After all, this was their story to tell or not, eh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most stared at me with the same look I was all too familiar with, but I persisted all the same, and finally one of the older women told me, though whether out of pity or approval of my determination, I&#039;ll never know.  Words were meant to be fleeting, carried upon Enelne&#039;s wings from one to the next, but when written, words hold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Puzzled by this, I asked her why we didn&#039;t just write everything down, then.  Wouldn&#039;t that be easier?  Wouldn&#039;t that save old stories from being lost?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briefly I saw that stare yet again, but her face softened just as I thought I had finally exhausted her patience with my childish lack of understanding.  It was then that she explained that to write a story, to make the words hold within any thing, is to force it to be still.  A written word does not change, save for defacement.  So then a written story becomes a thing of the past, a dead thing, a gone thing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is for this that most words are best left to Enelne&#039;s wings, so that they may continue to be as the present, to live with those who speak them. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So then, she went on to say that only mulberry paper is to be used for writing of stories, of things that must live with us, as the tree is blessed by Enelne above all others.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Truth of Self==&lt;br /&gt;
(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==The Rakash and the Apple==&lt;br /&gt;
(Posted on the forums by Persida, 3/28/18)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Rakash fable, as told by Ticetar, Cleric of Siksraja&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very, very long ago, apples were not known to our people. Perhaps they did not even exist.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, as now, we ate the meat of animals and flesh of the fruits and vegetables that we found or grew, and, in times when the weather turned and the creatures evaded our hunters, we turned to the stores of cleverly preserved foods that our cooks had prepared for just such instances.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So here our story begins, in one of these hard times. The supplies of preserved foods were dwindling dangerously in the village, and yet the hunt remained elusive and the crops hit by blight after blight. Prayers were given unto Enelne, Coshivi, and Mrod all, but again and again, the spears were bare of blood, the fields and baskets were bare of leaf and stem, and the people grew ever more hungry and weak.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first, nobody noticed the small sapling that had begun to grow behind one of the buildings, so focused were they on other concerns, but soon food was so scarce that the tiny plant was discovered by some foraging children, desperate to find anything to eat at all. Overjoyed as they were to see the green leaves and the slender stem, that several of the children tried to yank the sapling out of the ground straight away, yet it did not yield. Undaunted, the children decided to instead try to pluck the tiny leaves, but those held firm as well!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a howl of frustration, some of the children then went to find their older siblings and parents, thinking surely that they would be able to best this tiny plant and maybe make a soup out of it. However, just as with the children, when their older siblings and parents went to tug at the tiny sapling, it did not budge, not even one small leaf!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was then that an elderly woman, beloved by Enelne for her wisdom, came upon the group. With a soft smile upon her muzzle, she motioned the others to step back and said a prayer of thanks. She then grabbed the top of the sapling and yanked, and lo, did the sapling respond! It came up and up as the elder pulled, but never did it leave the ground. Instead, the tree simply grew taller with each tug! Soon it grew so tall that she began to push upward upon what was now a true trunk, and its growth continued until the tree was full and lush, mature and glorious to behold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awestruck, the assembled villagers gazed at the miraculous tree without a sound. That is, until the youngest child snorted loudly and said that while it was a lovely tree and truly Enelne had worked Her ways before their very eyes, a lovely tree did not fill their empty bellies. The old woman simply smiled once more and stretched her arms wide. A soft breeze swept through, and the old woman transformed into a swarm of pale pink butterflies, her clothing falling to the ground where she had once stood as the colorful wings carried the creatures up amongst the leaves!&lt;br /&gt;
&lt;br /&gt;
Dumbfounded once more, all stood before the tree in wonder, even the young one who had spoken up before. They watched as the butterflies landed upon the tree’s branches, only to transform again, this time into flowers. Then, before their eyes, the flowers then gave way to rapidly growing fruits! When full and red, the fruits began to tumble to the ground, and soon there were enough to feed the entire village.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When first they bit into the miraculous fruits, the villagers saw that inside of each of them were five small seeds set into the shape of a person with arms spread wide, just as the old woman had been standing before she had first transformed! The villagers planted the seeds and yet more trees did grow, though not with the swiftness of the first. And though the weather did grow pleasant, the foraging baskets and fields filled, and the hunters’ spears did find their targets once more, none in the village ever ignored the trees, or forgot the lesson of the old woman. They ate of the fruit often, and always with thanks and joy in their hearts, knowing that the Great Pack will always change, always grow, and always become anew, so long as it remembers itself and its place in the Oneness of all things.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485725</id>
		<title>Ticetar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485725"/>
		<updated>2018-03-30T15:40:51Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild= Cleric&lt;br /&gt;
|race= Rakash&lt;br /&gt;
|gender= Female&lt;br /&gt;
|location= Siksraja&lt;br /&gt;
|type=&lt;br /&gt;
|assoc=Sahred, Lukca&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A resident of the [[Rakash]] village of Siksraja and a member of the [[Cleric]] Guild. She refers to [[Lukca|Lukca Zelkuk]], author of [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]], as her uncle though he does not share a blood relation to her. Her connection to the author is through her father [[Sahred]], who belongs to the same Rakash pack as [[Lukca]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ticetar, a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ticetar has a triangular face, gold eyes and a small nose.  Her white hair is shoulder length and straight, and is worn in a simple, pulled-back style held in place by some crow feathers strung upon amulet-strewn cording.  She has fair skin and a lean figure.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is short for a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
She appears to be a pack hunter.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She is wearing a tawny weapon harness adorned with Enelne&#039;s eye amulets and crow feathers, a battle odaj crafted from golden-hued mail atop deep bronze titanese and some elaborate footwraps dangling crow feathers from leather strips at the ankles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mulberry Tree==&lt;br /&gt;
As told by Ticetar at a Rakash Moot (2014) in Siksraja:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a story of what comes after loss.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who left the West during the great migration had less time for planning than one might think, yet still some had the forethought to take not only the simple, practical things which were needed for life, but also pieces of that which nourishes the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fraction of redivawzis here in the Awksa Dzilvawta Ala is the most famous example, perhaps, of this choice, this thought to bring more than just our bodies to the East.  The father of the man I call my uncle in the Common tongue, but is more rightly my father Sahred&#039;s Packmate, took the time to save this precious connection to our first home.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For another, this choice came in the form of seeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mulberry trees were used by Rakash artisans in the East to create paper for, well, my father tells it as it was always so.  As there were the trees, there were those who took the pieces of them to craft their arts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So then, if we did not often write our stories, what purpose was this paper, eh?  I asked my father this more than once, and more than once did he stare at me like I&#039;d been dropped on my skull when it was still new and soft.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was not a man of many words, no matter their method of delivery, my father.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth came to me many years later, when I finally decided to ask the ones who make the paper now.  After all, this was their story to tell or not, eh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most stared at me with the same look I was all too familiar with, but I persisted all the same, and finally one of the older women told me, though whether out of pity or approval of my determination, I&#039;ll never know.  Words were meant to be fleeting, carried upon Enelne&#039;s wings from one to the next, but when written, words hold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Puzzled by this, I asked her why we didn&#039;t just write everything down, then.  Wouldn&#039;t that be easier?  Wouldn&#039;t that save old stories from being lost?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briefly I saw that stare yet again, but her face softened just as I thought I had finally exhausted her patience with my childish lack of understanding.  It was then that she explained that to write a story, to make the words hold within any thing, is to force it to be still.  A written word does not change, save for defacement.  So then a written story becomes a thing of the past, a dead thing, a gone thing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is for this that most words are best left to Enelne&#039;s wings, so that they may continue to be as the present, to live with those who speak them. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So then, she went on to say that only mulberry paper is to be used for writing of stories, of things that must live with us, as the tree is blessed by Enelne above all others.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Truth of Self==&lt;br /&gt;
