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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WINDHARO</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WINDHARO"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/WINDHARO"/>
	<updated>2026-05-03T01:50:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560996</id>
		<title>Sablina</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560996"/>
		<updated>2021-06-29T23:47:51Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name= Sablina&lt;br /&gt;
|Status=r&lt;br /&gt;
|Race= Human&lt;br /&gt;
|Gender= Female&lt;br /&gt;
|Guild= Ranger&lt;br /&gt;
|Instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
One of the first cartographers of [[Elanthia]].  Created beautiful maps which are still used today.  After she retired [[Ranik]] picked up where she left off and continued to update and expand on her maps.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560995</id>
		<title>Sablina</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560995"/>
		<updated>2021-06-29T23:47:10Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: Undo revision 560994 by WINDHARO (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player character&lt;br /&gt;
|Player Name= Sablina&lt;br /&gt;
|Status=r&lt;br /&gt;
|Race= &lt;br /&gt;
|Gender= Female&lt;br /&gt;
|Guild=&lt;br /&gt;
|Instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
One of the first cartographers of [[Elanthia]].  Created beautiful maps which are still used today.  After she retired [[Ranik]] picked up where she left off and continued to update and expand on her maps.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560994</id>
		<title>Sablina</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sablina&amp;diff=560994"/>
		<updated>2021-06-29T23:46:32Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC}}&lt;br /&gt;
{{Player character&lt;br /&gt;
|Player Name= Sablina&lt;br /&gt;
|Status=r&lt;br /&gt;
|Race= Human&lt;br /&gt;
|Gender= Female&lt;br /&gt;
|Guild= Ranger&lt;br /&gt;
|Instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
One of the first cartographers of [[Elanthia]].  Created beautiful maps which are still used today.  After she retired [[Ranik]] picked up where she left off and continued to update and expand on her maps.&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Collapse=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mer%27Kresh&amp;diff=12428</id>
		<title>Mer&#039;Kresh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mer%27Kresh&amp;diff=12428"/>
		<updated>2010-09-17T00:23:06Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; width=200px style=&amp;quot;background-color:#FAFFF5; border: 1px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:merkresh.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Province:&#039;&#039;&#039; [[Qi&#039;Reshalia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Currency:&#039;&#039;&#039; [[Lirum]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Population:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Established:&#039;&#039;&#039; 805 BL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alternate Names:&#039;&#039;&#039; Kresh&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dominant Race/Guild:&#039;&#039;&#039; Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Governing Individual:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild Halls:&#039;&#039;&#039; Barbarian, Paladin, Cleric and War Mage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warnings:&#039;&#039;&#039; S&#039;kra Mur will sometimes incur a random round time when roaming about the city due to a ghost of some sorts. More information is needed!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Mer&#039;Kresh is a floating city built on platforms anchored to the bay of Belarritaco.  It also serves as the capital city of Rissan territory.&lt;br /&gt;
&lt;br /&gt;
==Government, History, and Background==&lt;br /&gt;
* 805 BL Construction begins on Mer&#039;Kresh in M&#039;Riss&#039;s Torbis Sanhalas Bay &lt;br /&gt;
* 162 BL The Empire attempts to conquer Mer&#039;Kresh, but is defeated&lt;br /&gt;
&lt;br /&gt;
Most of which is known can be found in the book [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
===Government Type===&lt;br /&gt;
&lt;br /&gt;
===Prominent People===&lt;br /&gt;
*[[Tusfaov]]&lt;br /&gt;
*[[Margathe]]&lt;br /&gt;
*[[Avant]]&lt;br /&gt;
*[[Eydtha]]&lt;br /&gt;
*[[Yolesi]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
The Carillon, which is the garden in the center of the town houses a bell tower. It should be noted that the festive meeting portal is located just inside the Carillon and it is also in the Carillon that one is reborn after departing.&lt;br /&gt;
&lt;br /&gt;
Caress-of-the-Moons Manor is a mansion in the southern part of town owned by a wealthy Moon Mage known only as &amp;quot;The Magus.&amp;quot;  He seems to be a Human man that is fond of hunting, and leaves his mansion open for all Moon Mages (and others sneaky enough to find a way past the mastiff) to enjoy.  It is here that the [[Grazhir]] shard named Besoge is located.&lt;br /&gt;
&lt;br /&gt;
===Unique Shops and Services===&lt;br /&gt;
We have a MAMA&#039;S, a furrier, a pawn shop and a forge as well as a hospital which is run by [[Yolesi]]. We also have the typical Bank, Town Hall and Courthouse services along with two local libraries, one of which is located in the Barbarian guild. There is also an Estate Holder&#039;s Club office and a Carousel for all your vaulting needs.&lt;br /&gt;
&lt;br /&gt;
Guild wise you can find the Barbarian&#039;s guild which is run by [[Tusfaov]], a Warrior Mage guild which is run by [[Margathe]], a Paladin guild run by [[Avant]] and finally a  Cleric guild run by [[Eydtha]].&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
There is a bakery, an origami shop, a barber shop, a pet shop and an herb shop. Notably the herb shop does sell some unique items generally not found in an herb shop such as 50 stone juggling items. &lt;br /&gt;
&lt;br /&gt;
For those who have found themselves taken to the penal colony against their wishes the best place to look for getting your items back would be the Barber&#039;s Shop. You&#039;ll have to ask around. &lt;br /&gt;
&lt;br /&gt;
*[[Mer&#039;Kresh_-_Barber_Shop|Barber Shop]]&lt;br /&gt;
*[[Mer&#039;Kresh_-_Pet_Shop|Pet Shop]]&lt;br /&gt;
*[[Mer&#039;Kresh_-_Origami_Shop|Origami Shop]]&lt;br /&gt;
*[[Perobler&#039;s Orlogs]]&lt;br /&gt;
*[[Trintah&#039;s Herbal Remedies]]&lt;br /&gt;
*[[Mer&#039;Kresh Ovens]]&lt;br /&gt;
&lt;br /&gt;
===Bars, Inns, and Taverns===&lt;br /&gt;
*[[Lanternside Inn]]&lt;br /&gt;
*[[Deeper&#039;s Tavern]]&lt;br /&gt;
*[[Saja&#039;s Boarding House]]&lt;br /&gt;
&lt;br /&gt;
===Prominent Hangouts===&lt;br /&gt;
The Furrier and the room just east of the Furrier are the general triage areas since there is a great blend of holy and life mana. A number of folks also tend to gather just outside the north barricade. &lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
You can purchase tarts from the bakery in town and offer them to the altar in the Cleric&#039;s guild. The religious aspect associated with this altar is [[Saemaus]].&lt;br /&gt;
&lt;br /&gt;
==Creatures:==&lt;br /&gt;
[[Asaren Celpeze]] roam just beyond the north and south barricades on the island. The southern barricade contains a few &amp;quot;wilderness&amp;quot; rooms and the celpeze tend to roam in packs. The poison tail attacks are still working in the south barricade and the spawn rate is generally much slower.&lt;br /&gt;
&lt;br /&gt;
The northern barricade is generally a much faster spawning area and the poison attacks do not currently work. &lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[RanikMap107|Map 107]]&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
There are two docks around town. The larger dock known as Wharf&#039;s End is where personal boats dock as well as The Jolas which ferries people between Hara&#039;jaal and Mer&#039;Kresh.  The Galley Dock which is located in the northern part of town runs two smaller ferries, The Cercorim and The Sanegazat which shuttle folks between Mer&#039;Kresh and M&#039;riss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;Kra Mur Visions&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A shadow flickers across your path.&lt;br /&gt;
&lt;br /&gt;
Something grabs you, binding your arms to your side!  Then as suddenly, there is a sensation of your unseen captor being pulled from you.&lt;br /&gt;
[Roundtime:  10 seconds]&lt;br /&gt;
&lt;br /&gt;
A S&#039;kra toddler clutching a rag-doll glances at you.  Her mouth moves soundlessly... her tail&#039;s infantile lashing warns you of danger as her form slowly fades before your eyes.&lt;br /&gt;
&lt;br /&gt;
A heavy, rasping breath vibrates against your ear.&lt;br /&gt;
&lt;br /&gt;
An apparition of a S&#039;Kra female appears, hand outstretched toward you beseechingly.  Her tail&#039;s lashing betrays her terror at something beyond your senses.&lt;br /&gt;
&lt;br /&gt;
You hear the click of claws on sharp stone.  It pauses,  then approaches you.  The air stirs as something passes, unseen claws scraping close, and leaves a bitter aroma behind.&lt;br /&gt;
&lt;br /&gt;
A hiss sounds behind you, &amp;quot;Otoh&#039;ku&#039;ae!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Qi&#039;Reshalian Cities]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Mer%27Kresh&amp;diff=157555</id>
		<title>Talk:Mer&#039;Kresh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Mer%27Kresh&amp;diff=157555"/>
		<updated>2010-09-17T00:22:40Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: Created page with &amp;#039;Mer&amp;#039;Kresh is NOT the isle of the damned, M&amp;#039;Riss is the isle of the damned.  Mer&amp;#039;Kresh was the name of the old city which was destroyed by volcanic activity, afterward they built …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mer&#039;Kresh is NOT the isle of the damned, M&#039;Riss is the isle of the damned.  Mer&#039;Kresh was the name of the old city which was destroyed by volcanic activity, afterward they built a platform and anchored it to the bay.  They called it Mer&#039;Kresh after their old city and expanded it by building rings around the central platform.--[[User:Windharo|Windharo]] 00:22, 17 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mer%27Kresh&amp;diff=12426</id>
		<title>Mer&#039;Kresh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mer%27Kresh&amp;diff=12426"/>
		<updated>2010-09-02T22:44:23Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; width=200px style=&amp;quot;background-color:#FAFFF5; border: 1px solid black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:merkresh.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Province:&#039;&#039;&#039; [[Qi&#039;Reshalia]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Currency:&#039;&#039;&#039; [[Lirum]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Population:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Established:&#039;&#039;&#039; 805 BL&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alternate Names:&#039;&#039;&#039; Kresh&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dominant Race/Guild:&#039;&#039;&#039; Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Governing Individual:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild Halls:&#039;&#039;&#039; Barbarian, Paladin, Cleric and War Mage&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warnings:&#039;&#039;&#039; S&#039;kra Mur will sometimes incur a random round time when roaming about the city due to a ghost of some sorts. More information is needed!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A floating city built on platforms anchored to the bay of Belarritaco.  It also serves as the capital city of Rissan territory.&lt;br /&gt;
&lt;br /&gt;
==Government, History, and Background==&lt;br /&gt;
* 805 BL Construction begins on Mer&#039;Kresh in M&#039;Riss&#039;s Torbis Sanhalas Bay &lt;br /&gt;
* 162 BL The Empire attempts to conquer Mer&#039;Kresh, but is defeated&lt;br /&gt;
&lt;br /&gt;
Most of which is known can be found in the book [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
===Government Type===&lt;br /&gt;
&lt;br /&gt;
===Prominent People===&lt;br /&gt;
*[[Tusfaov]]&lt;br /&gt;
*[[Margathe]]&lt;br /&gt;
*[[Avant]]&lt;br /&gt;
*[[Eydtha]]&lt;br /&gt;
*[[Yolesi]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
The Carillon, which is the garden in the center of the town houses a bell tower. It should be noted that the festive meeting portal is located just inside the Carillon and it is also in the Carillon that one is reborn after departing.&lt;br /&gt;
&lt;br /&gt;
Caress-of-the-Moons Manor is a mansion in the southern part of town owned by a wealthy Moon Mage known only as &amp;quot;The Magus.&amp;quot;  He seems to be a Human man that is fond of hunting, and leaves his mansion open for all Moon Mages (and others sneaky enough to find a way past the mastiff) to enjoy.  It is here that the [[Grazhir]] shard named Besoge is located.&lt;br /&gt;
&lt;br /&gt;
===Unique Shops and Services===&lt;br /&gt;
We have a MAMA&#039;S, a furrier, a pawn shop and a forge as well as a hospital which is run by [[Yolesi]]. We also have the typical Bank, Town Hall and Courthouse services along with two local libraries, one of which is located in the Barbarian guild. There is also an Estate Holder&#039;s Club office and a Carousel for all your vaulting needs.&lt;br /&gt;
&lt;br /&gt;
Guild wise you can find the Barbarian&#039;s guild which is run by [[Tusfaov]], a Warrior Mage guild which is run by [[Margathe]], a Paladin guild run by [[Avant]] and finally a  Cleric guild run by [[Eydtha]].&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
There is a bakery, an origami shop, a barber shop, a pet shop and an herb shop. Notably the herb shop does sell some unique items generally not found in an herb shop such as 50 stone juggling items. &lt;br /&gt;
&lt;br /&gt;
For those who have found themselves taken to the penal colony against their wishes the best place to look for getting your items back would be the Barber&#039;s Shop. You&#039;ll have to ask around. &lt;br /&gt;
&lt;br /&gt;
*[[Mer&#039;Kresh_-_Barber_Shop|Barber Shop]]&lt;br /&gt;
*[[Mer&#039;Kresh_-_Pet_Shop|Pet Shop]]&lt;br /&gt;
*[[Mer&#039;Kresh_-_Origami_Shop|Origami Shop]]&lt;br /&gt;
*[[Perobler&#039;s Orlogs]]&lt;br /&gt;
*[[Trintah&#039;s Herbal Remedies]]&lt;br /&gt;
*[[Mer&#039;Kresh Ovens]]&lt;br /&gt;
&lt;br /&gt;
===Bars, Inns, and Taverns===&lt;br /&gt;
*[[Lanternside Inn]]&lt;br /&gt;
*[[Deeper&#039;s Tavern]]&lt;br /&gt;
*[[Saja&#039;s Boarding House]]&lt;br /&gt;
&lt;br /&gt;
===Prominent Hangouts===&lt;br /&gt;
The Furrier and the room just east of the Furrier are the general triage areas since there is a great blend of holy and life mana. A number of folks also tend to gather just outside the north barricade. &lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
You can purchase tarts from the bakery in town and offer them to the altar in the Cleric&#039;s guild. The religious aspect associated with this altar is [[Saemaus]].&lt;br /&gt;
&lt;br /&gt;
==Creatures:==&lt;br /&gt;
[[Asaren Celpeze]] roam just beyond the north and south barricades on the island. The southern barricade contains a few &amp;quot;wilderness&amp;quot; rooms and the celpeze tend to roam in packs. The poison tail attacks are still working in the south barricade and the spawn rate is generally much slower.&lt;br /&gt;
&lt;br /&gt;
The northern barricade is generally a much faster spawning area and the poison attacks do not currently work. &lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[RanikMap107|Map 107]]&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
There are two docks around town. The larger dock known as Wharf&#039;s End is where personal boats dock as well as The Jolas which ferries people between Hara&#039;jaal and Mer&#039;Kresh.  The Galley Dock which is located in the northern part of town runs two smaller ferries, The Cercorim and The Sanegazat which shuttle folks between Mer&#039;Kresh and M&#039;riss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;Kra Mur Visions&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A shadow flickers across your path.&lt;br /&gt;
&lt;br /&gt;
Something grabs you, binding your arms to your side!  Then as suddenly, there is a sensation of your unseen captor being pulled from you.&lt;br /&gt;
[Roundtime:  10 seconds]&lt;br /&gt;
&lt;br /&gt;
A S&#039;kra toddler clutching a rag-doll glances at you.  Her mouth moves soundlessly... her tail&#039;s infantile lashing warns you of danger as her form slowly fades before your eyes.&lt;br /&gt;
&lt;br /&gt;
A heavy, rasping breath vibrates against your ear.&lt;br /&gt;
&lt;br /&gt;
An apparition of a S&#039;Kra female appears, hand outstretched toward you beseechingly.  Her tail&#039;s lashing betrays her terror at something beyond your senses.&lt;br /&gt;
&lt;br /&gt;
You hear the click of claws on sharp stone.  It pauses,  then approaches you.  The air stirs as something passes, unseen claws scraping close, and leaves a bitter aroma behind.&lt;br /&gt;
&lt;br /&gt;
A hiss sounds behind you, &amp;quot;Otoh&#039;ku&#039;ae!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Qi&#039;Reshalian Cities]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156776</id>
		<title>Climb</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156776"/>