(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==The Rakash and the Apple==&lt;br /&gt;
(Posted on the forums by Persida, 3/28/18)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Rakash fable, as told by Ticetar, Cleric of Siksraja&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very, very long ago, apples were not known to our people. Perhaps they did not even exist.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, as now, we ate the meat of animals and flesh of the fruits and vegetables that we found or grew, and, in times when the weather turned and the creatures evaded our hunters, we turned to the stores of cleverly preserved foods that our cooks had prepared for just such instances.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So here our story begins, in one of these hard times. The supplies of preserved foods were dwindling dangerously in the village, and yet the hunt remained elusive and the crops hit by blight after blight. Prayers were given unto Enelne, Coshivi, and Mrod all, but again and again, the spears were bare of blood, the fields and baskets were bare of leaf and stem, and the people grew ever more hungry and weak.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first, nobody noticed the small sapling that had begun to grow behind one of the buildings, so focused were they on other concerns, but soon food was so scarce that the tiny plant was discovered by some foraging children, desperate to find anything to eat at all. Overjoyed as they were to see the green leaves and the slender stem, that several of the children tried to yank the sapling out of the ground straight away, yet it did not yield. Undaunted, the children decided to instead try to pluck the tiny leaves, but those held firm as well!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a howl of frustration, some of the children then went to find their older siblings and parents, thinking surely that they would be able to best this tiny plant and maybe make a soup out of it. However, just as with the children, when their older siblings and parents went to tug at the tiny sapling, it did not budge, not even one small leaf!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was then that an elderly woman, beloved by Enelne for her wisdom, came upon the group. With a soft smile upon her muzzle, she motioned the others to step back and said a prayer of thanks. She then grabbed the top of the sapling and yanked, and lo, did the sapling respond! It came up and up as the elder pulled, but never did it leave the ground. Instead, the tree simply grew taller with each tug! Soon it grew so tall that she began to push upward upon what was now a true trunk, and its growth continued until the tree was full and lush, mature and glorious to behold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awestruck, the assembled villagers gazed at the miraculous tree without a sound. That is, until the youngest child snorted loudly and said that while it was a lovely tree and truly Enelne had worked Her ways before their very eyes, a lovely tree did not fill their empty bellies. The old woman simply smiled once more and stretched her arms wide. A soft breeze swept through, and the old woman transformed into a swarm of pale pink butterflies, her clothing falling to the ground where she had once stood as the colorful wings carried the creatures up amongst the leaves!&lt;br /&gt;
&lt;br /&gt;
Dumbfounded once more, all stood before the tree in wonder, even the young one who had spoken up before. They watched as the butterflies landed upon the tree’s branches, only to transform again, this time into flowers. Then, before their eyes, the flowers then gave way to rapidly growing fruits! When full and red, the fruits began to tumble to the ground, and soon there were enough to feed the entire village.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When first they bit into the miraculous fruits, the villagers saw that inside of each of them were five small seeds set into the shape of a person with arms spread wide, just as the old woman had been standing before she had first transformed! The villagers planted the seeds and yet more trees did grow, though not with the swiftness of the first. And though the weather did grow pleasant, the foraging baskets and fields filled, and the hunters’ spears did find their targets once more, none in the village ever ignored the trees, or forgot the lesson of the old woman. They ate of the fruit often, and always with thanks and joy in their hearts, knowing that the Great Pack will always change, always grow, and always become anew, so long as it remembers itself and its place in the Oneness of all things.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485023</id>
		<title>Truth of Self</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485023"/>
		<updated>2018-03-06T19:47:53Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the [[Rakash]], truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of [[Mrod]]&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of [[Grazhir]] as coming first, but of [[Katamba]]&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grazhir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to [[Enelne]] and to [[Coshivi]], for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a [[Prydaen]] here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of [[Siksraja]]&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485022</id>
		<title>Truth of Self</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485022"/>
		<updated>2018-03-06T19:47:07Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the [[Rakash]], truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of [[Mrod]]&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of [[Grazhir]] as coming first, but of [[Katamba]]&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grazhir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to [[Enelne]] and to [[Coshivi]], for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a [[Prydaen]] here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485021</id>
		<title>Truth of Self</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485021"/>
		<updated>2018-03-06T19:45:49Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the [[Rakash]], truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of [[Mrod]]&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of [[Grahzir]] as coming first, but of [[Katamba]]&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to [[Enelne]] and to [[Coshivi]], for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a [[Prydaen]] here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485020</id>
		<title>Truth of Self</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Truth_of_Self&amp;diff=485020"/>
		<updated>2018-03-06T18:56:19Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: Created page with &amp;quot;(Posted on the forums by Persida, 07/02/2015)   What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;  Though our people had different words fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Concept:Rakash&amp;diff=485018</id>
		<title>Concept:Rakash</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Concept:Rakash&amp;diff=485018"/>
		<updated>2018-03-06T18:55:49Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#Concept:[[race is::rakash]]}}&lt;br /&gt;
{{RTOC}}[[Image:rakash_female.gif|left|200px|Female Rakash]][[Image:rakash_male.gif|right|200px|Male Rakash]]&lt;br /&gt;
&lt;br /&gt;
==Play.net Description==&lt;br /&gt;
{{Pt|race}}Quick to react and living for the pack, the Rakash consider themselves at one with their pack and often speak in the plural. While [[Human]] in appearance most of the time, they shapeshift into a wolf-human hybrid when the black moon, [[Katamba]], is full. Even when not in their [[moonskin|moonskins]], however, the Rakash retain a touch of their wild nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having lived in the hinterland west of the Five Realms for uncounted generations, the Rakash were driven out of their homeland by an undead menace. While suspicious of their new environment, if there&#039;s one thing that the Rakash are good at, it&#039;s survival. Adaptation may be challenging, but their shapeshifting tendencies have taught them that change is inevitable -- and the Rakash love a good challenge.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
A deep, growling voice emits from the figure: &amp;quot;Rakash I am, the hunter who is happiest when she is with her pack. We live for the family, fight for the family, die for the family. No king can break us up, no god can destroy us. In ones and twos we may sometimes travel, but our happiness is complete when we are. The other races try to understand us, but cannot, for in their minds they are examining us in the singular. We discovered the truth long ago when we learned that we are strongest when united. Strength have I, and endurance, and speed. Whether I hunt with steel or with spell, all that matters is that I do what I do for the pack!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Rakash is of moderate height and seems to shift between a humanoid with a furry coat and a short snout and a Human with deep, soulful eyes. Both forms gaze at you with a combination of strength and loyalty, and there is a down-to-earth sensibility about this race present in only a few of the others. In its half-[[Human]] form, a short tail sweeps down behind the Rakash, stopping just short of the ground it stands on, and its ears are tall and curved, constantly twitching at the smallest sounds.&lt;br /&gt;
&lt;br /&gt;
==Racial Statistics==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Statistic || align=&amp;quot;center&amp;quot; | Starting || align=&amp;quot;center&amp;quot; | [[TDP]] Mod&lt;br /&gt;
|-&lt;br /&gt;
| | [[Strength]] || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| | [[Reflex]] || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Agility]] || align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Charisma]] || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Discipline]] || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wisdom]] || align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence]] || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | +2&lt;br /&gt;
|- &lt;br /&gt;
| [[Stamina]] || align=&amp;quot;center&amp;quot; | 14 || align=&amp;quot;center&amp;quot; | -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rakash Appearance and Behavior==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They look much like Humans most of the time, but when the black moon Katamba waxes full, they undergo an amazing transformation that leaves them looking very much like wolf-men. Oh, they continue to walk upright and they do not actually change into wolves completely, but they grow fur and tails and I would not fancy an encounter with their jaws when they are in what they call their &amp;quot;moonskin&amp;quot;. But for all that, I do not find them as off-putting as I do the [[Prydaen]], near whom they lived in western lands before migrating here in the year 357. Although the Rakash suffered terribly at the hands of the necromancer [[Lyras]], they are very devoted to one another and form tightly knit packs even in their new homes with us. Some folks find them a bit dull between the ears, but they are far from stupid and I find their tenacity and toughness quite admirable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Racial Characteristics==&lt;br /&gt;
==Age==&lt;br /&gt;
{|&lt;br /&gt;
|0-13 || Cub&lt;br /&gt;
|-&lt;br /&gt;
|14-21 || Underdog&lt;br /&gt;
|-&lt;br /&gt;
|22-33 || Cub-herder&lt;br /&gt;
|-&lt;br /&gt;
|34-43 || Pack Hunter&lt;br /&gt;
|-&lt;br /&gt;
|44-55 || Pack Beta&lt;br /&gt;
|-&lt;br /&gt;
|56-63 || Pack Alpha&lt;br /&gt;
|-&lt;br /&gt;
|64-67 || Den Watcher&lt;br /&gt;
|-&lt;br /&gt;
|67-69 || Grizzled Elder&lt;br /&gt;
|-&lt;br /&gt;
|70-?? || Pack Historian&lt;br /&gt;
|}&lt;br /&gt;
===Height===&lt;br /&gt;
&lt;br /&gt;
Racial minimum and maximum heights by gender:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Height&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Maximum Height&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 feet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.75 feet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lifespan===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average lifespan:&#039;&#039;&#039; 70 years&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maximum lifespan:&#039;&#039;&#039; 90 years&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&#039;&#039;&#039;Average gestation period:&#039;&#039;&#039; 7 Elanthian months&lt;br /&gt;
&lt;br /&gt;
Rakash can conceive children with the following races:&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Elf]] - difficult&lt;br /&gt;
*[[Elothean]] - difficult&lt;br /&gt;
*[[Gnome]] - difficult&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Kaldar]]&lt;br /&gt;
*[[Rakash]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
* [[Rakash Introduction Log|Original Introduction of the Rakash race &amp;lt;s&amp;gt;(And Prydaen)&amp;lt;/s&amp;gt;]]&lt;br /&gt;
* [[Moonskin|Rakash Moonskin]] Detailed information on the transformation of Rakash under the full moon of [[Katamba]]&lt;br /&gt;
* [[Rakash Verbs]]:  Excitably growling, howling, ear wiggles, and tail wagging for everyone.&lt;br /&gt;
* [[Awksa Dzilvawta Ala]], the site for obtaining favors through the Rakash gods.&lt;br /&gt;
* [[Odcoru]], the former Rakash capital before the migration into eastern [[Kermoria]].&lt;br /&gt;
* [[Siksraja]], the Rakash village in [[Therengia]]. [[RanikMap149|Map of Siksraja]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rakash Culture&lt;br /&gt;
* [[Rakash Traditions and Dawvs (book)|Rakash Traditions and Dawvs]] by [[Ravwe]] Tashkiok &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Coming_of_Age_(book)|Coming of Age]] by [[Kyrie]] Needels &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rakash Holy Symbols]]: Symbols of the Rakash Gods and what they represent.&lt;br /&gt;
* [[Rakash Attire]]:  Traditional styles of dress created by and for the Rakash people in both of their forms.&lt;br /&gt;
* [[Rakash Weapons and Armor]]: Weapon and armor designs which the Rakash have brought from their homelands.&lt;br /&gt;
* [[Rakash Colors]]: Hues with special significance to the Rakash. &lt;br /&gt;
* [[Rakash Menu]]: Traditional Rakash cuisine information.&lt;br /&gt;
* [[Rakash Moots]]: A type of gathering hosted by Rakash to celebrate their culture and heritage.&lt;br /&gt;
* [[Rakash Traditional Healing Practices]]: Herbal healing the Rakash way.&lt;br /&gt;
* [[Truth of Self]] by Ticetar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rakash Language&lt;br /&gt;
* [[Rakash Language (book)|Rakash Language]] Common to Rakash, by [[Ivukav]] Voskid &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rakash Grammar (book)|Rakash Grammar]]  by [[Ivukav]] Voskid &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Races}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485017</id>
		<title>Ticetar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ticetar&amp;diff=485017"/>
		<updated>2018-03-06T18:54:40Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild= Cleric&lt;br /&gt;
|race= Rakash&lt;br /&gt;
|gender= Female&lt;br /&gt;
|location= Siksraja&lt;br /&gt;
|type=&lt;br /&gt;
|assoc=Sahred, Lukca&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A resident of the [[Rakash]] village of Siksraja and a member of the [[Cleric]] Guild. She refers to [[Lukca|Lukca Zelkuk]], author of [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]], as her uncle though he does not share a blood relation to her. Her connection to the author is through her father [[Sahred]], who belongs to the same Rakash pack as [[Lukca]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
You see Ticetar, a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ticetar has a triangular face, gold eyes and a small nose.  Her white hair is shoulder length and straight, and is worn in a simple, pulled-back style held in place by some crow feathers strung upon amulet-strewn cording.  She has fair skin and a lean figure.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is short for a Rakash.&amp;lt;br /&amp;gt;&lt;br /&gt;
She appears to be a pack hunter.&amp;lt;br /&amp;gt;&lt;br /&gt;
She is in good shape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She is wearing a tawny weapon harness adorned with Enelne&#039;s eye amulets and crow feathers, a battle odaj crafted from golden-hued mail atop deep bronze titanese and some elaborate footwraps dangling crow feathers from leather strips at the ankles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mulberry Tree==&lt;br /&gt;
As told by Ticetar at a Rakash Moot (2014) in Siksraja:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a story of what comes after loss.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who left the West during the great migration had less time for planning than one might think, yet still some had the forethought to take not only the simple, practical things which were needed for life, but also pieces of that which nourishes the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fraction of redivawzis here in the Awksa Dzilvawta Ala is the most famous example, perhaps, of this choice, this thought to bring more than just our bodies to the East.  The father of the man I call my uncle in the Common tongue, but is more rightly my father Sahred&#039;s Packmate, took the time to save this precious connection to our first home.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For another, this choice came in the form of seeds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mulberry trees were used by Rakash artisans in the East to create paper for, well, my father tells it as it was always so.  As there were the trees, there were those who took the pieces of them to craft their arts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So then, if we did not often write our stories, what purpose was this paper, eh?  I asked my father this more than once, and more than once did he stare at me like I&#039;d been dropped on my skull when it was still new and soft.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was not a man of many words, no matter their method of delivery, my father.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth came to me many years later, when I finally decided to ask the ones who make the paper now.  After all, this was their story to tell or not, eh?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most stared at me with the same look I was all too familiar with, but I persisted all the same, and finally one of the older women told me, though whether out of pity or approval of my determination, I&#039;ll never know.  Words were meant to be fleeting, carried upon Enelne&#039;s wings from one to the next, but when written, words hold.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Puzzled by this, I asked her why we didn&#039;t just write everything down, then.  Wouldn&#039;t that be easier?  Wouldn&#039;t that save old stories from being lost?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Briefly I saw that stare yet again, but her face softened just as I thought I had finally exhausted her patience with my childish lack of understanding.  It was then that she explained that to write a story, to make the words hold within any thing, is to force it to be still.  A written word does not change, save for defacement.  So then a written story becomes a thing of the past, a dead thing, a gone thing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it is for this that most words are best left to Enelne&#039;s wings, so that they may continue to be as the present, to live with those who speak them. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So then, she went on to say that only mulberry paper is to be used for writing of stories, of things that must live with us, as the tree is blessed by Enelne above all others.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Truth of Self==&lt;br /&gt;
(Posted on the forums by Persida, 07/02/2015)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has come to be known as moonskin is simply what we, the Rakash, truly are.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though our people had different words for it so long ago when the horrors in the sky caused the loss of our original physical forms, Katamba&#039;s scarring was also our own undoing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, as in all things there is a deeper truth, a deeper Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wracked as we were by the suddenness, the fear, the disorientation of that, the moment of our First Change, many thought it was the coming of the end of all things. The stripping of our forms was seen as yet another aspect of the mutilation of one of Mrod&#039;s many Faces and the full loss of another -- harbingers of the eventual nothingness to come when all was fully lost. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So great was this painful thought, that the earliest of the stories to remain with us from this time speak not of the destruction of Grahzir as coming first, but of Katamba&#039;s sudden, inexplicable darkening presaging a great explosion in Mrod&#039;s Kingdoms. It was thought that this explosion; attributed variously to destructive magical forces great and small, and even, in despondent, hushed whispers, to us having angered Mrod and Him bringing this upon us as His punishment; caused the true damage to Katamba and the wholesale disappearance of Grahzir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every Rakash from the most aged to the youngest of our children was brought together in our pain, our loss. We were always one, but at that moment we learned that were truly One. It was in this learning that we came to our prayers, to our Great Supplication. We prayed to Mrod as the common knowledge says, but also to Enelne and to Coshivi, for our Oneness is Their Oneness. Do not mistake me, I am not speaking as a Prydaen here -- our gods are not as theirs -- I say simply that what we are, They are: we are the Pack, we are One, we are Us.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perhaps it was this knowledge that was the intended lesson, no matter what the cause of the calamity that brought about our change, for in our prayers we did cry out of our Oneness with each other, with the world, with the heavens, with Them, and the Leader of the Great Pack did answer. We were not lost, we were simply different -- as was the world, as was the heavens -- and along with the cycles of change that we had already known was placed another, the coming and going of our moonskin.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We change -- yet we remain ourselves. We are many -- yet the Pack is always One. We were mutilated into unnatural forms -- yet we are never more aware of the truth of our being.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Katamba&#039;s scarring was also our undoing, but from every end we begin anew.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are Rakash. Our moonskin is our Nature, both in its coming, and in its going.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Ticetar, Cleric of Siksraja&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Concept:Rakash&amp;diff=485011</id>