		<updated>2010-08-29T17:37:39Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: Redirected page to Climbing skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Climbing skill]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156775</id>
		<title>Climb</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156775"/>
		<updated>2010-08-29T17:36:23Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: Redirected page to Climbing Skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Climbing_Skill]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156774</id>
		<title>Climb</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Climb&amp;diff=156774"/>
		<updated>2010-08-29T17:35:22Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: Created page with &amp;#039;Climbing Skill&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Climbing Skill]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15422</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15422"/>
		<updated>2008-10-01T01:09:00Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify|links need to be connected}}{{place&lt;br /&gt;
|image=Image:mriss.jpg&lt;br /&gt;
|province=Qi&#039;Reshalia&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|alt=Riss, Island of the Cursed&lt;br /&gt;
|domr=Human&lt;br /&gt;
|guild=In [[Mer&#039;Kresh]]: [[Barbarian]], [[Cleric]], [[Paladin]], [[Warrior Mage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;M&#039;Riss&#039;&#039;&#039; is an island in the [[Reshal Sea]].  M&#039;Riss is highly unstable and volcanic, and its frequent eruptions have continuously driven inhabitants away. Beyond the volcanic portion of the island, the other regions of it consist of a desert, the [[Dunes of Despair]], formed by magical disasters, making this similar to [[Waste, The|The Waste]]. The eastern crescent of M&#039;Riss forms the [[Torbis Sanhalas Bay]], in which is anchored the city of [[Mer&#039;Kresh]]. M&#039;Riss is located south of [[Shamilho]], west of [[Hara&#039;Jaal]], and east of [[Irasushen]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so...if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very beginning.&amp;quot; --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;Riss was founded can be found here, [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild in [[Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when [[Grazhir]] still circled [[Elanthia]], other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the [[Star Stones]], and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge of any plans to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from [[War of Tears|The War of Tears]] to escape their execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
*[[Barbarian|Barbarian Guild]]&lt;br /&gt;
*[[Paladin|Paladin Guild]]&lt;br /&gt;
*[[Trader|Traders Guild]] (Planned)&lt;br /&gt;
*[[Warrior Mage|Warrior Mage Guild]]&lt;br /&gt;
*[[Cleric|Clerics Guild]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
The capital city of M&#039;Riss is [[Mer&#039;Kresh]], a floating city surrounded by additional floating, circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Local Shops and Services==&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Perobler&#039;s Orlogs|Orlog shop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Trintah&#039;s Herbal Remedies|Herb Shop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communities==&lt;br /&gt;
[[Mer&#039;Kresh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fever Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Penal Colony]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Light_Thrown_skill&amp;diff=19189</id>
		<title>Light Thrown skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Light_Thrown_skill&amp;diff=19189"/>
		<updated>2008-10-01T00:28:58Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Historically thrown weapons vary largely in shape and size.  Lighter thrown weapons of notoriety include shurikens and kunai (throwing daggers) of the ninja and smaller throwing hatches such as those used by Navajo warriors.  Within Dragonrealms, there are two thrown skills: light thrown and heavy thrown.  Light thrown skill is used for anything weighing less than forty stones, and heavy thrown skill is used for anything weighing forty stones or more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unusual in that they do not use standard ranged weapon calculations.  Rather, they use melee calculations.  This sets them apart from standard ranged weapons but also causes some problems, making them more suseptible to shield and armor than standard ranged weapons.  However, light thrown is still an extremely powerful weapon class, able to dish out worthy damage.  Additionally, some of the loss in standard performance is made up by light thrown&#039;s versatility.  The skill can be used as a multi-pronged attack (throwing blades), a magical aid (throwing naphtha to severely increase the damage from fire-based attacks), or a standard attack.  Eventually (and hopefully soon) bolas will be released, allowing the light thrown skill to be used for status effects (entanglement).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, light thrown is a versatile weapon class.  Since they are not as powerful as bows or crossbows, light thrown aficionados are somewhat rare, though they remain to most a powerful weapon choice, and planned future releases (entangling weapons and dual thrown) point to the light thrown skill becoming even more deadly.&lt;br /&gt;
&lt;br /&gt;
==Advantages and Disadvantages==&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Arguably the most versatile weapon class (besides target magic)&lt;br /&gt;
*Less time between attacks than bows and crossbows&lt;br /&gt;
*Lower roundtime than heavy thrown&lt;br /&gt;
*Interesting weapons found within the shop system&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
*Not as powerful as bows, crossbows, or heavy thrown&lt;br /&gt;
*Inability to AIM light thrown means it is more suseptible to shield blocks than bows or crossbows&lt;br /&gt;
*Inability to forge light thrown means the most powerful weapons are rare, expensive Festival items&lt;br /&gt;
&lt;br /&gt;
==Guild-Specific Abilities==&lt;br /&gt;
*Warrior Mages have the ability to create a very powerful light thrown weapon via the Fist of Stone spell.  At maximum mana (and when strengthened by cantrips) the stone fist has wonderful damage potential for a light thrown weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Weapons==&lt;br /&gt;
*throwing blades&lt;br /&gt;
*naptha&lt;br /&gt;
*a light war mallet with a pierced steel head&lt;br /&gt;
*a large stone fist (Warrior Mages only)&lt;br /&gt;
&lt;br /&gt;
==Throwing Blade Feats==&lt;br /&gt;
The [[Weapon:Throwing blade|throwing blades]] sold in the [[Survivalist Supplies|Shard survivalist shop]] are capable of being throw in multiples, up to five. The number of blades one may throw at once is determined by your guild and ranks in Light Thrown, as illustrated by these charts courtesy of DR-Oolan ([http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=9&amp;amp;topic=16&amp;amp;message=3675 source]).&lt;br /&gt;
&lt;br /&gt;
For Barbarians, Bards, and Thieves:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;175&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;LT Ranks&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;Maximum # of blades thrown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0-74&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 75-149&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-2&lt;br /&gt;
|-&lt;br /&gt;
| 150-224&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-3&lt;br /&gt;
|-&lt;br /&gt;
| 225-299&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2-4&lt;br /&gt;
|-&lt;br /&gt;
| 300-374&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3-5&lt;br /&gt;
|-&lt;br /&gt;
| 375-449&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4-5&lt;br /&gt;
|-&lt;br /&gt;
| 450+&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And for all other guilds:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;175&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;LT Ranks&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;Maximum # of blades thrown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0-99&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-2&lt;br /&gt;
|-&lt;br /&gt;
| 200-299&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-3&lt;br /&gt;
|-&lt;br /&gt;
| 300-399&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2-4&lt;br /&gt;
|-&lt;br /&gt;
| 400-499&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3-5&lt;br /&gt;
|-&lt;br /&gt;
| 500-599&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4-5&lt;br /&gt;
|-&lt;br /&gt;
| 600+&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Skillset]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Light_Thrown_skill&amp;diff=19188</id>
		<title>Light Thrown skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Light_Thrown_skill&amp;diff=19188"/>
		<updated>2008-10-01T00:28:10Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Historically thrown weapons vary largely in shape and size.  Lighter thrown weapons of notoriety include shurikens and kunai (throwing daggers) of the ninja and smaller throwing hatches such as those used by Navajo warriors.  Within Dragonrealms, there are two thrown skills: light thrown and heavy thrown.  Light thrown skill is used for anything weighing less than forty stones, and heavy thrown skill is used for anything weighing forty stones or more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unusual in that they do not use standard ranged weapon calculations.  Rather, they use melee calculations.  This sets them apart from standard ranged weapons but also causes some problems, making them more suseptible to shield and armor than standard ranged weapons.  However, light thrown is still an extremely powerful weapon class, able to dish out worthy damage.  Additionally, some of the loss in standard performance is made up by light thrown&#039;s versatility.  The skill can be used as a multi-pronged attack (throwing blades), a magical aid (throwing naphtha to severely increase the damage from fire-based attacks), or a standard attack.  Eventually (and hopefully soon) bolas will be released, allowing the light thrown skill to be used for status effects (entanglement).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, light thrown is a versatile weapon class.  Since they are not as powerful as bows or crossbows, light thrown aficionados are somewhat rare, though they remain to most a powerful weapon choice, and planned future releases (entangling weapons and dual thrown) point to the light thrown skill becoming even more deadly.&lt;br /&gt;
&lt;br /&gt;
==Advantages and Disadvantages==&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
*Arguably the most versatile weapon class (besides target magic)&lt;br /&gt;
*Less time between attacks than bows and crossbows&lt;br /&gt;
*Lower roundtime than heavy thrown&lt;br /&gt;
*Interesting weapons found within the shop system&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
*Not as powerful as bows, crossbows, or heavy thrown&lt;br /&gt;
*Inability to AIM light thrown means it is more suseptible to shield blocks than bows or crossbows&lt;br /&gt;
*Inability to forge light thrown means the most powerful weapons are rare, expensive Festival items&lt;br /&gt;
&lt;br /&gt;
==Guild-Specific Abilities==&lt;br /&gt;
*Warrior Mages have the ability to create a very powerful light thrown weapon via the Fist of Stone spell.  At maximum mana (and when strengthened by cantrips) the stone fist has wonderful damage potential for a light thrown weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Weapons==&lt;br /&gt;
*throwing blades&lt;br /&gt;
*naptha&lt;br /&gt;
*a light war mallet with a pierced steel head&lt;br /&gt;
*a large stone fist (Warrior Mages only)&lt;br /&gt;
&lt;br /&gt;
==Throwing Blade Feats==&lt;br /&gt;
The [[Weapon:Throwing blade|throwing blades]] sold in the Shard survivalist shop are capable of being throw in multiples, up to five. The number of blades one may throw at once is determined by your guild and ranks in Light Thrown, as illustrated by these charts courtesy of DR-Oolan ([http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=9&amp;amp;topic=16&amp;amp;message=3675 source]).&lt;br /&gt;
&lt;br /&gt;
For Barbarians, Bards, and Thieves:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;175&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;LT Ranks&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;Maximum # of blades thrown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0-74&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 75-149&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-2&lt;br /&gt;
|-&lt;br /&gt;
| 150-224&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-3&lt;br /&gt;
|-&lt;br /&gt;
| 225-299&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2-4&lt;br /&gt;
|-&lt;br /&gt;
| 300-374&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3-5&lt;br /&gt;
|-&lt;br /&gt;
| 375-449&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4-5&lt;br /&gt;
|-&lt;br /&gt;
| 450+&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And for all other guilds:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;175&amp;quot;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;|&#039;&#039;&#039;LT Ranks&#039;&#039;&#039;&lt;br /&gt;
|bgcolor=&amp;quot;#cccccc&amp;quot; align=&amp;quot;center&amp;quot;| &#039;&#039;&#039;Maximum # of blades thrown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0-99&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 100-199&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-2&lt;br /&gt;
|-&lt;br /&gt;
| 200-299&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1-3&lt;br /&gt;
|-&lt;br /&gt;
| 300-399&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2-4&lt;br /&gt;
|-&lt;br /&gt;
| 400-499&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3-5&lt;br /&gt;
|-&lt;br /&gt;
| 500-599&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4-5&lt;br /&gt;
|-&lt;br /&gt;
| 600+&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Skillset]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15421</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15421"/>
		<updated>2008-09-30T04:08:31Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify|links need to be connected}}{{place&lt;br /&gt;
|image=Image:mriss.jpg&lt;br /&gt;
|province=Qi&#039;Reshalia&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|alt=Riss, Island of the Cursed&lt;br /&gt;
|domr=Human&lt;br /&gt;
|guild=In [[Mer&#039;Kresh]]: [[Barbarian]], [[Cleric]], [[Paladin]], [[Warrior Mage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;M&#039;Riss&#039;&#039;&#039; is an island in the [[Reshal Sea]].  M&#039;Riss is highly unstable and volcanic, and its frequent eruptions have continuously driven inhabitants away. Beyond the volcanic portion of the island, the other regions of it consist of a desert, the [[Dunes of Despair]], formed by magical disasters, making this similar to [[Waste, The|The Waste]]. The eastern crescent of M&#039;Riss forms the [[Torbis Sanhalas Bay]], in which is anchored the city of [[Mer&#039;Kresh]]. M&#039;Riss is located south of [[Shamilho]], west of [[Hara&#039;Jaal]], and east of [[Irasushen]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so...if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very beginning.&amp;quot; --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;Riss was founded can be found here, [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild in [[Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when [[Grazhir]] still circled [[Elanthia]], other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the [[Star Stones]], and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge of any plans to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from [[War of Tears|The War of Tears]] to escape their execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
*[[Barbarian|Barbarian Guild]]&lt;br /&gt;
*[[Paladin|Paladin Guild]]&lt;br /&gt;
*[[Trader|Traders Guild]] (Planned)&lt;br /&gt;
*[[Warrior Mage|Warrior Mage Guild]]&lt;br /&gt;
*[[Cleric|Clerics Guild]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
The capital city of M&#039;Riss is [[Mer&#039;Kresh]], a floating island surrounded by additional floating, circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Local Shops and Services==&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Perobler&#039;s Orlogs|Orlog shop]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Trintah&#039;s Herbal Remedies|Herb Shop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communities==&lt;br /&gt;
[[Mer&#039;Kresh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fever Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Penal Colony]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15420</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15420"/>
		<updated>2008-09-30T04:04:37Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify|links need to be connected}}{{place&lt;br /&gt;
|image=Image:mriss.jpg&lt;br /&gt;
|province=Qi&#039;Reshalia&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|alt=Riss, Island of the Cursed&lt;br /&gt;
|domr=Human&lt;br /&gt;
|guild=In [[Mer&#039;Kresh]]: [[Barbarian]], [[Cleric]], [[Paladin]], [[Warrior Mage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;M&#039;Riss&#039;&#039;&#039; is an island in the [[Reshal Sea]].  M&#039;Riss is highly unstable and volcanic, and its frequent eruptions have continuously driven inhabitants away. Beyond the volcanic portion of the island, the other regions of it consist of a desert, the [[Dunes of Despair]], formed by magical disasters, making this similar to [[Waste, The|The Waste]]. The eastern crescent of M&#039;Riss forms the [[Torbis Sanhalas Bay]], in which is anchored the city of [[Mer&#039;Kresh]]. M&#039;Riss is located south of [[Shamilho]], west of [[Hara&#039;Jaal]], and east of [[Irasushen]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so...if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very beginning.&amp;quot; --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;Riss was founded can be found here, [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild in [[Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when [[Grazhir]] still circled [[Elanthia]], other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the [[Star Stones]], and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge of any plans to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from [[War of Tears|The War of Tears]] to escape their execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
*[[Barbarian|Barbarian Guild]]&lt;br /&gt;
*[[Paladin|Paladin Guild]]&lt;br /&gt;
*[[Trader|Traders Guild]] (Planned)&lt;br /&gt;
*[[Warrior Mage|Warrior Mage Guild]]&lt;br /&gt;
*[[Cleric|Clerics Guild]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
The capital city of M&#039;Riss is [[Mer&#039;Kresh]], a floating island surrounded by additional floating, circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Local Shops and Services==&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Orlog]] shop.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Trintah&#039;s Herbal Remedies|Herb Shop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communities==&lt;br /&gt;
[[Mer&#039;Kresh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fever Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Penal Colony]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15419</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15419"/>
		<updated>2008-09-29T04:21:57Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify|links need to be connected}}{{place&lt;br /&gt;
|image=Image:mriss.jpg&lt;br /&gt;
|province=Qi&#039;Reshalia&lt;br /&gt;
|currency=Lirum&lt;br /&gt;
|alt=Riss, Island of the Cursed&lt;br /&gt;
|domr=Human&lt;br /&gt;
|guild=In [[Mer&#039;Kresh]]: [[Barbarian]], [[Cleric]], [[Paladin]], [[Warrior Mage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;M&#039;Riss&#039;&#039;&#039; is an island in the [[Reshal Sea]].  M&#039;Riss is highly unstable and volcanic, and its frequent eruptions have continuously driven inhabitants away. Beyond the volcanic portion of the island, the other regions of it consist of a desert, the [[Dunes of Despair]], formed by magical disasters, making this similar to [[Waste, The|The Waste]]. The eastern crescent of M&#039;Riss forms the [[Torbis Sanhalas Bay]], in which is anchored the city of [[Mer&#039;Kresh]]. M&#039;Riss is located south of [[Shamilho]], west of [[Hara&#039;Jaal]], and east of [[Irasushen]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so...if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very beginning.&amp;quot; --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;Riss was founded can be found here, [[History_of_Mer%27Kresh_%28book%29|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild in [[Mer&#039;Kresh]].&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when [[Grazhir]] still circled [[Elanthia]], other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the [[Star Stones]], and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge of any plans to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from [[War of Tears|The War of Tears]] to escape their execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
*[[Barbarian|Barbarian Guild]]&lt;br /&gt;
*[[Paladin|Paladin Guild]]&lt;br /&gt;
*[[Trader|Traders Guild]] (Planned)&lt;br /&gt;
*[[Warrior Mage|Warrior Mage Guild]]&lt;br /&gt;
*[[Cleric|Clerics Guild]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
The capital city of M&#039;Riss is [[Mer&#039;Kresh]], a floating island surrounded by additional floating, circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Local Shops and Services==&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Orlog]] shop.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communities==&lt;br /&gt;
[[Mer&#039;Kresh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fever Point]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Penal Colony]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;br /&gt;
[[Category:Islands]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=elanthipedia:Town_Green_(miscellaneous)&amp;diff=38610</id>
		<title>elanthipedia:Town Green (miscellaneous)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=elanthipedia:Town_Green_(miscellaneous)&amp;diff=38610"/>
		<updated>2008-09-29T04:17:32Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Updating the M&amp;#039;Riss information. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Towngreenpages|Miscellaneous Discussion|This &#039;&#039;&#039;policy&#039;&#039;&#039; section of the Town Green is to discuss topics not covered by the other categories.}}&lt;br /&gt;
&lt;br /&gt;
== New layout template RTOC ==&lt;br /&gt;
&lt;br /&gt;
I made a new template [[Template:RTOC|RTOC]] to simplify putting a table of contents on the right side of an article:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{RTOC}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
For examples, see [[Empath Healing]] and [[Elanthipedia:Projects]] --[[User:Farman|Farman]] 12:22, 3 July 2007 (CDT)&lt;br /&gt;
:Great idea, Farman.  Put a note on the news about it and in the [[Help:Templates|Template help]] maybe?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:08, 3 July 2007 (CDT)&lt;br /&gt;
It&#039;s a nice template but I don&#039;t know if it&#039;s important enough to be front-page newsworthy ;)  I figured this as the best place to announce or spread the word about little formatting shortcuts like this.  (FYI I have slightly edited my previous comment to include a link to the new template) --[[User:Farman|Farman]] 18:23, 3 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==City Stubs==&lt;br /&gt;
I was working on the stubs and was shocked to discover that no cities I could find have any substantial information.  Anyone feel like making some stubs for Cities pages?&lt;br /&gt;
&lt;br /&gt;
--[[User:Kraelyst|Kraelyst]] 13:00, 17 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that&#039;s a very good place for substantial contributions to be made.  I hope someone can find the time to add to it.&lt;br /&gt;
&lt;br /&gt;
FWIW this isn&#039;t really a technical question, so I moved this discussion to &amp;quot;Miscellaneous&amp;quot; --[[User:Farman|Farman]] 14:52, 20 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have begun working on a standard city layout.  I started the discussion in [[Talk:The Crossing]].  Please take a look and provide input if you like.  --[[User:Kraelyst|Kraelyst]] 09:41, 26 October 2007 (CDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bestiary Pictures==&lt;br /&gt;
I have noticed color pictures in the bestiary that are clearly newer and not on the Simutronics Beastiary page, such as pictures of Adan&#039;f.  I&#039;ve been doing a lot of bestiary work lately and would like to include these pictures. Where can I find them?  --[[User:Kraelyst|Kraelyst]] 09:43, 26 October 2007 (CDT)&lt;br /&gt;
:I&#039;m assuming those are pictures from Stormfront.  IE the ones you see when you LOOK at the creatures in game.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 10:03, 26 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== News Item template ==&lt;br /&gt;
&lt;br /&gt;
I made a simple little template for adding news items to the news panel on the front page: {{tlink|news item}}.  I protected it since it&#039;s a component of the front page. --[[User:Farman|Farman]] 15:12, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Template Link template==&lt;br /&gt;
For that matter, I also whipped up a template to add a nicely-formatted link to a template article: {{tlink|tlink}}. --[[User:Farman|Farman]] 15:25, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==NPCs, Historical Figures, Authors, Shopkeepers==&lt;br /&gt;
I feel like the NPCs are starting to get a little out of control.  If we put every single name ever mentioned in DR into the NPC category it will render the category useless.  I recommend we subdivide a little more like we already do with [[:Category:Shopowner]] and keep most names out of the NPCs and associated categories. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I think specifically we should create/continue the following categories and not let these names also be in NPCs/Dead/Alive/Races/Guilds unless warranted as below:&lt;br /&gt;
*1. [[:Category:Historical Figure]]&lt;br /&gt;
*2. [[:Category:Author]]&lt;br /&gt;
*3. [[:Category:Emperor]]&lt;br /&gt;
*4. [[:category:Shopowner]]&lt;br /&gt;
&lt;br /&gt;
I think we should reserve the &amp;quot;NPCs&amp;quot; category only for:&lt;br /&gt;
*1. NPCs that have actually been in the game&lt;br /&gt;
*2. NPCs that may potentially show up in the game (like guildleaders)&lt;br /&gt;
*3. Very prominent historical figures (like Lanival, Morganae, Corik, etc...)&lt;br /&gt;
&lt;br /&gt;
In fact, I&#039;ll probably go ahead and start doing this tonight as I review some of the additions from today.&lt;br /&gt;
--[[User:Kraelyst|Kraelyst]] 21:59, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree it could use more organization, but I don&#039;t see a category having a huge number of members being a big problem necessarily.  There&#039;s a template somewhere (I can&#039;t locate it just now) that adds more useful sorting of category pages by alphabet.  Naeya, maybe you know what it&#039;s called?  Anyway as long as the subcategories remain themselves members of the NPC category, I don&#039;t object.&lt;br /&gt;
&lt;br /&gt;
:One thing to watch out for is, there&#039;s always going to be overlap to deal with.  For example, many shopowner NPC&#039;s have appeared in game as GMPC&#039;s at one time or another, whether for fests or events.  Along those lines it is also impossible for us as players to say that &#039;&#039;&#039;any&#039;&#039;&#039; NPC&#039;s could be excluded from &amp;quot;may potentially show up in the game&amp;quot;. --[[User:Farman|Farman]] 16:36, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;d like to echo what Farman has said so far.  Intersections between the NPCs/Dead/Alive/Races/Guilds tags and the Historical/Author/Emperor/Shopowner tags can and do happen.  I think that heavy use of the NPC tag is problematic only if it is the only tag we&#039;re using.  But, we have a variety of tags available presently (and more are, of course, possible) to help differentiate between entries within the larger NPC category.  --[[User:Basselope|Basselope]] 22:28, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The template you wanted Farman is {{tlink|CategoryTOC}}, if I&#039;m understanding what you were referring to.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 22:45, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:yep, that&#039;s it, thanks Naeya --[[User:Farman|Farman]] 21:01, 31 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
After more thought I agree with everyone here. I have deleted the &amp;quot;Historical Figure&amp;quot; category since it is useless and moved the 5 articles that used to be in that category to the NPCs category instead.  --[[User:Kraelyst|Kraelyst]] 08:37, 3 November 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Libraries==&lt;br /&gt;
Can someone add the Libraries category to the Featured Content on the left side of the page.  We have almost every book in the game on this site and I think that&#039;s valuable content.  Also, can anyone tell me how to edit the left side of the page for future reference?  --[[User:Kraelyst|Kraelyst]] 08:22, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yes, I&#039;m interested in that as well... is that something any admin can do, or does it require super-duper levels of access? --[[User:Farman|Farman]] 21:07, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::It is actually very easy for an admin to do it.  However it is not very discoverable.  [[MediaWiki:Sidebar]] is the page to edit (can also find this link under &amp;quot;Special Pages&amp;quot;-&amp;gt;&amp;quot;System Messages&amp;quot;).  I took the liberty of fixing this for you, even though I&#039;ve been barely active here lately. --[[User:Callek|Callek]] 00:05, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:Excellent, thanks Callek!  Is that page actually protected?  Doesn&#039;t appear to be. --[[User:Farman|Farman]] 01:54, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well yes, and no.  Wiki internally protects those pages that are deemed &amp;quot;part of the user interface&amp;quot; like all those pages under &amp;quot;System Messages&amp;quot; there.--[[User:Callek|Callek]] 18:13, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
==DRWiki Internal Linking==&lt;br /&gt;
&lt;br /&gt;
It looks like the standard for NPC article creation lists the character by its first name, such as [[Vorclaf]].  Sometimes you may want to say Prince Vorclaf to include a title, or Vorclaf Lasa&#039;Sorvendig to include a last name.  Instead of only having the first name as a link you can do **Vorclaf|Prince Vorclaf** or **Vorclaf|Vorclaf Lasa&#039;Sorvendig**.  The first part is the name of the article you want to direct to, and the second is the text you want the reader to see.  His Highness [[Vorclaf|Prince Vorclaf Lasa&#039;Sorvendig, Ruler of Zoluren, Paladin of the Gladiolus]] is possible, but probably not preferred.&lt;br /&gt;
&lt;br /&gt;
Call it being picky, but it looks cleaner. [[User:Maje|Maje]] 21:50, 5 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:That inspires another tip: &lt;br /&gt;
&lt;br /&gt;
:There&#039;s a useful way to show the raw text of wikicode without having it activate, but remain plain text.  Anything enclosed between &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; tags will appear as raw text and not be interpreted by the wikicode parser.  So for the above example, you would enter&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;[[Vorclaf|Prince Vorclaf]]&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:and it will appear on the page as &amp;lt;nowiki&amp;gt;[[Vorclaf|Prince Vorclaf]]&amp;lt;/nowiki&amp;gt;. --[[User:Farman|Farman]] 23:09, 5 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I actually (on a personal level) agree with you. I would also be ok/advocate in the cases where &amp;quot;Prince Vorclaf&amp;quot; like names (or first+last name) links could be expected in new articles (from people who don&#039;t know better) we could set-up wiki redirects from &amp;lt;nowiki&amp;gt;[[Prince Vorclaf]]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[[Lord Sorrow]]&amp;lt;/nowiki&amp;gt; --[[User:Callek|Callek]] 01:07, 6 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I am wondering about your thoughts on adding a link from the individual guild pages to the player page for that guild.My two cents are these... 1) could help promote more interaction to have a direct link from your guild page to your other guild members pages (well.. the ones that made pages. and 2) I believe the exposure to other ideas and concepts from your guild mates can help and encourage people to round out and think about their own concepts and characters. Anyone? --[[User:Zedrion|zedrion]] 08:21, 7 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Horse / Horses ==&lt;br /&gt;
&lt;br /&gt;
Anyone willing to merge the [[Horse]] and [[Horses]] pages? --[[User:Aetherie|Aetherie]] 12:38, 11 December 2007 (CST)&lt;br /&gt;
:Heh eww, nice find.  I&#039;ll take a look at it.   --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:34, 11 December 2007 (CST)&lt;br /&gt;
:Ok I merged the two articles into [[Horses]], kept most of the info intact.  Thanks for finding it, Aetherie.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 19:03, 11 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Elanthipedia IRC? ==&lt;br /&gt;
&lt;br /&gt;
Hey folks.  I&#039;ve been tossing around an idea of setting up an IRC channel for Elanthipedia.  I could be used for quick discussions on articles and such or perhaps just casual game discussion when an Elanthipedia topic isn&#039;t being addressed.  Any thoughts on this?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 11:49, 12 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Elanthian Materials ==&lt;br /&gt;
&lt;br /&gt;
Just putting feelers out to the possibility of starting a Materials or something similar section.  These would include descriptions of gems, metals, cloths and other materials found within Elanthia.  Perhaps it would one day be a valuable resource to folks looking for inspiration for alterations.  Thoughts?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 00:17, 14 December 2007 (CST)&lt;br /&gt;
: I would like it (if it was more than simply a bunch of {{tlink|stub}} pages) --[[User:Callek|Callek]] 01:52, 14 December 2007 (CST)&lt;br /&gt;
::Err well I just stumbled across this - [[Special Materials]].  That&#039;s pretty much what I had in mind, except perhaps with descriptions of more gems and such.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 12:30, 14 December 2007 (CST)&lt;br /&gt;