		<title>Concept:Rakash</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Concept:Rakash&amp;diff=485011"/>
		<updated>2018-03-06T18:04:44Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#Concept:[[race is::rakash]]}}&lt;br /&gt;
{{RTOC}}[[Image:rakash_female.gif|left|200px|Female Rakash]][[Image:rakash_male.gif|right|200px|Male Rakash]]&lt;br /&gt;
&lt;br /&gt;
==Play.net Description==&lt;br /&gt;
{{Pt|race}}Quick to react and living for the pack, the Rakash consider themselves at one with their pack and often speak in the plural. While [[Human]] in appearance most of the time, they shapeshift into a wolf-human hybrid when the black moon, [[Katamba]], is full. Even when not in their [[moonskin|moonskins]], however, the Rakash retain a touch of their wild nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having lived in the hinterland west of the Five Realms for uncounted generations, the Rakash were driven out of their homeland by an undead menace. While suspicious of their new environment, if there&#039;s one thing that the Rakash are good at, it&#039;s survival. Adaptation may be challenging, but their shapeshifting tendencies have taught them that change is inevitable -- and the Rakash love a good challenge.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
A deep, growling voice emits from the figure: &amp;quot;Rakash I am, the hunter who is happiest when she is with her pack. We live for the family, fight for the family, die for the family. No king can break us up, no god can destroy us. In ones and twos we may sometimes travel, but our happiness is complete when we are. The other races try to understand us, but cannot, for in their minds they are examining us in the singular. We discovered the truth long ago when we learned that we are strongest when united. Strength have I, and endurance, and speed. Whether I hunt with steel or with spell, all that matters is that I do what I do for the pack!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Rakash is of moderate height and seems to shift between a humanoid with a furry coat and a short snout and a Human with deep, soulful eyes. Both forms gaze at you with a combination of strength and loyalty, and there is a down-to-earth sensibility about this race present in only a few of the others. In its half-[[Human]] form, a short tail sweeps down behind the Rakash, stopping just short of the ground it stands on, and its ears are tall and curved, constantly twitching at the smallest sounds.&lt;br /&gt;
&lt;br /&gt;
==Racial Statistics==&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! Statistic || align=&amp;quot;center&amp;quot; | Starting || align=&amp;quot;center&amp;quot; | [[TDP]] Mod&lt;br /&gt;
|-&lt;br /&gt;
| | [[Strength]] || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| | [[Reflex]] || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Agility]] || align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Charisma]] || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Discipline]] || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | -1&lt;br /&gt;
|-&lt;br /&gt;
| [[Wisdom]] || align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence]] || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | +2&lt;br /&gt;
|- &lt;br /&gt;
| [[Stamina]] || align=&amp;quot;center&amp;quot; | 14 || align=&amp;quot;center&amp;quot; | -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rakash Appearance and Behavior==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They look much like Humans most of the time, but when the black moon Katamba waxes full, they undergo an amazing transformation that leaves them looking very much like wolf-men. Oh, they continue to walk upright and they do not actually change into wolves completely, but they grow fur and tails and I would not fancy an encounter with their jaws when they are in what they call their &amp;quot;moonskin&amp;quot;. But for all that, I do not find them as off-putting as I do the [[Prydaen]], near whom they lived in western lands before migrating here in the year 357. Although the Rakash suffered terribly at the hands of the necromancer [[Lyras]], they are very devoted to one another and form tightly knit packs even in their new homes with us. Some folks find them a bit dull between the ears, but they are far from stupid and I find their tenacity and toughness quite admirable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Racial Characteristics==&lt;br /&gt;
==Age==&lt;br /&gt;
{|&lt;br /&gt;
|0-13 || Cub&lt;br /&gt;
|-&lt;br /&gt;
|14-21 || Underdog&lt;br /&gt;
|-&lt;br /&gt;
|22-33 || Cub-herder&lt;br /&gt;
|-&lt;br /&gt;
|34-43 || Pack Hunter&lt;br /&gt;
|-&lt;br /&gt;
|44-55 || Pack Beta&lt;br /&gt;
|-&lt;br /&gt;
|56-63 || Pack Alpha&lt;br /&gt;
|-&lt;br /&gt;
|64-67 || Den Watcher&lt;br /&gt;
|-&lt;br /&gt;
|67-69 || Grizzled Elder&lt;br /&gt;
|-&lt;br /&gt;
|70-?? || Pack Historian&lt;br /&gt;
|}&lt;br /&gt;
===Height===&lt;br /&gt;
&lt;br /&gt;
Racial minimum and maximum heights by gender:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Minimum Height&lt;br /&gt;
! width=&amp;quot;150px&amp;quot; align=&amp;quot;center&amp;quot; | Maximum Height&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 feet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 feet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5.75 feet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lifespan===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average lifespan:&#039;&#039;&#039; 70 years&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maximum lifespan:&#039;&#039;&#039; 90 years&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&#039;&#039;&#039;Average gestation period:&#039;&#039;&#039; 7 Elanthian months&lt;br /&gt;
&lt;br /&gt;
Rakash can conceive children with the following races:&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Elf]] - difficult&lt;br /&gt;
*[[Elothean]] - difficult&lt;br /&gt;
*[[Gnome]] - difficult&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Kaldar]]&lt;br /&gt;
*[[Rakash]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
* [[Rakash Introduction Log|Original Introduction of the Rakash race &amp;lt;s&amp;gt;(And Prydaen)&amp;lt;/s&amp;gt;]]&lt;br /&gt;
* [[Moonskin|Rakash Moonskin]] Detailed information on the transformation of Rakash under the full moon of [[Katamba]]&lt;br /&gt;
* [[Rakash Verbs]]:  Excitably growling, howling, ear wiggles, and tail wagging for everyone.&lt;br /&gt;
* [[Awksa Dzilvawta Ala]], the site for obtaining favors through the Rakash gods.&lt;br /&gt;
* [[Odcoru]], the former Rakash capital before the migration into eastern [[Kermoria]].&lt;br /&gt;
* [[Siksraja]], the Rakash village in [[Therengia]]. [[RanikMap149|Map of Siksraja]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rakash Culture&lt;br /&gt;
* [[Rakash Traditions and Dawvs (book)|Rakash Traditions and Dawvs]] by [[Ravwe]] Tashkiok &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Coming_of_Age_(book)|Coming of Age]] by [[Kyrie]] Needels &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rakash Holy Symbols]]: Symbols of the Rakash Gods and what they represent.&lt;br /&gt;
* [[Rakash Attire]]:  Traditional styles of dress created by and for the Rakash people in both of their forms.&lt;br /&gt;
* [[Rakash Weapons and Armor]]: Weapon and armor designs which the Rakash have brought from their homelands.&lt;br /&gt;
* [[Rakash Colors]]: Hues with special significance to the Rakash. &lt;br /&gt;
* [[Rakash Menu]]: Traditional Rakash cuisine information.&lt;br /&gt;
* [[Rakash Moots]]: A type of gathering hosted by Rakash to celebrate their culture and heritage.&lt;br /&gt;
* [[Rakash Traditional Healing Practices]]: Herbal healing the Rakash way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Rakash Language&lt;br /&gt;
* [[Rakash Language (book)|Rakash Language]] Common to Rakash, by [[Ivukav]] Voskid &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rakash Grammar (book)|Rakash Grammar]]  by [[Ivukav]] Voskid &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Races}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Siksraja&amp;diff=485010</id>
		<title>Siksraja</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Siksraja&amp;diff=485010"/>
		<updated>2018-03-06T17:55:21Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Place&lt;br /&gt;
|province=Therengia&lt;br /&gt;
|est=??&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|domr=Rakash&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A small [[race association is::rakash|Rakash]] village some distance from [[Langenfirth]] out in the wilds of [[Therengia]]. &lt;br /&gt;
&lt;br /&gt;
===Prominent Residents===&lt;br /&gt;
[[Fidzuc]]&lt;br /&gt;
&lt;br /&gt;
[[Gazlok]]&lt;br /&gt;
&lt;br /&gt;
[[Ticetar]]&lt;br /&gt;
&lt;br /&gt;
[[Cefrit]]&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
After having been a large, nomadic pack for many years since they had fled [[Lyras]] in their Western homelands, the Rakash who would form Siksraja secretly petitioned the Baron of Therengia for leave to settle upon a small area of land within his domain, so that they might finally begin to recreate some of the lifestyle their ancestors had once held dear. &lt;br /&gt;
&lt;br /&gt;
The Baron, understanding of the fears of these Rakash and their desire to live in peace and safety, as well as out of compassion for everything they had endured and lost during their ancestors&#039; war with Lyras, allowed them this. Thus, the village of Siksraja (Tiny Home in the Rakash language) was born, and thus its residents felt deeply indebted and grateful to the Baron who had taken them in, protected their hidden location, and provided them with a great deal of autonomy in exchange for only their pledge of loyalty to the Province should their help ever be needed to protect its citizens from danger.&lt;br /&gt;
&lt;br /&gt;