:::Yep that was the information that I was talking about at the meeting. [[User:Maje|Maje]] 23:31, 14 December 2007 (CST)&lt;br /&gt;
::::What meeting?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:45, 14 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== New Logo ==&lt;br /&gt;
&lt;br /&gt;
Thanks to help from Mayday at [http://www.dzinerstudio.com Dziner Studio], we have a new logo.  What does everyone think about it?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 12:31, 14 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:I like the brackets and the typeface for &amp;quot;Elanthipedia&amp;quot;, but I&#039;m not crazy about the map.  It&#039;s a bit too finely-detailed for a logo IMO, and it spills over onto the brackets so I think it looks a little sloppy.  I understand and agree with the concept, putting something that represents Elanthia in the brackets.  But I think it should be something graphically simpler.  What about an image of the World Dragon? --[[User:Farman|Farman]] 21:21, 14 December 2007 (CST)&lt;br /&gt;
::If you can find one, let me know.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 21:31, 14 December 2007 (CST)&lt;br /&gt;
::There&#039;s this one http://www.play.net/images/dr/gods/worlddragon.jpg  But if the map is too detailed, that image definitely is.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 21:45, 14 December 2007 (CST)&lt;br /&gt;
If anyone has any other suggestions, or wants to take a crack at a better logo, go right ahead.  Make sure it is a transparent image (.gif or .png).--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 22:03, 14 December 2007 (CST)&lt;br /&gt;
:I like the new logo.  Maybe the brackets could be made taller so they box in the map.  --[[User:Kraelyst|Kraelyst]] 11:06, 15 December 2007 (CST)&lt;br /&gt;
:Well, the brackets are supposed to be smaller, and the image is supposed to slightly overlap them.  That was my instructions to the artist.  I personally like it.  It doesn&#039;t look sloppy at all to me.  But oh well. Edit: The only problem I have with all the problems with the image that ya&#039;ll are bringing up is... it&#039;s frustrating for the artist who did it that I keep asking for tweaks.  I&#039;d do the work myself but I don&#039;t have the software capabilities.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 11:39, 15 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok got a couple of variations (of the same image - I happen to like it sooo...  [[image:Logo-brown.png]] [[image:Logo-blue.png]]&lt;br /&gt;
:--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 10:44, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::Although the sample size is small, seems I&#039;m outnumbered on the map ;)  It&#039;s not too bad, and I&#039;ll admit frankly I&#039;m not in a position to contribute any art myself, at least until I get back home in a few days.  But ideally IMO we&#039;d have something that could scale up and down without losing intelligibility.  My fear is that it will look like a smudgy unrecognizable blob.  I also think a nicely legible dragon image in the brackets would reinforce the &#039;&#039;&#039;Dragon&#039;&#039;&#039; part of being the DR wiki given that it isn&#039;t in the site name.  Something with a dragon-shaped outline, for example [http://www.esatclear.ie/~cammalot/golddragon.gif this] (courtesy a google image search on &amp;quot;dragon&amp;quot;, although I think that particular image is still a little bit too finely-detailed to be ideal).&lt;br /&gt;
&lt;br /&gt;
::Anyway I do like it better with the map inside the brackets.  I think I prefer the brown one since that would stand out more given the general bluish tone to the Monobook skin. --[[User:Farman|Farman]] 18:16, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:::Well, it&#039;s not that you&#039;re outnumbered, it&#039;s just for lack of a better image now, we&#039;re going to roll with this.  A simple outline of a dragon could be cool.  I have the .psd version of these files if someone wants to take a crack at the images.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 18:36, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok boys and girls, how&#039;s the new image?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:15, 10 January 2008 (CST)&lt;br /&gt;
:I think it looks great! wouldn&#039;t change it for anything. [[User:Rawkus|Rawkus]] 23:26, 10 January 2008 (CST)&lt;br /&gt;
::Thanks!  The only thing I changed was the image type from .png to .jpg (same dragon though).  I do believe we have a keeper this time.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:29, 10 January 2008 (CST)&lt;br /&gt;
:::love it--[[User:Legeres|Legeres]] 00:37, 11 January 2008 (CST)&lt;br /&gt;
::::Thanks!  And thanks to Markhor who whipped us up a transparent .gif. --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 01:17, 11 January 2008 (CST)&lt;br /&gt;
:::::You&#039;re welcome! --[[User:Markhor|Markhor]] &amp;lt;sup&amp;gt;([[User talk:Markhor|talk]])&amp;lt;/sup&amp;gt; 01:33, 11 January 2008 (CST)&lt;br /&gt;
::WOW Naeya, it&#039;s awesome, I love it! --[[User:Farman|Farman]] 22:52, 11 January 2008 (CST)&lt;br /&gt;
:::Agreed, love it! --[[User:Callek|Callek]] 00:05, 12 January 2008 (CST)&lt;br /&gt;
I&#039;m fairly sure using an image of a blue dragon from D&amp;amp;D as a logo for the wiki does not fall under fair use, and WOTC is pretty strict about protecting their copyrights. I should be getting a new stylus for my tablet in about a week so I&#039;d be glad to draw up something else for the wiki if it&#039;s really needed. [[User:Reene|Reene]] 18:05, 23 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to [[User:Reene|Reene]], we now have a new logo.  It&#039;s a simple black and white rendition of the World Dragon.  Thank you, Reene.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 13:24, 2 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Festival Shops ==&lt;br /&gt;
&lt;br /&gt;
With these new shops appearing, it doesn&#039;t look like the full shop article template is being followed (ie, Shop templates not being used).  Shouldn&#039;t they have these templates like regular shops?&lt;br /&gt;
--[[User:Symphaena|Symphaena]] 18:36, 23 December 2007 (CST)&lt;br /&gt;
:...yes, go ahead and add them; I did suggest to those adding to &amp;quot;go ahead and enter the stuff as a direct copy/paste if you want, and we&#039;ll fix it up later&amp;quot;.. Having the content here is the largest step. --[[User:Callek|Callek]] 21:02, 23 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::anyone else planning to help out with the new shops and and the mini fest happeining in riverhaven? be a pain if i had to do it all...--[[User:Legeres|Legeres]] 00:26, 20 February 2008 (CST)&lt;br /&gt;
:::I can help with the new shops.  Only should be fest shops that actually need real work done on them.--[[User:Lyathe|Lyathe]] 00:31, 20 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Altar List... ==&lt;br /&gt;
&lt;br /&gt;
Ok the Altar List is up and running, will still be adding a few more in the coming days (missing some on the islands, and p5).. anyone have any other suggestions for things to do with altars before i move on to another decently sized project?--[[User:Rawkus|Rawkus]] 01:16, 1 February 2008 (CST)&lt;br /&gt;
:How about if the altars work as shrines with a pilgrim badge?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:21, 1 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Items on the main page ==&lt;br /&gt;
&lt;br /&gt;
should there be a direct link to the Items category from the main page?  There&#039;s one to shops, but one hardly knows where to start looking if you aren&#039;t sure of the item you are looking for.--[[User:Symphaena|Symphaena]] 21:34, 24 June 2008 (CDT)&lt;br /&gt;
:Added the link to the main Item category.  Will need to clean up + add a tutorial for the general user once Caraamon is done messing around.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:04, 24 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Updating the M&#039;Riss information. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ll take the lead on the M&#039;riss information, I&#039;m not sure what links need to be made.  I&#039;ll get started on it and try not to go too crazy.  The information on the swimming and climbing guides pages is way off.  Anyway, I&#039;ll get started on it. --[[User:Windharo|Windharo]] 23:17, 28 September 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=elanthipedia:Town_Green_(miscellaneous)&amp;diff=38609</id>
		<title>elanthipedia:Town Green (miscellaneous)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=elanthipedia:Town_Green_(miscellaneous)&amp;diff=38609"/>
		<updated>2008-09-29T04:16:26Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: New section: Updating the M&amp;#039;Riss information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Towngreenpages|Miscellaneous Discussion|This &#039;&#039;&#039;policy&#039;&#039;&#039; section of the Town Green is to discuss topics not covered by the other categories.}}&lt;br /&gt;
&lt;br /&gt;
== New layout template RTOC ==&lt;br /&gt;
&lt;br /&gt;
I made a new template [[Template:RTOC|RTOC]] to simplify putting a table of contents on the right side of an article:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{RTOC}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
For examples, see [[Empath Healing]] and [[Elanthipedia:Projects]] --[[User:Farman|Farman]] 12:22, 3 July 2007 (CDT)&lt;br /&gt;
:Great idea, Farman.  Put a note on the news about it and in the [[Help:Templates|Template help]] maybe?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:08, 3 July 2007 (CDT)&lt;br /&gt;
It&#039;s a nice template but I don&#039;t know if it&#039;s important enough to be front-page newsworthy ;)  I figured this as the best place to announce or spread the word about little formatting shortcuts like this.  (FYI I have slightly edited my previous comment to include a link to the new template) --[[User:Farman|Farman]] 18:23, 3 July 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==City Stubs==&lt;br /&gt;
I was working on the stubs and was shocked to discover that no cities I could find have any substantial information.  Anyone feel like making some stubs for Cities pages?&lt;br /&gt;
&lt;br /&gt;
--[[User:Kraelyst|Kraelyst]] 13:00, 17 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that&#039;s a very good place for substantial contributions to be made.  I hope someone can find the time to add to it.&lt;br /&gt;
&lt;br /&gt;
FWIW this isn&#039;t really a technical question, so I moved this discussion to &amp;quot;Miscellaneous&amp;quot; --[[User:Farman|Farman]] 14:52, 20 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have begun working on a standard city layout.  I started the discussion in [[Talk:The Crossing]].  Please take a look and provide input if you like.  --[[User:Kraelyst|Kraelyst]] 09:41, 26 October 2007 (CDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bestiary Pictures==&lt;br /&gt;
I have noticed color pictures in the bestiary that are clearly newer and not on the Simutronics Beastiary page, such as pictures of Adan&#039;f.  I&#039;ve been doing a lot of bestiary work lately and would like to include these pictures. Where can I find them?  --[[User:Kraelyst|Kraelyst]] 09:43, 26 October 2007 (CDT)&lt;br /&gt;
:I&#039;m assuming those are pictures from Stormfront.  IE the ones you see when you LOOK at the creatures in game.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 10:03, 26 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== News Item template ==&lt;br /&gt;
&lt;br /&gt;
I made a simple little template for adding news items to the news panel on the front page: {{tlink|news item}}.  I protected it since it&#039;s a component of the front page. --[[User:Farman|Farman]] 15:12, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Template Link template==&lt;br /&gt;
For that matter, I also whipped up a template to add a nicely-formatted link to a template article: {{tlink|tlink}}. --[[User:Farman|Farman]] 15:25, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==NPCs, Historical Figures, Authors, Shopkeepers==&lt;br /&gt;
I feel like the NPCs are starting to get a little out of control.  If we put every single name ever mentioned in DR into the NPC category it will render the category useless.  I recommend we subdivide a little more like we already do with [[:Category:Shopowner]] and keep most names out of the NPCs and associated categories. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I think specifically we should create/continue the following categories and not let these names also be in NPCs/Dead/Alive/Races/Guilds unless warranted as below:&lt;br /&gt;
*1. [[:Category:Historical Figure]]&lt;br /&gt;
*2. [[:Category:Author]]&lt;br /&gt;
*3. [[:Category:Emperor]]&lt;br /&gt;
*4. [[:category:Shopowner]]&lt;br /&gt;
&lt;br /&gt;
I think we should reserve the &amp;quot;NPCs&amp;quot; category only for:&lt;br /&gt;
*1. NPCs that have actually been in the game&lt;br /&gt;
*2. NPCs that may potentially show up in the game (like guildleaders)&lt;br /&gt;
*3. Very prominent historical figures (like Lanival, Morganae, Corik, etc...)&lt;br /&gt;
&lt;br /&gt;
In fact, I&#039;ll probably go ahead and start doing this tonight as I review some of the additions from today.&lt;br /&gt;
--[[User:Kraelyst|Kraelyst]] 21:59, 27 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I agree it could use more organization, but I don&#039;t see a category having a huge number of members being a big problem necessarily.  There&#039;s a template somewhere (I can&#039;t locate it just now) that adds more useful sorting of category pages by alphabet.  Naeya, maybe you know what it&#039;s called?  Anyway as long as the subcategories remain themselves members of the NPC category, I don&#039;t object.&lt;br /&gt;
&lt;br /&gt;
:One thing to watch out for is, there&#039;s always going to be overlap to deal with.  For example, many shopowner NPC&#039;s have appeared in game as GMPC&#039;s at one time or another, whether for fests or events.  Along those lines it is also impossible for us as players to say that &#039;&#039;&#039;any&#039;&#039;&#039; NPC&#039;s could be excluded from &amp;quot;may potentially show up in the game&amp;quot;. --[[User:Farman|Farman]] 16:36, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;d like to echo what Farman has said so far.  Intersections between the NPCs/Dead/Alive/Races/Guilds tags and the Historical/Author/Emperor/Shopowner tags can and do happen.  I think that heavy use of the NPC tag is problematic only if it is the only tag we&#039;re using.  But, we have a variety of tags available presently (and more are, of course, possible) to help differentiate between entries within the larger NPC category.  --[[User:Basselope|Basselope]] 22:28, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The template you wanted Farman is {{tlink|CategoryTOC}}, if I&#039;m understanding what you were referring to.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 22:45, 28 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
:yep, that&#039;s it, thanks Naeya --[[User:Farman|Farman]] 21:01, 31 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
After more thought I agree with everyone here. I have deleted the &amp;quot;Historical Figure&amp;quot; category since it is useless and moved the 5 articles that used to be in that category to the NPCs category instead.  --[[User:Kraelyst|Kraelyst]] 08:37, 3 November 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Libraries==&lt;br /&gt;
Can someone add the Libraries category to the Featured Content on the left side of the page.  We have almost every book in the game on this site and I think that&#039;s valuable content.  Also, can anyone tell me how to edit the left side of the page for future reference?  --[[User:Kraelyst|Kraelyst]] 08:22, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yes, I&#039;m interested in that as well... is that something any admin can do, or does it require super-duper levels of access? --[[User:Farman|Farman]] 21:07, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::It is actually very easy for an admin to do it.  However it is not very discoverable.  [[MediaWiki:Sidebar]] is the page to edit (can also find this link under &amp;quot;Special Pages&amp;quot;-&amp;gt;&amp;quot;System Messages&amp;quot;).  I took the liberty of fixing this for you, even though I&#039;ve been barely active here lately. --[[User:Callek|Callek]] 00:05, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:Excellent, thanks Callek!  Is that page actually protected?  Doesn&#039;t appear to be. --[[User:Farman|Farman]] 01:54, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well yes, and no.  Wiki internally protects those pages that are deemed &amp;quot;part of the user interface&amp;quot; like all those pages under &amp;quot;System Messages&amp;quot; there.--[[User:Callek|Callek]] 18:13, 22 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
==DRWiki Internal Linking==&lt;br /&gt;
&lt;br /&gt;
It looks like the standard for NPC article creation lists the character by its first name, such as [[Vorclaf]].  Sometimes you may want to say Prince Vorclaf to include a title, or Vorclaf Lasa&#039;Sorvendig to include a last name.  Instead of only having the first name as a link you can do **Vorclaf|Prince Vorclaf** or **Vorclaf|Vorclaf Lasa&#039;Sorvendig**.  The first part is the name of the article you want to direct to, and the second is the text you want the reader to see.  His Highness [[Vorclaf|Prince Vorclaf Lasa&#039;Sorvendig, Ruler of Zoluren, Paladin of the Gladiolus]] is possible, but probably not preferred.&lt;br /&gt;
&lt;br /&gt;
Call it being picky, but it looks cleaner. [[User:Maje|Maje]] 21:50, 5 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:That inspires another tip: &lt;br /&gt;
&lt;br /&gt;
:There&#039;s a useful way to show the raw text of wikicode without having it activate, but remain plain text.  Anything enclosed between &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; tags will appear as raw text and not be interpreted by the wikicode parser.  So for the above example, you would enter&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;[[Vorclaf|Prince Vorclaf]]&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:and it will appear on the page as &amp;lt;nowiki&amp;gt;[[Vorclaf|Prince Vorclaf]]&amp;lt;/nowiki&amp;gt;. --[[User:Farman|Farman]] 23:09, 5 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I actually (on a personal level) agree with you. I would also be ok/advocate in the cases where &amp;quot;Prince Vorclaf&amp;quot; like names (or first+last name) links could be expected in new articles (from people who don&#039;t know better) we could set-up wiki redirects from &amp;lt;nowiki&amp;gt;[[Prince Vorclaf]]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[[Lord Sorrow]]&amp;lt;/nowiki&amp;gt; --[[User:Callek|Callek]] 01:07, 6 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I am wondering about your thoughts on adding a link from the individual guild pages to the player page for that guild.My two cents are these... 1) could help promote more interaction to have a direct link from your guild page to your other guild members pages (well.. the ones that made pages. and 2) I believe the exposure to other ideas and concepts from your guild mates can help and encourage people to round out and think about their own concepts and characters. Anyone? --[[User:Zedrion|zedrion]] 08:21, 7 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Horse / Horses ==&lt;br /&gt;
&lt;br /&gt;
Anyone willing to merge the [[Horse]] and [[Horses]] pages? --[[User:Aetherie|Aetherie]] 12:38, 11 December 2007 (CST)&lt;br /&gt;
:Heh eww, nice find.  I&#039;ll take a look at it.   --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:34, 11 December 2007 (CST)&lt;br /&gt;
:Ok I merged the two articles into [[Horses]], kept most of the info intact.  Thanks for finding it, Aetherie.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 19:03, 11 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Elanthipedia IRC? ==&lt;br /&gt;
&lt;br /&gt;
Hey folks.  I&#039;ve been tossing around an idea of setting up an IRC channel for Elanthipedia.  I could be used for quick discussions on articles and such or perhaps just casual game discussion when an Elanthipedia topic isn&#039;t being addressed.  Any thoughts on this?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 11:49, 12 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Elanthian Materials ==&lt;br /&gt;
&lt;br /&gt;
Just putting feelers out to the possibility of starting a Materials or something similar section.  These would include descriptions of gems, metals, cloths and other materials found within Elanthia.  Perhaps it would one day be a valuable resource to folks looking for inspiration for alterations.  Thoughts?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 00:17, 14 December 2007 (CST)&lt;br /&gt;
: I would like it (if it was more than simply a bunch of {{tlink|stub}} pages) --[[User:Callek|Callek]] 01:52, 14 December 2007 (CST)&lt;br /&gt;
::Err well I just stumbled across this - [[Special Materials]].  That&#039;s pretty much what I had in mind, except perhaps with descriptions of more gems and such.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 12:30, 14 December 2007 (CST)&lt;br /&gt;
:::Yep that was the information that I was talking about at the meeting. [[User:Maje|Maje]] 23:31, 14 December 2007 (CST)&lt;br /&gt;
::::What meeting?  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:45, 14 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== New Logo ==&lt;br /&gt;
&lt;br /&gt;
Thanks to help from Mayday at [http://www.dzinerstudio.com Dziner Studio], we have a new logo.  What does everyone think about it?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 12:31, 14 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:I like the brackets and the typeface for &amp;quot;Elanthipedia&amp;quot;, but I&#039;m not crazy about the map.  It&#039;s a bit too finely-detailed for a logo IMO, and it spills over onto the brackets so I think it looks a little sloppy.  I understand and agree with the concept, putting something that represents Elanthia in the brackets.  But I think it should be something graphically simpler.  What about an image of the World Dragon? --[[User:Farman|Farman]] 21:21, 14 December 2007 (CST)&lt;br /&gt;
::If you can find one, let me know.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 21:31, 14 December 2007 (CST)&lt;br /&gt;
::There&#039;s this one http://www.play.net/images/dr/gods/worlddragon.jpg  But if the map is too detailed, that image definitely is.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 21:45, 14 December 2007 (CST)&lt;br /&gt;
If anyone has any other suggestions, or wants to take a crack at a better logo, go right ahead.  Make sure it is a transparent image (.gif or .png).--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 22:03, 14 December 2007 (CST)&lt;br /&gt;
:I like the new logo.  Maybe the brackets could be made taller so they box in the map.  --[[User:Kraelyst|Kraelyst]] 11:06, 15 December 2007 (CST)&lt;br /&gt;
:Well, the brackets are supposed to be smaller, and the image is supposed to slightly overlap them.  That was my instructions to the artist.  I personally like it.  It doesn&#039;t look sloppy at all to me.  But oh well. Edit: The only problem I have with all the problems with the image that ya&#039;ll are bringing up is... it&#039;s frustrating for the artist who did it that I keep asking for tweaks.  I&#039;d do the work myself but I don&#039;t have the software capabilities.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 11:39, 15 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok got a couple of variations (of the same image - I happen to like it sooo...  [[image:Logo-brown.png]] [[image:Logo-blue.png]]&lt;br /&gt;
:--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 10:44, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::Although the sample size is small, seems I&#039;m outnumbered on the map ;)  It&#039;s not too bad, and I&#039;ll admit frankly I&#039;m not in a position to contribute any art myself, at least until I get back home in a few days.  But ideally IMO we&#039;d have something that could scale up and down without losing intelligibility.  My fear is that it will look like a smudgy unrecognizable blob.  I also think a nicely legible dragon image in the brackets would reinforce the &#039;&#039;&#039;Dragon&#039;&#039;&#039; part of being the DR wiki given that it isn&#039;t in the site name.  Something with a dragon-shaped outline, for example [http://www.esatclear.ie/~cammalot/golddragon.gif this] (courtesy a google image search on &amp;quot;dragon&amp;quot;, although I think that particular image is still a little bit too finely-detailed to be ideal).&lt;br /&gt;
&lt;br /&gt;
::Anyway I do like it better with the map inside the brackets.  I think I prefer the brown one since that would stand out more given the general bluish tone to the Monobook skin. --[[User:Farman|Farman]] 18:16, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:::Well, it&#039;s not that you&#039;re outnumbered, it&#039;s just for lack of a better image now, we&#039;re going to roll with this.  A simple outline of a dragon could be cool.  I have the .psd version of these files if someone wants to take a crack at the images.  --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 18:36, 16 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Ok boys and girls, how&#039;s the new image?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:15, 10 January 2008 (CST)&lt;br /&gt;
:I think it looks great! wouldn&#039;t change it for anything. [[User:Rawkus|Rawkus]] 23:26, 10 January 2008 (CST)&lt;br /&gt;
::Thanks!  The only thing I changed was the image type from .png to .jpg (same dragon though).  I do believe we have a keeper this time.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:29, 10 January 2008 (CST)&lt;br /&gt;
:::love it--[[User:Legeres|Legeres]] 00:37, 11 January 2008 (CST)&lt;br /&gt;
::::Thanks!  And thanks to Markhor who whipped us up a transparent .gif. --[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 01:17, 11 January 2008 (CST)&lt;br /&gt;
:::::You&#039;re welcome! --[[User:Markhor|Markhor]] &amp;lt;sup&amp;gt;([[User talk:Markhor|talk]])&amp;lt;/sup&amp;gt; 01:33, 11 January 2008 (CST)&lt;br /&gt;
::WOW Naeya, it&#039;s awesome, I love it! --[[User:Farman|Farman]] 22:52, 11 January 2008 (CST)&lt;br /&gt;
:::Agreed, love it! --[[User:Callek|Callek]] 00:05, 12 January 2008 (CST)&lt;br /&gt;
I&#039;m fairly sure using an image of a blue dragon from D&amp;amp;D as a logo for the wiki does not fall under fair use, and WOTC is pretty strict about protecting their copyrights. I should be getting a new stylus for my tablet in about a week so I&#039;d be glad to draw up something else for the wiki if it&#039;s really needed. [[User:Reene|Reene]] 18:05, 23 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to [[User:Reene|Reene]], we now have a new logo.  It&#039;s a simple black and white rendition of the World Dragon.  Thank you, Reene.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 13:24, 2 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Festival Shops ==&lt;br /&gt;
&lt;br /&gt;
With these new shops appearing, it doesn&#039;t look like the full shop article template is being followed (ie, Shop templates not being used).  Shouldn&#039;t they have these templates like regular shops?&lt;br /&gt;
--[[User:Symphaena|Symphaena]] 18:36, 23 December 2007 (CST)&lt;br /&gt;
:...yes, go ahead and add them; I did suggest to those adding to &amp;quot;go ahead and enter the stuff as a direct copy/paste if you want, and we&#039;ll fix it up later&amp;quot;.. Having the content here is the largest step. --[[User:Callek|Callek]] 21:02, 23 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
::anyone else planning to help out with the new shops and and the mini fest happeining in riverhaven? be a pain if i had to do it all...--[[User:Legeres|Legeres]] 00:26, 20 February 2008 (CST)&lt;br /&gt;
:::I can help with the new shops.  Only should be fest shops that actually need real work done on them.--[[User:Lyathe|Lyathe]] 00:31, 20 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Altar List... ==&lt;br /&gt;
&lt;br /&gt;
Ok the Altar List is up and running, will still be adding a few more in the coming days (missing some on the islands, and p5).. anyone have any other suggestions for things to do with altars before i move on to another decently sized project?--[[User:Rawkus|Rawkus]] 01:16, 1 February 2008 (CST)&lt;br /&gt;
:How about if the altars work as shrines with a pilgrim badge?--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 14:21, 1 February 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Items on the main page ==&lt;br /&gt;
&lt;br /&gt;
should there be a direct link to the Items category from the main page?  There&#039;s one to shops, but one hardly knows where to start looking if you aren&#039;t sure of the item you are looking for.--[[User:Symphaena|Symphaena]] 21:34, 24 June 2008 (CDT)&lt;br /&gt;
:Added the link to the main Item category.  Will need to clean up + add a tutorial for the general user once Caraamon is done messing around.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:04, 24 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Updating the M&#039;Riss information. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ll take the lead on the M&#039;riss information, I&#039;m not sure what links need to be made.  I&#039;ll get started on it and try not to go too crazy.  The information on the swimming and climbing guides pages is way off.  Anyway, I&#039;ll get started on it.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2327</id>
		<title>Category:Player Characters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2327"/>
		<updated>2006-12-20T18:37:17Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Player_Character&amp;diff=15528</id>
		<title>Player Character</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Player_Character&amp;diff=15528"/>
		<updated>2006-12-18T20:35:21Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Category:Player Characters&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2326</id>
		<title>Category:Player Characters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2326"/>
		<updated>2006-12-18T20:34:44Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:DR_Wiki&amp;diff=6277</id>
		<title>Talk:DR Wiki</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:DR_Wiki&amp;diff=6277"/>
		<updated>2006-12-16T23:19:38Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Request... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rawb, Does it make sense to create categories for each province? this would require a bit of work on the map side, but would be a way to tie events and GMNPCs to maps. Just a thought-[[user:pirates|&#039;&#039;Pirates&#039;&#039;]]&lt;br /&gt;
: Pirates:  I think just making a category called &amp;quot;Theren&amp;quot; or &amp;quot;Zoluren&amp;quot; would be bad. What, exactly, would it mean if some GMNPC is in that province category? &amp;quot;Vorclaf&amp;quot; is in &amp;quot;Zoluren&amp;quot;... seems kinda vague. I much prefer groups like &amp;quot;Vorclaf&amp;quot; being in the &amp;quot;Zoluren Royal Family&amp;quot; category, and a list of events he was involved in. - &#039;&#039;[[User:Rawb | Rawb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorry again about the categorization whatnot.  I&#039;ll be sure to do that in the future.&lt;br /&gt;
&lt;br /&gt;
One nitpick: I&#039;m not sure that breaking people these down into [Category:BeforeLanival] and [Category:AfterLanival] or [Category:GMPC] and [Category:Historical] are a good idea.  The first break would make it difficult to classify contemporaries of Lanival (does Arhat go before or after?  He was both before and after) and very old characters (eg, Tezirah) that &amp;quot;come back&amp;quot;.  The second break seems both unnecessary (you&#039;re not going to have non-GMs playing, for example, Lanival) and also suffers from the same &amp;quot;Tezirah came back&amp;quot; problem.&lt;br /&gt;
&lt;br /&gt;
: My GMNPCs category is pretty vague, but all I&#039;m trying to say there is that this is a character in the control of GMs, not players. It is not a player character. As for before / after Lanival, simply add his contemporaries to BOTH categories, as they were around before, and are around after. - &#039;&#039;[[User:Rawb | Rawb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
My solution?  I can&#039;t say that I have one that will solve all the problems, but I have some suggestions.  One categorization for mythical and/or dead characters (eg, Mhalush, Prince Sirolarn) and another for characters that are still alive and have been &amp;quot;active&amp;quot; or could be expected to become so (eg, Prince Vorclaf, Falken the tanner).  This way, anybody in the first category could be expected to stay there (barring extreme necromancry) while those in the second category would only occasionally need to be moved into the first (when they die, as in the case of Jeladric Theren IV).  Other categorizations (eg, Theren family) could be done on an ad hoc basis or as determined useful by those wiser than I.&lt;br /&gt;
-Basselope&lt;br /&gt;
&lt;br /&gt;
: Why don&#039;t we have a category (under GMNPCs) called Mythical? That would get rid of the mythical people. Then we have the living / dead characters. Perhaps my before / after Lanival is too arbitrary, but I&#039;m basically just trying to split things such as BC vs AD. Anyway, I&#039;ve coppied over the timeline in full... it&#039;s over at [[Elanthian Timeline]]. I think we should extend it and start having it link to the characters mentioned in it. - &#039;&#039;[[User:Rawb | Rawb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: Regarding the timeline, there are a few other ones we ought to include (Dwarven Timeline, Zoluren Timeline, the &amp;quot;big&amp;quot; timeline, Albarian timeline, etc) --Basselope&lt;br /&gt;
&lt;br /&gt;
== Books suggestion ==&lt;br /&gt;
&lt;br /&gt;
Hey, I had a suggestion about how books are organized.  Currently, every book entry is Book:(Call letter).  By doing this, every book will be under B in the category listing.  If we just make the entry (Call Letter) then the books will be alphabetical by their call letters.  Also, I was thinking maybe we could make an entry for the book by it&#039;s title, and have it redirect to the entry already made that&#039;s listed by call letter.  We could also do sub-categories for books by call letter, and books by title.  We could maybe even do categories for histories, manuals, poems, or by location or something.  Since we&#039;re just getting it started, it&#039;d be real easy to do this stuff now, so I just wanted to find out what we wanted to do for sure.  If you go to [[:Category:Books | Books]] you&#039;ll see a bit of what I had in mind.  Please let me know what you think.  [[User:Martslyis | Martslyis]]&lt;br /&gt;