Over the years, several wandering Rakash merchants and other Rakash who had been scattered during the diaspora joined the original inhabitants when the village elders decided to reach out to them, and the village expanded a small bit, beginning to erect some more permanent buildings where previously they had continued to use very portable ones out of feeling the need to be able to flee again at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
The village elders finally felt safe enough to reveal their location after Lyras&#039; final death in 397, and the still fairly small village was shown to outsiders by the merchant Cefrit of Odcoru, who was amongst its residents. A formal road was cleared in preparation for this, and Siksraja has been accessible to visitors, and to those Rakash who might decide to move there, ever since.&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
* [[Dzirta Nars, Library]], a Rakash only library.&lt;br /&gt;
* [[Awksa Dzilvawta Ala]], a Rakash site for favors.&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Cefrit of Odcoru (Siksraja)|Cefrit of Odcoru]] - Armor&lt;br /&gt;
*[[Kifa Awrocis (Siksraja)|Kifa Awrocis]] - Weapons&lt;br /&gt;
*[[Permutations of Siksraja]] - Clothing&lt;br /&gt;
*[[Uz Zinat (Siksraja)|Uz Zinat]] - Jewelry&lt;br /&gt;
*[[Augs Uda]] - Teas made from [[healing herbs]]&lt;br /&gt;
*[[Visfarej Cehs]] - General Store &amp;amp; Favor Items&lt;br /&gt;
*[[Slafs Riza Rakstit]] -  Paper&lt;br /&gt;
*[[Zivis Cehs]] - Fishing Supplies&lt;br /&gt;
*[[Saralt Kaste]] - Bakery&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
* Favors are available in the [[Awksa Dzilvawta Ala]] (Deep Cave). No orbs are required. See [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
There are currently no known task givers in Siksraja.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
* [[Young Red Brocket Deer]]&lt;br /&gt;
* [[Red Brocket Deer]]&lt;br /&gt;
* [[Elder Red Brocket Deer]]&lt;br /&gt;
* [[Grey Clay Soldier]]&lt;br /&gt;
* [[Grey Clay Mage]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[RanikMap149|Map 149 - Siksraja]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{cat|Cities,Therengian cities, Rakash}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Siksraja&amp;diff=485009</id>
		<title>Siksraja</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Siksraja&amp;diff=485009"/>
		<updated>2018-03-06T17:53:24Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Place&lt;br /&gt;
|province=Therengia&lt;br /&gt;
|est=??&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|domr=Rakash&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A small [[race association is::rakash|Rakash]] village some distance from [[Langenfirth]] out in the wilds of [[Therengia]]. &lt;br /&gt;
&lt;br /&gt;
===Prominent Residents===&lt;br /&gt;
[[Fidzuc]]&lt;br /&gt;
&lt;br /&gt;
[[Gazlok]]&lt;br /&gt;
&lt;br /&gt;
[[Ticetar]]&lt;br /&gt;
&lt;br /&gt;
[[Cefrit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
After having been a large, nomadic pack for many years since they had fled Lyras in their Western homelands, the Rakash who would form Siksraja secretly petitioned the Baron of Therengia for leave to settle upon a small area of land within his domain, so that they might finally begin to recreate some of the lifestyle their ancestors had once held dear. &lt;br /&gt;
&lt;br /&gt;
The Baron, understanding of the fears of these Rakash and their desire to live in peace and safety, as well as out of compassion for everything they had endured and lost during their ancestors&#039; war with Lyras, allowed them this. Thus, the village of Siksraja (Tiny Home in the Rakash language) was born, and thus its residents felt deeply indebted and grateful to the Baron who had taken them in, protected their hidden location, and provided them with a great deal of autonomy in exchange for only their pledge of loyalty to the Province should their help ever be needed to protect its citizens from danger.&lt;br /&gt;
&lt;br /&gt;
Over the years, several wandering Rakash merchants and other Rakash who had been scattered during the diaspora joined the original inhabitants when the village elders decided to reach out to them, and the village expanded a small bit, beginning to erect some more permanent buildings where previously they had continued to use very portable ones out of feeling the need to be able to flee again at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
The village elders finally felt safe enough to reveal their location after Lyras&#039; final death in 397, and the still fairly small village was shown to outsiders by the merchant Cefrit of Odcoru, who was amongst its residents. A formal road was cleared in preparation for this, and Siksraja has been accessible to visitors, and to those Rakash who might decide to move there, ever since.&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
* [[Dzirta Nars, Library]], a Rakash only library.&lt;br /&gt;
* [[Awksa Dzilvawta Ala]], a Rakash site for favors.&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Cefrit of Odcoru (Siksraja)|Cefrit of Odcoru]] - Armor&lt;br /&gt;
*[[Kifa Awrocis (Siksraja)|Kifa Awrocis]] - Weapons&lt;br /&gt;
*[[Permutations of Siksraja]] - Clothing&lt;br /&gt;
*[[Uz Zinat (Siksraja)|Uz Zinat]] - Jewelry&lt;br /&gt;
*[[Augs Uda]] - Teas made from [[healing herbs]]&lt;br /&gt;
*[[Visfarej Cehs]] - General Store &amp;amp; Favor Items&lt;br /&gt;
*[[Slafs Riza Rakstit]] -  Paper&lt;br /&gt;
*[[Zivis Cehs]] - Fishing Supplies&lt;br /&gt;
*[[Saralt Kaste]] - Bakery&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
* Favors are available in the [[Awksa Dzilvawta Ala]] (Deep Cave). No orbs are required. See [[Celoturs uz Siksraja (book)|Celoturs uz Siksraja]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
There are currently no known task givers in Siksraja.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
* [[Young Red Brocket Deer]]&lt;br /&gt;
* [[Red Brocket Deer]]&lt;br /&gt;
* [[Elder Red Brocket Deer]]&lt;br /&gt;
* [[Grey Clay Soldier]]&lt;br /&gt;
* [[Grey Clay Mage]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[RanikMap149|Map 149 - Siksraja]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{cat|Cities,Therengian cities, Rakash}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Odcoru&amp;diff=485008</id>
		<title>Odcoru</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Odcoru&amp;diff=485008"/>
		<updated>2018-03-06T17:47:30Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capital of the [[Rakash]] lands beyond the Great Barrier.&lt;br /&gt;
&lt;br /&gt;
Odcoru was a major Rakash [[page type is::place|city]] in the far West.  Many of the Rakash who fled [[Lyras]] and came to Eastern Kermoria were from Odcoru, including the merchant [[Cefrit]].&lt;br /&gt;
&lt;br /&gt;
Odcoru was a bustling city that housed a population similar in size to modern-day Shard.  Though the citizens were very largely Rakash, the occasional Human or Halfling did live there at times.  No Prydaen ever lived in Odcoru, however, as their two cultures were very different and the lands of the West so vast that such co-mingling wasn&#039;t really ever considered by either race.  Prydaen visitors and merchants did come to the city, though, and Rakash from Odcoru were by far the most familiar with their Prydaen neighbors of any Rakash in the West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities|Rakash}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rakash_Moots&amp;diff=485007</id>
		<title>Rakash Moots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rakash_Moots&amp;diff=485007"/>
		<updated>2018-03-06T17:28:51Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common and universal type of Rakash cultural gathering is the moot (also sometimes called a Great Moot).  &lt;br /&gt;
&lt;br /&gt;
A moot is a gathering of Rakash who are coming together to share stories, eat celebration foods, and generally enjoy the company of other Rakash.  Moots can be serious or just social, depending on the topics at hand and the stated intent of the Rakash who called for the moot to occur.  &lt;br /&gt;
&lt;br /&gt;
Moots are generally quite large gatherings and are considered to be open to all Rakash who can travel to the location in which the moot is being held.  They are, at their base, a representation of what the Rakash call The Great Pack, the concept that all Rakash are a part of the whole of the Rakash people, and are intrinsically connected to one another.  &lt;br /&gt;
&lt;br /&gt;
==Some Past Moots==&lt;br /&gt;
&lt;br /&gt;
* [[Rakash Moot 396]]&lt;br /&gt;
* [[Rakash Moot 400]]&lt;br /&gt;
* [[Rakash Moot 405]]&lt;br /&gt;
* [[Rakash Moot 408]]&lt;br /&gt;
* [[Rakash Moot 409]]&lt;br /&gt;
* [[Rakash Moot 413]]&lt;br /&gt;
* [[Rakash Moot 416]]&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483940</id>
		<title>Dirge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483940"/>
		<updated>2018-01-24T15:54:11Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Government, Politics, and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:dirge.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=1,500&lt;br /&gt;
|est=Imperial times, sometime prior to 500 BL&lt;br /&gt;
|alt=Darkstone; Darkstone Town&lt;br /&gt;
|gov=Mayor [[Hunlynd]] Turmar&lt;br /&gt;
|deity=Botolf&lt;br /&gt;
|warning=Lesser skeletons and corpse grubs ocassionaly roam near town square&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DirgeIcon.jpg|left]]&#039;&#039;&#039;Darkstone&#039;&#039;&#039;, now known as Dirge, was one of the most important cities of the [[Seven Starred Empire]] and had a trade road going directly to [[Throne City]].  Today, it is known as Dirge, following the explosion of the [[Greater Fist]] in 277 [[AV]], during which Darkstone and the [[Alshaerd]] estates were destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description from &amp;lt;tt&amp;gt;HELP CITIES&amp;lt;/tt&amp;gt;&#039;&#039;&#039;: Dirge, or as it was once known, Darkstone Town, is now in a sad state of ruin and lawlessness due to volcanic activity in the not-too-distant past that wiped out direct caravan access to the town as well as most of its farmlands, productivity and population. Now mainly a hiding place for criminals, thieves and other ne&#039;er-do-wells, few decent people ever make the arduous journey there. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Living in the shadow of active volcano Greater Fist, Dirge is a bleak grey city of stern, hardened, determined people. Yet underneath the ash and rubble lies a once-charming village waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
===Government, Politics, and Culture===&lt;br /&gt;
Part of the lands held by the [[Magen]] family of Zoluren nobility, Dirge is a town that embraces its many contradictions just as much as it does its status as part of the borderland between Zoluren and Therengia as well as that between the holdings of the Magen and the [[Turmar]].  Citizens of other parts of Zoluren and travelers from abroad often comment on the town&#039;s seeming disrepair and the overall harsh lifestyle lived by its inhabitants, frequently blaming the government for not intervening directly.  However, the residents of Dirge will loudly state to anyone who bothers to talk to them instead of just about them that they are just fine, thank you.  The town&#039;s culture has evolved to actively seek out and embrace hardship as a way of making itself stronger and more prepared to deal with whatever may come its way, and the citizens of Dirge seem to hold this as a point of pride.  So much so, in fact, that they are at times somewhat dismissive of people who hail from elsewhere as being far too soft to truly understand the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the brief reign of Prince [[Sirolarn]], and part of the early reign of Prince [[Vorclaf]], Dirge was in part run by the [[Dirge Council]], which was formally led by [[Mordiazi]] Neus and other Adventurers. Inquisitor [[Anamir]] was the Prince&#039;s liasion to the Dirge Council during this time.  The organization has since dissolved, and more traditional governmental oversight returned to the town.  Outside of this brief anomaly, Dirge has been (and is currently) run by a mayor, who is appointed by the Magen family.  The current mayor of Dirge is [[Hunlynd]] Turmar, a man with blood ties to both the Magen and their close neighbors, the Turmar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked about the oft reported criminal element attracted to Dirge, Mayor Hunlynd will laugh and say that such rumors are exaggerated and mostly a product of outsiders misunderstanding and misinterpreting aspects of normal, law-abiding Dirge life.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*600 [[BL]] -- The reign of [[Qoemeth]] begins. When 25, Empress Qoemeth asked the Compact to open a tomb to the west of Darkstone which the War Mages couldn&#039;t get into. They did it and recovered some artifacts, the records of which have been lost. &lt;br /&gt;
*418 [[BL]] -- The [[Gorbesh]] occupy the Imperial City of Darkstone &lt;br /&gt;
*415 [[BL]] -- Emperor Vithwok of [[Kermoria]] leads an assault to retake Darkstone; the Gorbesh are victorious  &lt;br /&gt;
*411 [[BL]] -- Gnomic prophets decree that the [[Bloodworm Comet]] will soon fill the skies again &lt;br /&gt;
*411 [[BL]] -- Admiral Xireshi is ordered to return to Albaria will all haste, withdrawing from Darkstone  &lt;br /&gt;
*239 [[BL]] -- Darkstone falls to [[Teiro]] during the [[Resistance War]]&lt;br /&gt;
*236 [[BL]] -- Darkstone is taken by [[Lanival]] during the Resistance War.&lt;br /&gt;
&lt;br /&gt;
*In 106 [[AV]] [[Zoluren]] and [[Therengia]] fall into dipute over the borders of their provinces.  This becomes known as the [[Faldesu Conflict]] and fighting erupts near [[Sicle Grove]].  A summit is held in Darkstone which results in a successful treaty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;277 [[AV]] -- The [[Greater Fist]] erupts and destroys Darkstone and the [[Alshaerd]] Estates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*303 [[AV]] -- Chelaemador Polibara, author of [[Gamgweth Grammar (book)|Gamgweth Grammar]] was born in Dirge&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Temple of the Volcano&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unique shops and services===&lt;br /&gt;
*Divorce Blades can be obtained from the acolyte in the tent inside the town&#039;s Temple of the Volcano.&lt;br /&gt;
*[[Iron Mountain Weapons]] - Best storebought light-edged weapon for [[Backstab skill|backstabbing]], the stout short sword.&lt;br /&gt;
*[[Prayer Beads]] available near Temple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Ahnglor&#039;s General Store]]&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
*[[Garn the Grocer]]&lt;br /&gt;
*[[Iron Mountain Weapons]]&lt;br /&gt;
*[[Scorched Earth]] - home fireplaces and stoves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
Inside the gate of souls offers a [[Ushnish]] altar.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task Giver !! Location !! Task Types&lt;br /&gt;
|-&lt;br /&gt;
|None currently || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
*[[:Category:Dirge_Creatures|Creatures in and around Dirge]]&lt;br /&gt;
*[[:Category:Gate_of_Souls_Creatures|Creatures in and around the Gate of Souls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[http://www.play.net/dr/info/geography/area.asp?area=55 Graphical Layout of Dirge]&lt;br /&gt;
*[[RanikMap13|Dirge and Surrounds]]&lt;br /&gt;
*[[:File:Darkstone_Dirge.jpg|Map of Darkstone and the Northern Trade Route by The Conciliar Government of Darkstone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Dirge is believed to be the favored city of [[Botolf]], who frequently visits.&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483939</id>
		<title>Dirge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483939"/>
		<updated>2018-01-24T15:30:23Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Government, Politics, and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:dirge.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=1,500&lt;br /&gt;
|est=Imperial times, sometime prior to 500 BL&lt;br /&gt;
|alt=Darkstone; Darkstone Town&lt;br /&gt;
|gov=Mayor [[Hunlynd]] Turmar&lt;br /&gt;
|deity=Botolf&lt;br /&gt;
|warning=Lesser skeletons and corpse grubs ocassionaly roam near town square&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DirgeIcon.jpg|left]]&#039;&#039;&#039;Darkstone&#039;&#039;&#039;, now known as Dirge, was one of the most important cities of the [[Seven Starred Empire]] and had a trade road going directly to [[Throne City]].  Today, it is known as Dirge, following the explosion of the [[Greater Fist]] in 277 [[AV]], during which Darkstone and the [[Alshaerd]] estates were destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description from &amp;lt;tt&amp;gt;HELP CITIES&amp;lt;/tt&amp;gt;&#039;&#039;&#039;: Dirge, or as it was once known, Darkstone Town, is now in a sad state of ruin and lawlessness due to volcanic activity in the not-too-distant past that wiped out direct caravan access to the town as well as most of its farmlands, productivity and population. Now mainly a hiding place for criminals, thieves and other ne&#039;er-do-wells, few decent people ever make the arduous journey there. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Living in the shadow of active volcano Greater Fist, Dirge is a bleak grey city of stern, hardened, determined people. Yet underneath the ash and rubble lies a once-charming village waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
===Government, Politics, and Culture===&lt;br /&gt;
Part of the lands held by the [[Magen]] family of Zoluren nobility, Dirge is a town that embraces its many contradictions just as much as it does its status as part of the borderland between Zoluren and Therengia as well as that between the holdings of the Magen and the [[Turmar]].  Citizens of other parts of Zoluren and travelers from abroad often comment on the town&#039;s seeming disrepair and the overall harsh lifestyle lived by its inhabitants, frequently blaming the government for not intervening directly.  However, the residents of Dirge will loudly state to anyone who bothers to talk to them instead of just about them that they are just fine, thank you.  The town&#039;s culture has evolved to actively seek out and embrace hardship as a way of making itself stronger and more prepared to deal with whatever may come its way, and the citizens of Dirge seem to hold this as a point of pride.  So much so, in fact, that they are at times somewhat dismissive of people who hail from elsewhere as being far too soft to truly understand the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During part of the early reign of Prince [[Vorclaf]], Dirge was in part run by the [[Dirge Council]], which was formally led by [[Mordiazi]] Neus and other Adventurers. Inquisitor [[Anamir]] was Prince Vorclaf&#039;s liasion to the Dirge Council during this time.  The organization has since dissolved, and more traditional governmental oversight returned to the town.  Outside of this brief anomaly, Dirge has been (and is currently) run by a mayor, who is appointed by the Magen family.  The current mayor of Dirge is [[Hunlynd]] Turmar, a man with blood ties to both the Magen and their close neighbors, the Turmar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked about the oft reported criminal element attracted to Dirge, Mayor Hunlynd will laugh and say that such rumors are exaggerated and mostly a product of outsiders misunderstanding and misinterpreting aspects of normal, law-abiding Dirge life.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*600 [[BL]] -- The reign of [[Qoemeth]] begins. When 25, Empress Qoemeth asked the Compact to open a tomb to the west of Darkstone which the War Mages couldn&#039;t get into. They did it and recovered some artifacts, the records of which have been lost. &lt;br /&gt;
*418 [[BL]] -- The [[Gorbesh]] occupy the Imperial City of Darkstone &lt;br /&gt;
*415 [[BL]] -- Emperor Vithwok of [[Kermoria]] leads an assault to retake Darkstone; the Gorbesh are victorious  &lt;br /&gt;
*411 [[BL]] -- Gnomic prophets decree that the [[Bloodworm Comet]] will soon fill the skies again &lt;br /&gt;
*411 [[BL]] -- Admiral Xireshi is ordered to return to Albaria will all haste, withdrawing from Darkstone  &lt;br /&gt;
*239 [[BL]] -- Darkstone falls to [[Teiro]] during the [[Resistance War]]&lt;br /&gt;
*236 [[BL]] -- Darkstone is taken by [[Lanival]] during the Resistance War.&lt;br /&gt;
&lt;br /&gt;
*In 106 [[AV]] [[Zoluren]] and [[Therengia]] fall into dipute over the borders of their provinces.  This becomes known as the [[Faldesu Conflict]] and fighting erupts near [[Sicle Grove]].  A summit is held in Darkstone which results in a successful treaty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;277 [[AV]] -- The [[Greater Fist]] erupts and destroys Darkstone and the [[Alshaerd]] Estates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*303 [[AV]] -- Chelaemador Polibara, author of [[Gamgweth Grammar (book)|Gamgweth Grammar]] was born in Dirge&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Temple of the Volcano&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unique shops and services===&lt;br /&gt;
*Divorce Blades can be obtained from the acolyte in the tent inside the town&#039;s Temple of the Volcano.&lt;br /&gt;
*[[Iron Mountain Weapons]] - Best storebought light-edged weapon for [[Backstab skill|backstabbing]], the stout short sword.&lt;br /&gt;
*[[Prayer Beads]] available near Temple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Ahnglor&#039;s General Store]]&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
*[[Garn the Grocer]]&lt;br /&gt;
*[[Iron Mountain Weapons]]&lt;br /&gt;
*[[Scorched Earth]] - home fireplaces and stoves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
Inside the gate of souls offers a [[Ushnish]] altar.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task Giver !! Location !! Task Types&lt;br /&gt;
|-&lt;br /&gt;
|None currently || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
*[[:Category:Dirge_Creatures|Creatures in and around Dirge]]&lt;br /&gt;
*[[:Category:Gate_of_Souls_Creatures|Creatures in and around the Gate of Souls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[http://www.play.net/dr/info/geography/area.asp?area=55 Graphical Layout of Dirge]&lt;br /&gt;
*[[RanikMap13|Dirge and Surrounds]]&lt;br /&gt;