&lt;br /&gt;
: I think we should have one &amp;quot;entry&amp;quot; for each book, and one redirection. The redirection page could be the call letters page, which would redirect to an entry by the name of the book.  I recognize your issue with pages named Book:etc, and if you&#039;d like to change that then by all means go ahead. &lt;br /&gt;
&lt;br /&gt;
: As for categories, [[The Strand Library]] lists a bunch of categories that are applicable, which, coincidentally, depend on the book&#039;s call letter. Those are the categories we should most-likely use when sorting the books or adding them to categories. Only the actual book entry (not the entry for the redirect) should be a member of these categories, I feel. Adding books to where they are located right now seems to be a bunch of work, but if you&#039;re up for it, go for it. I don&#039;t have a template made for each book the way I do for critters or shops, so if you&#039;d like to experiment with a book template, take a look at the critter template [[Template:Critter at a Glance]] and how it&#039;s used (shown on [[Musk Hogs]]). That template can add critters to categories based on whether they have gems, skinnable, etc etc etc.  &#039;&#039;&#039;&#039;&#039;- [[User:Rawb | rawb]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Request... ==&lt;br /&gt;
&lt;br /&gt;
Could we have file uploads enabled? I was trying to add a picture of the old DR AOL page, but no can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be put under a page about the history of Dragonrealms.  --[[User:Windharo|Windharo]] 23:19, 16 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Windharo&amp;diff=15390</id>
		<title>Windharo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Windharo&amp;diff=15390"/>
		<updated>2006-12-16T06:32:27Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You see Windharo terji, Barbarian of M&#039;Riss, a Human Barbarian.&lt;br /&gt;
He has a square-jawed face with brown eyes and a cleft chin.  His brown hair is very long and straight, and is worn loose, tucked behind his ears.  He has tanned skin.&lt;br /&gt;
He is very tall for a Human.&lt;br /&gt;
He has a tattoo of two sharks circling one another nose to tail on his arm.&lt;br /&gt;
&lt;br /&gt;
He is wearing a somber black executioner&#039;s hood, a platinum kyanite gwethdesuan, a platinum jadeite gwethdesuan, a chakrel blood drop amulet hung from a length of sinew, a forester&#039;s crossbow, a lumpy bundle, an oilcloth rucksack, some restored aged leather combat armor with a glittering platinum seal over the breastplate, some perfect goblin-hide gloves, a greatsword sheath, a thigh quiver dyed in a brown and green camouflage pattern and a pair of expertly shined black leather boots.&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15407</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15407"/>
		<updated>2006-12-16T06:30:09Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;riss was founded can be found here, [[:Book:HljHM|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge of any plans to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from &#039;The War of Tears&#039; to escape their excution.&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
&lt;br /&gt;
*Barbarian Guild&lt;br /&gt;
*Paladin Guild&lt;br /&gt;
*Traders Guild (Planned)&lt;br /&gt;
*Warrior Mage Guild&lt;br /&gt;
*Clerics Guild&lt;br /&gt;
*Rangers Guild (I think anyway, located somewhere on M&#039;Riss itself)&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
The capital city of M&#039;Riss is Mer&#039;Kresh, it is a floating island sounded by addtional floating circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
Orlog shop.  An Orlog is a timekeeping device.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15406</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15406"/>
		<updated>2006-12-16T06:29:10Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;riss was founded can be found here, [[:Book:HljHM|The History of Mer&#039;Kresh]], available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from &#039;The War of Tears&#039; to escape their excution.&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
&lt;br /&gt;
*Barbarian Guild&lt;br /&gt;
*Paladin Guild&lt;br /&gt;
*Traders Guild (Planned)&lt;br /&gt;
*Warrior Mage Guild&lt;br /&gt;
*Clerics Guild&lt;br /&gt;
*Rangers Guild (I think anyway, located somewhere on M&#039;Riss itself)&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
The capital city of M&#039;Riss is Mer&#039;Kresh, it is a floating island sounded by addtional floating circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
Orlog shop.  An Orlog is a timekeeping device.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2325</id>
		<title>Category:Player Characters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2325"/>
		<updated>2006-12-14T20:17:26Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Malkien%27s_Barbarian_guide&amp;diff=15639</id>
		<title>Malkien&#039;s Barbarian guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Malkien%27s_Barbarian_guide&amp;diff=15639"/>
		<updated>2006-12-14T20:16:44Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placemarker.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7989</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7989"/>
		<updated>2006-12-14T20:16:30Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Miscellaneous Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Barbarian&#039;s life is a simple one, but not an easy one. The field of combat is our crib; the blood of foes is mother&#039;s milk to us. Stand with us, and flesh your sleepless sword in training in the field. Live with us, and steel your mind against the taint of Magic&#039;s aid. Die with us, and drive your body to a warrior&#039;s dogged end while those of lesser mettle cower at inglorious range!&lt;br /&gt;
&lt;br /&gt;
Inner Fire is the measure both of rage and of control, and the substance of Barbarian heart and guts; in purity, it fuels the bloodlust of the battle-hardened and stills the mind of the meditator. But be wary - the taint of magic will disrupt this fragile balance of body and soul, so leave the mana-meddling to those who lean on magic as a crutch!&lt;br /&gt;
&lt;br /&gt;
==Oficial Information==&lt;br /&gt;
Information courtesy of [http://www.play.net/dr/info/guilds/barb.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
: Led by Guild Leader [[Agonar|Agonar Dokona]], the steel-eyed Human warrior. (You can type DIR BARBARIAN for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
: Led by Guildmaster [[Mo]], the massive Gor&#039;Tog axe wielder.&lt;br /&gt;
; [[Steelclaw|Steelclaw Clan]]&lt;br /&gt;
: Led by Guildmistress [[T&#039;Kiel]], the legendary Elven swordswoman.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Led by Guildmistress [[Anhh&#039;shre]], the lightning-quick S&#039;Kra Mur knife fighter.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Barbarian|barbarian]]&#039;s primary [[Guilds#Specific_Skill_Sets|skillset]] is [[weapon skillset | weapon]].  [[survival skillset | Survival]] and [[armor skillset | armor]] are secondary skillsets, with [[magic skillset | magic]] and [[lore skillset | lore]] as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, barbarians tend to be:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Gor&#039;Tog]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 29%&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14%&lt;br /&gt;
|-&lt;br /&gt;
| [[S&#039;Kra Mur]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities==&lt;br /&gt;
===Inner Fire===&lt;br /&gt;
The driving force in every barbarian - that which is alive in all, but strong in few. A barbarian&#039;s Inner Fire is the source of his/her tremendous courage and strength, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.&lt;br /&gt;
&lt;br /&gt;
===BERSERK===&lt;br /&gt;
A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.&lt;br /&gt;
&lt;br /&gt;
===[[Roars]]===&lt;br /&gt;
A barbarian is able to strike fear into his/her opponent and inspire his/her allies through sheer projection of his/her roars and presence. At higher levels a roaring barbarian is able to drive others into a natural state of berserk.&lt;br /&gt;
&lt;br /&gt;
===Battle Dances===&lt;br /&gt;
As barbarians gain greater levels of experience and awareness, they are able to seek out the legendary pit masters who are located all over Elanthia, and learn various battle dances which train the barbarian to hone their strengths to levels not normally achievable, creating an unstoppable force in one person.&lt;br /&gt;
&lt;br /&gt;
===Whirlwind===&lt;br /&gt;
The Whirlwind ability is very useful for a trained Barbarian, it takes at least 350 ranks in a weapon skill to perform.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
Barbarians are the best at Weapon Forging.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Barbarian Guide]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7988</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7988"/>
		<updated>2006-12-14T20:16:17Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Miscellaneous Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Barbarian&#039;s life is a simple one, but not an easy one. The field of combat is our crib; the blood of foes is mother&#039;s milk to us. Stand with us, and flesh your sleepless sword in training in the field. Live with us, and steel your mind against the taint of Magic&#039;s aid. Die with us, and drive your body to a warrior&#039;s dogged end while those of lesser mettle cower at inglorious range!&lt;br /&gt;
&lt;br /&gt;
Inner Fire is the measure both of rage and of control, and the substance of Barbarian heart and guts; in purity, it fuels the bloodlust of the battle-hardened and stills the mind of the meditator. But be wary - the taint of magic will disrupt this fragile balance of body and soul, so leave the mana-meddling to those who lean on magic as a crutch!&lt;br /&gt;
&lt;br /&gt;
==Oficial Information==&lt;br /&gt;
Information courtesy of [http://www.play.net/dr/info/guilds/barb.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
: Led by Guild Leader [[Agonar|Agonar Dokona]], the steel-eyed Human warrior. (You can type DIR BARBARIAN for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
: Led by Guildmaster [[Mo]], the massive Gor&#039;Tog axe wielder.&lt;br /&gt;
; [[Steelclaw|Steelclaw Clan]]&lt;br /&gt;
: Led by Guildmistress [[T&#039;Kiel]], the legendary Elven swordswoman.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Led by Guildmistress [[Anhh&#039;shre]], the lightning-quick S&#039;Kra Mur knife fighter.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Barbarian|barbarian]]&#039;s primary [[Guilds#Specific_Skill_Sets|skillset]] is [[weapon skillset | weapon]].  [[survival skillset | Survival]] and [[armor skillset | armor]] are secondary skillsets, with [[magic skillset | magic]] and [[lore skillset | lore]] as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, barbarians tend to be:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Gor&#039;Tog]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 29%&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14%&lt;br /&gt;
|-&lt;br /&gt;
| [[S&#039;Kra Mur]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities==&lt;br /&gt;
===Inner Fire===&lt;br /&gt;
The driving force in every barbarian - that which is alive in all, but strong in few. A barbarian&#039;s Inner Fire is the source of his/her tremendous courage and strength, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.&lt;br /&gt;
&lt;br /&gt;
===BERSERK===&lt;br /&gt;
A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.&lt;br /&gt;
&lt;br /&gt;
===[[Roars]]===&lt;br /&gt;
A barbarian is able to strike fear into his/her opponent and inspire his/her allies through sheer projection of his/her roars and presence. At higher levels a roaring barbarian is able to drive others into a natural state of berserk.&lt;br /&gt;
&lt;br /&gt;
===Battle Dances===&lt;br /&gt;
As barbarians gain greater levels of experience and awareness, they are able to seek out the legendary pit masters who are located all over Elanthia, and learn various battle dances which train the barbarian to hone their strengths to levels not normally achievable, creating an unstoppable force in one person.&lt;br /&gt;
&lt;br /&gt;
===Whirlwind===&lt;br /&gt;
The Whirlwind ability is very useful for a trained Barbarian, it takes at least 350 ranks in a weapon skill to perform.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
Barbarians are the best at Weapon Forging.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds]]&lt;br /&gt;
&lt;br /&gt;
[[Barbarian Guide]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15610</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15610"/>
		<updated>2006-12-14T08:30:59Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Check Phii&#039;s Keep for a excellent listing of Barbarian Roars.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15405</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15405"/>
		<updated>2006-12-14T05:41:01Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Capital City Mer&amp;#039;Kresh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;riss was founded can be found here[[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from &#039;The War of Tears&#039; to escape their excution.&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
&lt;br /&gt;
*Barbarian Guild&lt;br /&gt;
*Paladin Guild&lt;br /&gt;
*Traders Guild (Planned)&lt;br /&gt;
*Warrior Mage Guild&lt;br /&gt;
*Clerics Guild&lt;br /&gt;
*Rangers Guild (I think anyway, located somewhere on M&#039;Riss itself)&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
The capital city of M&#039;Riss is Mer&#039;Kresh, it is a floating island sounded by addtional floating circular rings that are anchored to the bay.  &lt;br /&gt;
&lt;br /&gt;
Local Shops and Services Include a:&lt;br /&gt;
&lt;br /&gt;
Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
MAMAS&amp;lt;br/&amp;gt;&lt;br /&gt;
Barber Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Pet Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Inn&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Forge&amp;lt;br/&amp;gt;&lt;br /&gt;
Boarding House&amp;lt;br/&amp;gt;&lt;br /&gt;
Origami Shop&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor and Weapon repair&amp;lt;br/&amp;gt;&lt;br /&gt;
Libary&amp;lt;br/&amp;gt;&lt;br /&gt;
Town Hall&amp;lt;br/&amp;gt;&lt;br /&gt;
Carousel&amp;lt;br/&amp;gt;&lt;br /&gt;
Court House&amp;lt;br/&amp;gt;&lt;br /&gt;
Furrier&amp;lt;br/&amp;gt;&lt;br /&gt;
Bakery&amp;lt;br/&amp;gt;&lt;br /&gt;
Public Empath&amp;lt;br/&amp;gt;&lt;br /&gt;
Estate Holders Club that includes a Bank&amp;lt;br/&amp;gt;&lt;br /&gt;
Orlog shop.  An Orlog is a timekeeping device.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15404</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15404"/>
		<updated>2006-12-14T05:39:06Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
== History of M&#039;Riss ==&lt;br /&gt;
Everything you want to know about how modern day M&#039;riss was founded can be found here[[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient City ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
Currently my best guess is that this ancient city is located in the middle of the island, as of this writing there is no knowledge to expand the explorable areas of M&#039;Riss to include this.&lt;br /&gt;
&lt;br /&gt;
== Founders ==&lt;br /&gt;
&lt;br /&gt;
M&#039;Riss was founded by a group of settlers that believed in Human and Elf marriages.  They fled from &#039;The War of Tears&#039; to escape their excution.&lt;br /&gt;
&lt;br /&gt;
== Guilds ==&lt;br /&gt;
&lt;br /&gt;
*Barbarian Guild&lt;br /&gt;
*Paladin Guild&lt;br /&gt;
*Traders Guild (Planned)&lt;br /&gt;
*Warrior Mage Guild&lt;br /&gt;
*Clerics Guild&lt;br /&gt;
*Rangers Guild (I think anyway, located somewhere on M&#039;Riss itself)&lt;br /&gt;
&lt;br /&gt;
== Capital City Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
The capital city of M&#039;Riss is Mer&#039;Kresh, it is a floating island sounded by addtional floating circular rings that are anchored to the bay.  It houses a Bank, MAMAS, Barber Shop, Pet Shop, Inn, Public Forge, Boarding House, Origami Shop, Armor and Weapon repair, Libary, Town Hall, Carousel, Court House, Furrier, Bakery, Public Empath, Estate Holders Club that includes a Bank and our famous Orlog shop.  An Orlog is a timekeeping device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15403</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15403"/>
		<updated>2006-12-14T05:27:45Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
= History of M&#039;Riss =&lt;br /&gt;
Note: All this information is taken right from [[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient History ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
In the centuries after the Ancient Ones, the island was abandoned. The animals that could adapt to the island&#039;s harsh environment flourished and evolved. Legends of ghostly inhabitants and cursed mages grew with each attempted colony. M&#039;Riss acquired a reputation for being bad luck and even the hardiest pioneers refused to go there. Superstition grew into a legend that the souls of the damned go to M&#039;Riss instead of walking the Starry Path to join with the gods.  For all the thousands of years M&#039;Riss remained uninhabited and actively avoided. &lt;br /&gt;
&lt;br /&gt;
== Fourfounders ==&lt;br /&gt;
&lt;br /&gt;
The War of Tears drove Rissan forebearers, people who chose interracial marriages between Human and Elf which was a big no-no on either side, to find a new home.  As they wandered among the islands of Qi&#039;Reshalia, they heard tales of a small island which the S&#039;Kra of the province called &amp;quot;The Island of the Damned&amp;quot;.  Perhaps feeling some commonality with the damned, they decided that this would become home.&lt;br /&gt;
&lt;br /&gt;
However, the island&#039;s isolation did not end. The refugees wanted nothing to do with the outside world. It wasn&#039;t safe for them on the mainland, and the S&#039;Kra didn&#039;t want them anymore than they wanted the S&#039;Kra. Determined, the refugees began to rebuild the ancient city, settle the island and make a wary peace with her. Proud, scorned and scorning, they had to; there was no place left to go.&lt;br /&gt;
&lt;br /&gt;
Life was difficult on M&#039;Riss. The same illnesses that plagued the S&#039;Kra killed the Rissans and the volcano belched and shook the earth. Yellow clouds of poisonous gas seeped from the crevices and bowls of the smaller volcanos.  Even so, these living conditions were better than having Keirnion&#039;s followers try to murder you for marrying a Human, or for the deceased Kanton&#039;s followers to do the same because you had wed an Elf. &lt;br /&gt;
&lt;br /&gt;
A secret trade route developed between M&#039;Riss and Leth Deri&#039;el. Smugglers shipped supplies to M&#039;Riss, and brought back cargos of rum, exotic fruit, brandy, and samatak. Rissan privateers captured ships from both sides of the war, boldly masquerading as either Keirnion&#039;s men to board Kanton&#039;s ships, or as Kanton&#039;s troops to seize one of Keirnion&#039;s prizes. People friendly to the Rissan philosophy of racial acceptance were discretely allowed passage to M&#039;Riss. People found to be intolerant were tossed to the fish.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Rissans decided to keep as low a profile as a group of smugglers can maintain. They remained neutral to all outside politics and concentrated on colonizing their island. Through contacts in Leth, they kept aware of outside events but never forgot, nor were willing to forgive, the treatment they had received from Human and Elven alike. As time passed, the Rissans developed a peculiar brand of racism -- rather than believing that any particular race was inherently worse than any other, they simply came to believe all off-islanders were &amp;quot;esheceni&amp;quot;. For the most part, the Rissans succeeded in evading notice, and lived as they wished while trying to mold the island into a thriving home.&lt;br /&gt;
&lt;br /&gt;
While the Rissans worked, the outside world ate more of its sons&#039; lives. Wars and squabbles were the normal condition of the Empire but the Rissans took little notice of these conflicts. What interest they did have, centered on carefully culling ships from warring factions. As in the War of Tears, the Rissan privateers disguised themselves when attacking.  They were cautious to take only a few ships and even then only under conditions that could be explained by storms or a captain&#039;s bad luck in encountering the enemy. Plundering ships was fun, but having the combatants turn their attentions to M&#039;Riss wouldn&#039;t be at all enjoyable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seven Star Empire ==&lt;br /&gt;
&lt;br /&gt;
Eventually, like the other wars before it, these scattered tantrums ended and the Rissans were surprised to learn they had been conquered, in a manner of speaking. The Province of Qi&#039;Reshalia had became part of the Seven-Starred Empire, and whether Qi&#039;Reshalia was actually aware of the Rissans or not, the Empire was aware of, and claimed that section of ocean containing M&#039;Riss. Any doubt the Rissans had that they were now citizens of the Empire was swept away when two ships of Imperial troops landed on the island and established a garrison.&lt;br /&gt;
&lt;br /&gt;
The soldiers assigned to M&#039;Riss were met mostly with indifference. The garrison commander issued a great many officious orders, which the Rissans casually ignored. The soldiers set about building their fortress in the forest east of (OLD) Mer&#039;Kresh. On paydays, the soldiers would visit town, strutting around in typical Imperial style, which impressed none but young women, who adored flashy uniforms. As the months passed, and the lonely soldiers became acquainted with the local ladies, marriages between them were made and babies followed. The garrison commander nodded happily, pleased that the Rissans would be absorbed into the Empire peacefully. The Rissan elders nodded happily, pleased that the soldiers would be absorbed into the native population and ultimately become Rissan.&lt;br /&gt;
&lt;br /&gt;
Although the Rissan Elders were initially annoyed by the garrison&#039;s arrival, the soldiers soon proved to be more than marriage fodder for excess daughters. The soldiers numbered many professions among them, including talented engineering mages and empaths. The soldiers and Rissans taught each other so far as they could, and a few guild masters attracted by the garrison and isolation settled on M&#039;Riss. &lt;br /&gt;
&lt;br /&gt;
Three years after the garrison arrived, a particularly violent volcanic eruption shook the city to the ground and buried much of it in ash. The forests and fields were ruined and the people fled their homes. Some of these soldiers and their families crossed the island&#039;s leeward desert to the coast. There, they decided to build a new fortification for the garrison. Other settlers and soldiers fled to the bay contained within the curved crescent of the southern shore to wait out the eruption. They lashed boats together and floated on the bay, this sparked the idea of making a permanent floating platform where the Rissans could wait out future eruptions.&lt;br /&gt;
&lt;br /&gt;
== New Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
Over the years the platform became anchored, was expanded and eventually became the city of concentric rings we know today. Work to rebuild the ancient city was abandoned, and the new city took its name, Mer&#039;Kresh.  By the time the central platform was completed, the number of Rissans has blossomed, making both fresh water and space scarce. A causeway was built from the mainland to support an aqueduct, but the complex wasn&#039;t finished for close to a century.&lt;br /&gt;
&lt;br /&gt;
Once the supply of fresh water for Mer&#039;Kresh was secure, the Rissans began building a ring and bridges around the central platform to increase living space. By this time the volcano had been dormant since the great eruption that sent the settlers fleeing the ancient city. Because of the calm, Rissans gradually began to move back to the island, easing the pressures for space on Mer&#039;Kresh. &lt;br /&gt;
&lt;br /&gt;
A second ring was started just after the last of the Dragon Priest faction was subdued, but since the Rissans are currently comfortable in the space they have on Mer&#039;Kresh, building has been slow, and may never be finished, especially with the asara celpezan having taken over the uninhabited portions of the outer ring.&lt;br /&gt;
&lt;br /&gt;
Long before the causeway and aqueduct were complete, Mer&#039;Kresh had become large enough that it began to suffer from the social ills that plague all successful cities. However, the citizens had a different approach to crime than the rest of the Empire. The Imperial Garrison was transformed into a penal colony, called Jeza Aul Elo. &lt;br /&gt;
&lt;br /&gt;
Anyone foolish enough to violate Rissan law was (and still is) summarily dumped there. There are no fines or stocks, only hard work in the Governor&#039;s petunia gardens beneath the scorching sun -- if the prisoner is lucky. Conditions are cruel, but escape is possible for the clever or well connected. A loose confederation of outlaws formed which, for a price, would help escapees regain possessions and even help mask identities.&lt;br /&gt;
&lt;br /&gt;
From the time the Imperial soldiers arrived until the mild unpleasantness with the Dragon Priests, the Rissans were content, prosperous and culture flourished, along with a healthy smuggling trade. Off-islanders were rare, save for those freebooting contacts in Leth. Rissan children often found it necessary to leave the island for advanced training in some guilds or to study at the university in Leth. Sometimes they would marry away from home and bring their mates back to the island or settle in Leth where passage to M&#039;Riss could be had. But always, the ties to M&#039;Riss and Mer&#039;Kresh were strong and not easily discarded. &lt;br /&gt;
&lt;br /&gt;
The Rissans knew when the Empire began to crumble, of the struggle between Teiro and Lanival, and the various conflicts among Elanthians. For many Rissans it simply meant greater opportunities for privateers and capturing vessels. What happened on the mainland was the mainland&#039;s problem and the Rissans wanted no part of it. &lt;br /&gt;
&lt;br /&gt;
== Dragon Preists ==&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15402</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15402"/>
		<updated>2006-12-14T05:26:20Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
= History of M&#039;Riss =&lt;br /&gt;
Note: All this information is taken right from [[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient History ==&lt;br /&gt;
The ancient city acquired other names, &amp;quot;Yana Ichaleni&amp;quot; (&amp;quot;City of Shadows&amp;quot;), and &amp;quot;Yana Undoen&amp;quot; (&amp;quot;City of Darkness&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
In the centuries after the Ancient Ones, the island was abandoned. The animals that could adapt to the island&#039;s harsh environment flourished and evolved. The S&#039;Kra Mur clans made several attempts to settle the island, all failures. &lt;br /&gt;
&lt;br /&gt;
The frequent volcanic eruptions, and native fevers were deadly. Legends of ghostly inhabitants and cursed mages grew with each attempted colony. M&#039;Riss acquired a reputation for being bad luck and even the hardiest pioneers refused to go there. Superstition grew into a legend that the souls of the damned go to M&#039;Riss instead of walking the Starry Path to join with the gods.  For all the thousands of years M&#039;Riss remained uninhabited and actively avoided. &lt;br /&gt;
&lt;br /&gt;
== Fourfounders ==&lt;br /&gt;
&lt;br /&gt;
The War of Tears drove Rissan forebearers, people who chose interracial marriages between Human and Elf which was a big no-no on either side, to find a new home.  As they wandered among the islands of Qi&#039;Reshalia, they heard tales of a small island which the S&#039;Kra of the province called &amp;quot;The Island of the Damned&amp;quot;.  Perhaps feeling some commonality with the damned, they decided that this would become home.&lt;br /&gt;
&lt;br /&gt;
However, the island&#039;s isolation did not end. The refugees wanted nothing to do with the outside world. It wasn&#039;t safe for them on the mainland, and the S&#039;Kra didn&#039;t want them anymore than they wanted the S&#039;Kra. Determined, the refugees began to rebuild the ancient city, settle the island and make a wary peace with her. Proud, scorned and scorning, they had to; there was no place left to go.&lt;br /&gt;
&lt;br /&gt;
Life was difficult on M&#039;Riss. The same illnesses that plagued the S&#039;Kra killed the Rissans and the volcano belched and shook the earth. Yellow clouds of poisonous gas seeped from the crevices and bowls of the smaller volcanos.  Even so, these living conditions were better than having Keirnion&#039;s followers try to murder you for marrying a Human, or for the deceased Kanton&#039;s followers to do the same because you had wed an Elf. &lt;br /&gt;
&lt;br /&gt;
A secret trade route developed between M&#039;Riss and Leth Deri&#039;el. Smugglers shipped supplies to M&#039;Riss, and brought back cargos of rum, exotic fruit, brandy, and samatak. Rissan privateers captured ships from both sides of the war, boldly masquerading as either Keirnion&#039;s men to board Kanton&#039;s ships, or as Kanton&#039;s troops to seize one of Keirnion&#039;s prizes. People friendly to the Rissan philosophy of racial acceptance were discretely allowed passage to M&#039;Riss. People found to be intolerant were tossed to the fish.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Rissans decided to keep as low a profile as a group of smugglers can maintain. They remained neutral to all outside politics and concentrated on colonizing their island. Through contacts in Leth, they kept aware of outside events but never forgot, nor were willing to forgive, the treatment they had received from Human and Elven alike. As time passed, the Rissans developed a peculiar brand of racism -- rather than believing that any particular race was inherently worse than any other, they simply came to believe all off-islanders were &amp;quot;esheceni&amp;quot;. For the most part, the Rissans succeeded in evading notice, and lived as they wished while trying to mold the island into a thriving home.&lt;br /&gt;
&lt;br /&gt;
While the Rissans worked, the outside world ate more of its sons&#039; lives. Wars and squabbles were the normal condition of the Empire but the Rissans took little notice of these conflicts. What interest they did have, centered on carefully culling ships from warring factions. As in the War of Tears, the Rissan privateers disguised themselves when attacking.  They were cautious to take only a few ships and even then only under conditions that could be explained by storms or a captain&#039;s bad luck in encountering the enemy. Plundering ships was fun, but having the combatants turn their attentions to M&#039;Riss wouldn&#039;t be at all enjoyable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seven Star Empire ==&lt;br /&gt;
&lt;br /&gt;
Eventually, like the other wars before it, these scattered tantrums ended and the Rissans were surprised to learn they had been conquered, in a manner of speaking. The Province of Qi&#039;Reshalia had became part of the Seven-Starred Empire, and whether Qi&#039;Reshalia was actually aware of the Rissans or not, the Empire was aware of, and claimed that section of ocean containing M&#039;Riss. Any doubt the Rissans had that they were now citizens of the Empire was swept away when two ships of Imperial troops landed on the island and established a garrison.&lt;br /&gt;
&lt;br /&gt;
The soldiers assigned to M&#039;Riss were met mostly with indifference. The garrison commander issued a great many officious orders, which the Rissans casually ignored. The soldiers set about building their fortress in the forest east of (OLD) Mer&#039;Kresh. On paydays, the soldiers would visit town, strutting around in typical Imperial style, which impressed none but young women, who adored flashy uniforms. As the months passed, and the lonely soldiers became acquainted with the local ladies, marriages between them were made and babies followed. The garrison commander nodded happily, pleased that the Rissans would be absorbed into the Empire peacefully. The Rissan elders nodded happily, pleased that the soldiers would be absorbed into the native population and ultimately become Rissan.&lt;br /&gt;
&lt;br /&gt;
Although the Rissan Elders were initially annoyed by the garrison&#039;s arrival, the soldiers soon proved to be more than marriage fodder for excess daughters. The soldiers numbered many professions among them, including talented engineering mages and empaths. The soldiers and Rissans taught each other so far as they could, and a few guild masters attracted by the garrison and isolation settled on M&#039;Riss. &lt;br /&gt;
&lt;br /&gt;
Three years after the garrison arrived, a particularly violent volcanic eruption shook the city to the ground and buried much of it in ash. The forests and fields were ruined and the people fled their homes. Some of these soldiers and their families crossed the island&#039;s leeward desert to the coast. There, they decided to build a new fortification for the garrison. Other settlers and soldiers fled to the bay contained within the curved crescent of the southern shore to wait out the eruption. They lashed boats together and floated on the bay, this sparked the idea of making a permanent floating platform where the Rissans could wait out future eruptions.&lt;br /&gt;
&lt;br /&gt;
== New Mer&#039;Kresh ==&lt;br /&gt;
&lt;br /&gt;
Over the years the platform became anchored, was expanded and eventually became the city of concentric rings we know today. Work to rebuild the ancient city was abandoned, and the new city took its name, Mer&#039;Kresh.  By the time the central platform was completed, the number of Rissans has blossomed, making both fresh water and space scarce. A causeway was built from the mainland to support an aqueduct, but the complex wasn&#039;t finished for close to a century.&lt;br /&gt;
&lt;br /&gt;
Once the supply of fresh water for Mer&#039;Kresh was secure, the Rissans began building a ring and bridges around the central platform to increase living space. By this time the volcano had been dormant since the great eruption that sent the settlers fleeing the ancient city. Because of the calm, Rissans gradually began to move back to the island, easing the pressures for space on Mer&#039;Kresh. &lt;br /&gt;
&lt;br /&gt;