*[[:File:Darkstone_Dirge.jpg|Map of Darkstone and the Northern Trade Route by The Conciliar Government of Darkstone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Dirge is believed to be the favored city of [[Botolf]], who frequently visits.&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483938</id>
		<title>Dirge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483938"/>
		<updated>2018-01-24T15:28:46Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Government, Politics, and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:dirge.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=1,500&lt;br /&gt;
|est=Imperial times, sometime prior to 500 BL&lt;br /&gt;
|alt=Darkstone; Darkstone Town&lt;br /&gt;
|gov=Mayor [[Hunlynd]] Turmar&lt;br /&gt;
|deity=Botolf&lt;br /&gt;
|warning=Lesser skeletons and corpse grubs ocassionaly roam near town square&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DirgeIcon.jpg|left]]&#039;&#039;&#039;Darkstone&#039;&#039;&#039;, now known as Dirge, was one of the most important cities of the [[Seven Starred Empire]] and had a trade road going directly to [[Throne City]].  Today, it is known as Dirge, following the explosion of the [[Greater Fist]] in 277 [[AV]], during which Darkstone and the [[Alshaerd]] estates were destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description from &amp;lt;tt&amp;gt;HELP CITIES&amp;lt;/tt&amp;gt;&#039;&#039;&#039;: Dirge, or as it was once known, Darkstone Town, is now in a sad state of ruin and lawlessness due to volcanic activity in the not-too-distant past that wiped out direct caravan access to the town as well as most of its farmlands, productivity and population. Now mainly a hiding place for criminals, thieves and other ne&#039;er-do-wells, few decent people ever make the arduous journey there. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Living in the shadow of active volcano Greater Fist, Dirge is a bleak grey city of stern, hardened, determined people. Yet underneath the ash and rubble lies a once-charming village waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
===Government, Politics, and Culture===&lt;br /&gt;
Part of the lands held by the [[Magen]] family of Zoluren nobility, Dirge is a town that embraces its many contradictions as well as its status as part of the borderland between Zoluren and Therengia as well as that between the holdings of the Magen and the [[Turmar]].  Citizens of other parts of Zoluren and travelers from abroad often comment on the town&#039;s seeming disrepair and the overall harsh lifestyle lived by its inhabitants, frequently blaming the government for not intervening directly.  However, the residents of Dirge will loudly state to anyone who bothers to talk to them instead of just about them that they are just fine, thank you.  The town&#039;s culture has evolved to actively seek out and embrace hardship as a way of making itself stronger and more prepared to deal with whatever may come its way, and the citizens of Dirge seem to hold this as a point of pride.  So much so, in fact, that they are at times somewhat dismissive of people who hail from elsewhere as being far too soft to truly understand the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During part of the early reign of Prince [[Vorclaf]], Dirge was in part run by the [[Dirge Council]], which was formally led by [[Mordiazi]] Neus and other Adventurers. Inquisitor [[Anamir]] was Prince Vorclaf&#039;s liasion to the Dirge Council during this time.  The organization has since dissolved, and more traditional governmental oversight returned to the town.  Outside of this brief anomaly, Dirge has been (and is currently) run by a mayor, who is appointed by the Magen family.  The current mayor of Dirge is [[Hunlynd]] Turmar, a man with blood ties to both the Magen and their close neighbors, the Turmar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When asked about the oft reported criminal element attracted to Dirge, Mayor Hunlynd will laugh and say that such rumors are exaggerated and mostly a product of outsiders misunderstanding and misinterpreting aspects of normal, law-abiding Dirge life.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*600 [[BL]] -- The reign of [[Qoemeth]] begins. When 25, Empress Qoemeth asked the Compact to open a tomb to the west of Darkstone which the War Mages couldn&#039;t get into. They did it and recovered some artifacts, the records of which have been lost. &lt;br /&gt;
*418 [[BL]] -- The [[Gorbesh]] occupy the Imperial City of Darkstone &lt;br /&gt;
*415 [[BL]] -- Emperor Vithwok of [[Kermoria]] leads an assault to retake Darkstone; the Gorbesh are victorious  &lt;br /&gt;
*411 [[BL]] -- Gnomic prophets decree that the [[Bloodworm Comet]] will soon fill the skies again &lt;br /&gt;
*411 [[BL]] -- Admiral Xireshi is ordered to return to Albaria will all haste, withdrawing from Darkstone  &lt;br /&gt;
*239 [[BL]] -- Darkstone falls to [[Teiro]] during the [[Resistance War]]&lt;br /&gt;
*236 [[BL]] -- Darkstone is taken by [[Lanival]] during the Resistance War.&lt;br /&gt;
&lt;br /&gt;
*In 106 [[AV]] [[Zoluren]] and [[Therengia]] fall into dipute over the borders of their provinces.  This becomes known as the [[Faldesu Conflict]] and fighting erupts near [[Sicle Grove]].  A summit is held in Darkstone which results in a successful treaty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;277 [[AV]] -- The [[Greater Fist]] erupts and destroys Darkstone and the [[Alshaerd]] Estates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*303 [[AV]] -- Chelaemador Polibara, author of [[Gamgweth Grammar (book)|Gamgweth Grammar]] was born in Dirge&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Temple of the Volcano&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unique shops and services===&lt;br /&gt;
*Divorce Blades can be obtained from the acolyte in the tent inside the town&#039;s Temple of the Volcano.&lt;br /&gt;
*[[Iron Mountain Weapons]] - Best storebought light-edged weapon for [[Backstab skill|backstabbing]], the stout short sword.&lt;br /&gt;
*[[Prayer Beads]] available near Temple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Ahnglor&#039;s General Store]]&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
*[[Garn the Grocer]]&lt;br /&gt;
*[[Iron Mountain Weapons]]&lt;br /&gt;
*[[Scorched Earth]] - home fireplaces and stoves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
Inside the gate of souls offers a [[Ushnish]] altar.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task Giver !! Location !! Task Types&lt;br /&gt;
|-&lt;br /&gt;
|None currently || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
*[[:Category:Dirge_Creatures|Creatures in and around Dirge]]&lt;br /&gt;
*[[:Category:Gate_of_Souls_Creatures|Creatures in and around the Gate of Souls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[http://www.play.net/dr/info/geography/area.asp?area=55 Graphical Layout of Dirge]&lt;br /&gt;
*[[RanikMap13|Dirge and Surrounds]]&lt;br /&gt;
*[[:File:Darkstone_Dirge.jpg|Map of Darkstone and the Northern Trade Route by The Conciliar Government of Darkstone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Dirge is believed to be the favored city of [[Botolf]], who frequently visits.&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483937</id>
		<title>Dirge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483937"/>
		<updated>2018-01-24T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: /* Government, Politics, and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:dirge.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=1,500&lt;br /&gt;
|est=Imperial times, sometime prior to 500 BL&lt;br /&gt;
|alt=Darkstone; Darkstone Town&lt;br /&gt;
|gov=Mayor [[Hunlynd]] Turmar&lt;br /&gt;
|deity=Botolf&lt;br /&gt;
|warning=Lesser skeletons and corpse grubs ocassionaly roam near town square&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DirgeIcon.jpg|left]]&#039;&#039;&#039;Darkstone&#039;&#039;&#039;, now known as Dirge, was one of the most important cities of the [[Seven Starred Empire]] and had a trade road going directly to [[Throne City]].  Today, it is known as Dirge, following the explosion of the [[Greater Fist]] in 277 [[AV]], during which Darkstone and the [[Alshaerd]] estates were destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description from &amp;lt;tt&amp;gt;HELP CITIES&amp;lt;/tt&amp;gt;&#039;&#039;&#039;: Dirge, or as it was once known, Darkstone Town, is now in a sad state of ruin and lawlessness due to volcanic activity in the not-too-distant past that wiped out direct caravan access to the town as well as most of its farmlands, productivity and population. Now mainly a hiding place for criminals, thieves and other ne&#039;er-do-wells, few decent people ever make the arduous journey there. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Living in the shadow of active volcano Greater Fist, Dirge is a bleak grey city of stern, hardened, determined people. Yet underneath the ash and rubble lies a once-charming village waiting to be discovered.&lt;br /&gt;
&lt;br /&gt;
===Government, Politics, and Culture===&lt;br /&gt;
Part of the lands held by the [[Magen]] family of Zoluren nobility, Dirge is a town that embraces its many contradictions as well as its status as part of the borderland between Zoluren and Therengia as well as that between the holdings of the Magen and the [[Turmar]].  Citizens of other parts of Zoluren and travelers from abroad often comment on the town&#039;s seeming disrepair and the overall harsh lifestyle lived by its inhabitants, frequently blaming the government for not intervening directly.  However, the residents of Dirge will loudly state to anyone who bothers to talk to them instead of just about them that they are just fine, thank you.  The town&#039;s culture has evolved to actively seek out and embrace hardship as a way of making itself stronger and more prepared to deal with whatever may come its way, and the citizens of Dirge seem to hold this as a point of pride.  So much so, in fact, that they are at times somewhat dismissive of people who hail from elsewhere as being far too soft to truly understand the world.&lt;br /&gt;
&lt;br /&gt;
During part of the early reign of Prince [[Vorclaf]], Dirge was in part run by the [[Dirge Council]], which was formally led by [[Mordiazi]] Neus and other Adventurers. Inquisitor [[Anamir]] was Prince Vorclaf&#039;s liasion to the Dirge Council during this time.  The organization has since dissolved, and more traditional governmental oversight returned to the town.  Outside of this brief anomaly, Dirge has been (and is currently) run by a mayor, who is appointed by the Magen family.  The current mayor of Dirge is [[Hunlynd]] Turmar, a man with blood ties to both the Magen and their close neighbors, the Turmar.&lt;br /&gt;
&lt;br /&gt;
When asked about the oft reported criminal element attracted to Dirge, Mayor Hunlynd will laugh and say that such rumors are exaggerated and mostly a product of outsiders misunderstanding and misinterpreting aspects of normal, law-abiding Dirge life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
*600 [[BL]] -- The reign of [[Qoemeth]] begins. When 25, Empress Qoemeth asked the Compact to open a tomb to the west of Darkstone which the War Mages couldn&#039;t get into. They did it and recovered some artifacts, the records of which have been lost. &lt;br /&gt;
*418 [[BL]] -- The [[Gorbesh]] occupy the Imperial City of Darkstone &lt;br /&gt;
*415 [[BL]] -- Emperor Vithwok of [[Kermoria]] leads an assault to retake Darkstone; the Gorbesh are victorious  &lt;br /&gt;
*411 [[BL]] -- Gnomic prophets decree that the [[Bloodworm Comet]] will soon fill the skies again &lt;br /&gt;
*411 [[BL]] -- Admiral Xireshi is ordered to return to Albaria will all haste, withdrawing from Darkstone  &lt;br /&gt;
*239 [[BL]] -- Darkstone falls to [[Teiro]] during the [[Resistance War]]&lt;br /&gt;
*236 [[BL]] -- Darkstone is taken by [[Lanival]] during the Resistance War.&lt;br /&gt;
&lt;br /&gt;
*In 106 [[AV]] [[Zoluren]] and [[Therengia]] fall into dipute over the borders of their provinces.  This becomes known as the [[Faldesu Conflict]] and fighting erupts near [[Sicle Grove]].  A summit is held in Darkstone which results in a successful treaty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;277 [[AV]] -- The [[Greater Fist]] erupts and destroys Darkstone and the [[Alshaerd]] Estates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*303 [[AV]] -- Chelaemador Polibara, author of [[Gamgweth Grammar (book)|Gamgweth Grammar]] was born in Dirge&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Temple of the Volcano&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unique shops and services===&lt;br /&gt;
*Divorce Blades can be obtained from the acolyte in the tent inside the town&#039;s Temple of the Volcano.&lt;br /&gt;
*[[Iron Mountain Weapons]] - Best storebought light-edged weapon for [[Backstab skill|backstabbing]], the stout short sword.&lt;br /&gt;
*[[Prayer Beads]] available near Temple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
*[[Ahnglor&#039;s General Store]]&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
*[[Garn the Grocer]]&lt;br /&gt;
*[[Iron Mountain Weapons]]&lt;br /&gt;
*[[Scorched Earth]] - home fireplaces and stoves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
Inside the gate of souls offers a [[Ushnish]] altar.&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task Giver !! Location !! Task Types&lt;br /&gt;
|-&lt;br /&gt;
|None currently || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
*[[:Category:Dirge_Creatures|Creatures in and around Dirge]]&lt;br /&gt;
*[[:Category:Gate_of_Souls_Creatures|Creatures in and around the Gate of Souls]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[http://www.play.net/dr/info/geography/area.asp?area=55 Graphical Layout of Dirge]&lt;br /&gt;
*[[RanikMap13|Dirge and Surrounds]]&lt;br /&gt;
*[[:File:Darkstone_Dirge.jpg|Map of Darkstone and the Northern Trade Route by The Conciliar Government of Darkstone]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Dirge is believed to be the favored city of [[Botolf]], who frequently visits.&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483936</id>
		<title>Dirge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dirge&amp;diff=483936"/>
		<updated>2018-01-24T15:27:12Z</updated>

		<summary type="html">&lt;p&gt;DR-PERSIDA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:dirge.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=1,500&lt;br /&gt;
|est=Imperial times, sometime prior to 500 BL&lt;br /&gt;
|alt=Darkstone; Darkstone Town&lt;br /&gt;
|gov=Mayor [[Hunlynd]] Turmar&lt;br /&gt;
|deity=Botolf&lt;br /&gt;
|warning=Lesser skeletons and corpse grubs ocassionaly roam near town square&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:DirgeIcon.jpg|left]]&#039;&#039;&#039;Darkstone&#039;&#039;&#039;, now known as Dirge, was one of the most important cities of the [[Seven Starred Empire]] and had a trade road going directly to [[Throne City]].  Today, it is known as Dirge, following the explosion of the [[Greater Fist]] in 277 [[AV]], during which Darkstone and the [[Alshaerd]] estates were destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Description from &amp;lt;tt&amp;gt;HELP CITIES&amp;lt;/tt&amp;gt;&#039;&#039;&#039;: Dirge, or as it was once known, Darkstone Town, is now in a sad state of ruin and lawlessness due to volcanic activity in the not-too-distant past that wiped out direct caravan access to the town as well as most of its farmlands, productivity and population. Now mainly a hiding place for criminals, thieves and other ne&#039;er-do-wells, few decent people ever make the arduous journey there. &amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: Living in the shadow of active volcano Greater Fist, Dirge is a bleak grey city of stern, hardened, determined people. Yet underneath the ash and rubble lies a once-charming village waiting to be discovered.&lt;br /&gt;
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==Government, Politics, and Culture==&lt;br /&gt;
Part of the lands held by the [[Magen]] family of Zoluren nobility, Dirge is a town that embraces its many contradictions as well as its status as part of the borderland between Zoluren and Therengia as well as that between the holdings of the Magen and the [[Turmar]].  Citizens of other parts of Zoluren and travelers from abroad often comment on the town&#039;s seeming disrepair and the overall harsh lifestyle lived by its inhabitants, frequently blaming the government for not intervening directly.  However, the residents of Dirge will loudly state to anyone who bothers to talk to them instead of just about them that they are just fine, thank you.  The town&#039;s culture has evolved to actively seek out and embrace hardship as a way of making itself stronger and more prepared to deal with whatever may come its way, and the citizens of Dirge seem to hold this as a point of pride.  So much so, in fact, that they are at times somewhat dismissive of people who hail from elsewhere as being far too soft to truly understand the world.&lt;br /&gt;
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During part of the early reign of Prince [[Vorclaf]], Dirge was in part run by the [[Dirge Council]], which was formally led by [[Mordiazi]] Neus and other Adventurers. Inquisitor [[Anamir]] was Prince Vorclaf&#039;s liasion to the Dirge Council during this time.  The organization has since dissolved, and more traditional governmental oversight returned to the town.  Outside of this brief anomaly, Dirge has been (and is currently) run by a mayor, who is appointed by the Magen family.  The current mayor of Dirge is [[Hunlynd]] Turmar, a man with blood ties to both the Magen and their close neighbors, the Turmar.&lt;br /&gt;
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When asked about the oft reported criminal element attracted to Dirge, Mayor Hunlynd will laugh and say that such rumors are exaggerated and mostly a product of outsiders misunderstanding and misinterpreting aspects of normal, law-abiding Dirge life. &lt;br /&gt;
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===History===&lt;br /&gt;
*600 [[BL]] -- The reign of [[Qoemeth]] begins. When 25, Empress Qoemeth asked the Compact to open a tomb to the west of Darkstone which the War Mages couldn&#039;t get into. They did it and recovered some artifacts, the records of which have been lost. &lt;br /&gt;
*418 [[BL]] -- The [[Gorbesh]] occupy the Imperial City of Darkstone &lt;br /&gt;
*415 [[BL]] -- Emperor Vithwok of [[Kermoria]] leads an assault to retake Darkstone; the Gorbesh are victorious  &lt;br /&gt;
*411 [[BL]] -- Gnomic prophets decree that the [[Bloodworm Comet]] will soon fill the skies again &lt;br /&gt;
*411 [[BL]] -- Admiral Xireshi is ordered to return to Albaria will all haste, withdrawing from Darkstone  &lt;br /&gt;
*239 [[BL]] -- Darkstone falls to [[Teiro]] during the [[Resistance War]]&lt;br /&gt;
*236 [[BL]] -- Darkstone is taken by [[Lanival]] during the Resistance War.&lt;br /&gt;
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*In 106 [[AV]] [[Zoluren]] and [[Therengia]] fall into dipute over the borders of their provinces.  This becomes known as the [[Faldesu Conflict]] and fighting erupts near [[Sicle Grove]].  A summit is held in Darkstone which results in a successful treaty.&lt;br /&gt;
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*&#039;&#039;&#039;277 [[AV]] -- The [[Greater Fist]] erupts and destroys Darkstone and the [[Alshaerd]] Estates.&#039;&#039;&#039;&lt;br /&gt;
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*303 [[AV]] -- Chelaemador Polibara, author of [[Gamgweth Grammar (book)|Gamgweth Grammar]] was born in Dirge&lt;br /&gt;
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===Landmarks===&lt;br /&gt;
*Temple of the Volcano&lt;br /&gt;
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===Unique shops and services===&lt;br /&gt;
*Divorce Blades can be obtained from the acolyte in the tent inside the town&#039;s Temple of the Volcano.&lt;br /&gt;
*[[Iron Mountain Weapons]] - Best storebought light-edged weapon for [[Backstab skill|backstabbing]], the stout short sword.&lt;br /&gt;
*[[Prayer Beads]] available near Temple&lt;br /&gt;
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===Shops===&lt;br /&gt;
*[[Ahnglor&#039;s General Store]]&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
*[[Garn the Grocer]]&lt;br /&gt;
*[[Iron Mountain Weapons]]&lt;br /&gt;
*[[Scorched Earth]] - home fireplaces and stoves&lt;br /&gt;
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===Bars, inns, and taverns===&lt;br /&gt;
*[[Darkstone Inn]]&lt;br /&gt;
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===Prominent hangouts===&lt;br /&gt;
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==Important activities==&lt;br /&gt;
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===Favors===&lt;br /&gt;
Inside the gate of souls offers a [[Ushnish]] altar.&lt;br /&gt;
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===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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!Task Giver !! Location !! Task Types&lt;br /&gt;
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|None currently || ||&lt;br /&gt;
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===Quests===&lt;br /&gt;
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==Creatures==&lt;br /&gt;
*[[:Category:Dirge_Creatures|Creatures in and around Dirge]]&lt;br /&gt;
*[[:Category:Gate_of_Souls_Creatures|Creatures in and around the Gate of Souls]]&lt;br /&gt;
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==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[http://www.play.net/dr/info/geography/area.asp?area=55 Graphical Layout of Dirge]&lt;br /&gt;
*[[RanikMap13|Dirge and Surrounds]]&lt;br /&gt;
*[[:File:Darkstone_Dirge.jpg|Map of Darkstone and the Northern Trade Route by The Conciliar Government of Darkstone]]&lt;br /&gt;
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==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
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==Miscellaneous==&lt;br /&gt;
Dirge is believed to be the favored city of [[Botolf]], who frequently visits.&lt;br /&gt;
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{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>DR-PERSIDA</name></author>
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