A second ring was started just after the last of the Dragon Priest faction was subdued, but since the Rissans are currently comfortable in the space they have on Mer&#039;Kresh, building has been slow, and may never be finished, especially with the asara celpezan having taken over the uninhabited portions of the outer ring.&lt;br /&gt;
&lt;br /&gt;
Long before the causeway and aqueduct were complete, Mer&#039;Kresh had become large enough that it began to suffer from the social ills that plague all successful cities. However, the citizens had a different approach to crime than the rest of the Empire. The Imperial Garrison was transformed into a penal colony, called Jeza Aul Elo. &lt;br /&gt;
&lt;br /&gt;
Anyone foolish enough to violate Rissan law was (and still is) summarily dumped there. There are no fines or stocks, only hard work in the Governor&#039;s petunia gardens beneath the scorching sun -- if the prisoner is lucky. Conditions are cruel, but escape is possible for the clever or well connected. A loose confederation of outlaws formed which, for a price, would help escapees regain possessions and even help mask identities.&lt;br /&gt;
&lt;br /&gt;
From the time the Imperial soldiers arrived until the mild unpleasantness with the Dragon Priests, the Rissans were content, prosperous and culture flourished, along with a healthy smuggling trade. Off-islanders were rare, save for those freebooting contacts in Leth. Rissan children often found it necessary to leave the island for advanced training in some guilds or to study at the university in Leth. Sometimes they would marry away from home and bring their mates back to the island or settle in Leth where passage to M&#039;Riss could be had. But always, the ties to M&#039;Riss and Mer&#039;Kresh were strong and not easily discarded. &lt;br /&gt;
&lt;br /&gt;
The Rissans knew when the Empire began to crumble, of the struggle between Teiro and Lanival, and the various conflicts among Elanthians. For many Rissans it simply meant greater opportunities for privateers and capturing vessels. What happened on the mainland was the mainland&#039;s problem and the Rissans wanted no part of it. &lt;br /&gt;
&lt;br /&gt;
== Dragon Preists ==&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15401</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15401"/>
		<updated>2006-12-14T05:20:53Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]]&lt;br /&gt;
&lt;br /&gt;
= History of M&#039;Riss =&lt;br /&gt;
Note: All this information is taken right from [[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient History ==&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
In the centuries after the Ancient Ones, the island was abandoned. The animals that could adapt to the island&#039;s harsh environment flourished and evolved. The S&#039;Kra Mur clans made several attempts to settle the island, all failures. &lt;br /&gt;
&lt;br /&gt;
The frequent volcanic eruptions, and native fevers were deadly. Legends of ghostly inhabitants and cursed mages grew with each attempted colony. M&#039;Riss acquired a reputation for being bad luck and even the hardiest pioneers refused to go there. Superstition grew into a legend that the souls of the damned go to M&#039;Riss instead of walking the Starry Path to join with the gods.  For all the thousands of years M&#039;Riss remained uninhabited and actively avoided. &lt;br /&gt;
&lt;br /&gt;
== Fourfounders ==&lt;br /&gt;
&lt;br /&gt;
The War of Tears drove Rissan forebearers, people who chose interracial marriages between Human and Elf which was a big no-no on either side, to find a new home.  As they wandered among the islands of Qi&#039;Reshalia, they heard tales of a small island which the S&#039;Kra of the province called &amp;quot;The Island of the Damned&amp;quot;.  Perhaps feeling some commonality with the damned, they decided that this would become home.&lt;br /&gt;
&lt;br /&gt;
However, the island&#039;s isolation did not end. The refugees wanted nothing to do with the outside world. It wasn&#039;t safe for them on the mainland, and the S&#039;Kra didn&#039;t want them anymore than they wanted the S&#039;Kra. Determined, the refugees began to rebuild the ancient city, settle the island and make a wary peace with her. Proud, scorned and scorning, they had to; there was no place left to go.&lt;br /&gt;
&lt;br /&gt;
Life was difficult on M&#039;Riss. The same illnesses that plagued the S&#039;Kra killed the Rissans and the volcano belched and shook the earth. Yellow clouds of poisonous gas seeped from the crevices and bowls of the smaller volcanos.  Even so, these living conditions were better than having Keirnion&#039;s followers try to murder you for marrying a Human, or for the deceased Kanton&#039;s followers to do the same because you had wed an Elf. &lt;br /&gt;
&lt;br /&gt;
A secret trade route developed between M&#039;Riss and Leth Deri&#039;el. Smugglers shipped supplies to M&#039;Riss, and brought back cargos of rum, exotic fruit, brandy, and samatak. Rissan privateers captured ships from both sides of the war, boldly masquerading as either Keirnion&#039;s men to board Kanton&#039;s ships, or as Kanton&#039;s troops to seize one of Keirnion&#039;s prizes. People friendly to the Rissan philosophy of racial acceptance were discretely allowed passage to M&#039;Riss. People found to be intolerant were tossed to the fish.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Rissans decided to keep as low a profile as a group of smugglers can maintain. They remained neutral to all outside politics and concentrated on colonizing their island. Through contacts in Leth, they kept aware of outside events but never forgot, nor were willing to forgive, the treatment they had received from Human and Elven alike. As time passed, the Rissans developed a peculiar brand of racism -- rather than believing that any particular race was inherently worse than any other, they simply came to believe all off-islanders were &amp;quot;esheceni&amp;quot;. For the most part, the Rissans succeeded in evading notice, and lived as they wished while trying to mold the island into a thriving home.&lt;br /&gt;
&lt;br /&gt;
While the Rissans worked, the outside world ate more of its sons&#039; lives. Wars and squabbles were the normal condition of the Empire but the Rissans took little notice of these conflicts. What interest they did have, centered on carefully culling ships from warring factions. As in the War of Tears, the Rissan privateers disguised themselves when attacking.  They were cautious to take only a few ships and even then only under conditions that could be explained by storms or a captain&#039;s bad luck in encountering the enemy. Plundering ships was fun, but having the combatants turn their attentions to M&#039;Riss wouldn&#039;t be at all enjoyable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seven Star Empire ==&lt;br /&gt;
&lt;br /&gt;
Eventually, like the other wars before it, these scattered tantrums ended and the Rissans were surprised to learn they had been conquered, in a manner of speaking. The Province of Qi&#039;Reshalia had became part of the Seven-Starred Empire, and whether Qi&#039;Reshalia was actually aware of the Rissans or not, the Empire was aware of, and claimed that section of ocean containing M&#039;Riss. Any doubt the Rissans had that they were now citizens of the Empire was swept away when two ships of Imperial troops landed on the island and established a garrison.&lt;br /&gt;
&lt;br /&gt;
The soldiers assigned to M&#039;Riss were met mostly with indifference. The garrison commander issued a great many officious orders, which the Rissans casually ignored. The soldiers set about building their fortress in the forest east of (OLD) Mer&#039;Kresh. On paydays, the soldiers would visit town, strutting around in typical Imperial style, which impressed none but young women, who adored flashy uniforms. As the months passed, and the lonely soldiers became acquainted with the local ladies, marriages between them were made and babies followed. The garrison commander nodded happily, pleased that the Rissans would be absorbed into the Empire peacefully. The Rissan elders nodded happily, pleased that the soldiers would be absorbed into the native population and ultimately become Rissan.&lt;br /&gt;
&lt;br /&gt;
Although the Rissan Elders were initially annoyed by the garrison&#039;s arrival, the soldiers soon proved to be more than marriage fodder for excess daughters. The soldiers numbered many professions among them, including talented engineering mages and empaths. The soldiers and Rissans taught each other so far as they could, and a few guild masters attracted by the garrison and isolation settled on M&#039;Riss. &lt;br /&gt;
&lt;br /&gt;
Three years after the garrison arrived, a particularly violent volcanic eruption shook the city to the ground and buried much of it in ash. The forests and fields were ruined and the people fled their homes. Some of these soldiers and their families crossed the island&#039;s leeward desert to the coast. There, they decided to build a new fortification for the garrison. Other settlers and soldiers fled to the bay contained within the curved crescent of the southern shore to wait out the eruption. They lashed boats together and floated on the bay, this sparked the idea of making a permanent floating platform where the Rissans could wait out future eruptions.&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15400</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15400"/>
		<updated>2006-12-14T05:20:41Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining. --[[User:Windharo|Windharo]] 05:20, 14 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
= History of M&#039;Riss =&lt;br /&gt;
Note: All this information is taken right from [[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient History ==&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
In the centuries after the Ancient Ones, the island was abandoned. The animals that could adapt to the island&#039;s harsh environment flourished and evolved. The S&#039;Kra Mur clans made several attempts to settle the island, all failures. &lt;br /&gt;
&lt;br /&gt;
The frequent volcanic eruptions, and native fevers were deadly. Legends of ghostly inhabitants and cursed mages grew with each attempted colony. M&#039;Riss acquired a reputation for being bad luck and even the hardiest pioneers refused to go there. Superstition grew into a legend that the souls of the damned go to M&#039;Riss instead of walking the Starry Path to join with the gods.  For all the thousands of years M&#039;Riss remained uninhabited and actively avoided. &lt;br /&gt;
&lt;br /&gt;
== Fourfounders ==&lt;br /&gt;
&lt;br /&gt;
The War of Tears drove Rissan forebearers, people who chose interracial marriages between Human and Elf which was a big no-no on either side, to find a new home.  As they wandered among the islands of Qi&#039;Reshalia, they heard tales of a small island which the S&#039;Kra of the province called &amp;quot;The Island of the Damned&amp;quot;.  Perhaps feeling some commonality with the damned, they decided that this would become home.&lt;br /&gt;
&lt;br /&gt;
However, the island&#039;s isolation did not end. The refugees wanted nothing to do with the outside world. It wasn&#039;t safe for them on the mainland, and the S&#039;Kra didn&#039;t want them anymore than they wanted the S&#039;Kra. Determined, the refugees began to rebuild the ancient city, settle the island and make a wary peace with her. Proud, scorned and scorning, they had to; there was no place left to go.&lt;br /&gt;
&lt;br /&gt;
Life was difficult on M&#039;Riss. The same illnesses that plagued the S&#039;Kra killed the Rissans and the volcano belched and shook the earth. Yellow clouds of poisonous gas seeped from the crevices and bowls of the smaller volcanos.  Even so, these living conditions were better than having Keirnion&#039;s followers try to murder you for marrying a Human, or for the deceased Kanton&#039;s followers to do the same because you had wed an Elf. &lt;br /&gt;
&lt;br /&gt;
A secret trade route developed between M&#039;Riss and Leth Deri&#039;el. Smugglers shipped supplies to M&#039;Riss, and brought back cargos of rum, exotic fruit, brandy, and samatak. Rissan privateers captured ships from both sides of the war, boldly masquerading as either Keirnion&#039;s men to board Kanton&#039;s ships, or as Kanton&#039;s troops to seize one of Keirnion&#039;s prizes. People friendly to the Rissan philosophy of racial acceptance were discretely allowed passage to M&#039;Riss. People found to be intolerant were tossed to the fish.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Rissans decided to keep as low a profile as a group of smugglers can maintain. They remained neutral to all outside politics and concentrated on colonizing their island. Through contacts in Leth, they kept aware of outside events but never forgot, nor were willing to forgive, the treatment they had received from Human and Elven alike. As time passed, the Rissans developed a peculiar brand of racism -- rather than believing that any particular race was inherently worse than any other, they simply came to believe all off-islanders were &amp;quot;esheceni&amp;quot;. For the most part, the Rissans succeeded in evading notice, and lived as they wished while trying to mold the island into a thriving home.&lt;br /&gt;
&lt;br /&gt;
While the Rissans worked, the outside world ate more of its sons&#039; lives. Wars and squabbles were the normal condition of the Empire but the Rissans took little notice of these conflicts. What interest they did have, centered on carefully culling ships from warring factions. As in the War of Tears, the Rissan privateers disguised themselves when attacking.  They were cautious to take only a few ships and even then only under conditions that could be explained by storms or a captain&#039;s bad luck in encountering the enemy. Plundering ships was fun, but having the combatants turn their attentions to M&#039;Riss wouldn&#039;t be at all enjoyable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seven Star Empire ==&lt;br /&gt;
&lt;br /&gt;
Eventually, like the other wars before it, these scattered tantrums ended and the Rissans were surprised to learn they had been conquered, in a manner of speaking. The Province of Qi&#039;Reshalia had became part of the Seven-Starred Empire, and whether Qi&#039;Reshalia was actually aware of the Rissans or not, the Empire was aware of, and claimed that section of ocean containing M&#039;Riss. Any doubt the Rissans had that they were now citizens of the Empire was swept away when two ships of Imperial troops landed on the island and established a garrison.&lt;br /&gt;
&lt;br /&gt;
The soldiers assigned to M&#039;Riss were met mostly with indifference. The garrison commander issued a great many officious orders, which the Rissans casually ignored. The soldiers set about building their fortress in the forest east of (OLD) Mer&#039;Kresh. On paydays, the soldiers would visit town, strutting around in typical Imperial style, which impressed none but young women, who adored flashy uniforms. As the months passed, and the lonely soldiers became acquainted with the local ladies, marriages between them were made and babies followed. The garrison commander nodded happily, pleased that the Rissans would be absorbed into the Empire peacefully. The Rissan elders nodded happily, pleased that the soldiers would be absorbed into the native population and ultimately become Rissan.&lt;br /&gt;
&lt;br /&gt;
Although the Rissan Elders were initially annoyed by the garrison&#039;s arrival, the soldiers soon proved to be more than marriage fodder for excess daughters. The soldiers numbered many professions among them, including talented engineering mages and empaths. The soldiers and Rissans taught each other so far as they could, and a few guild masters attracted by the garrison and isolation settled on M&#039;Riss. &lt;br /&gt;
&lt;br /&gt;
Three years after the garrison arrived, a particularly violent volcanic eruption shook the city to the ground and buried much of it in ash. The forests and fields were ruined and the people fled their homes. Some of these soldiers and their families crossed the island&#039;s leeward desert to the coast. There, they decided to build a new fortification for the garrison. Other settlers and soldiers fled to the bay contained within the curved crescent of the southern shore to wait out the eruption. They lashed boats together and floated on the bay, this sparked the idea of making a permanent floating platform where the Rissans could wait out future eruptions.&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15399</id>
		<title>M&#039;Riss</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=M%27Riss&amp;diff=15399"/>
		<updated>2006-12-14T05:20:23Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= M&#039;Riss =&lt;br /&gt;
Current day M&#039;Riss is a place only the well trained should travel, life isn&#039;t easy and most vistors are advised to bring a support group with them.  Empaths are scarce, Clerics even more-so.. if you find yourself hunting on what so many of us have come to call home and you fall, I suggest you depart right away unless you know you can get help as it may take some time for someone to stumble upon your corpse.  To learn our ways you must learn the history, starting from the very begining.&lt;br /&gt;
&lt;br /&gt;
= History of M&#039;Riss =&lt;br /&gt;
Note: All this information is taken right from [[:Book:HljHM|The History of Mer&#039;Kresh]] available at the [[Globe Arena Library]] in the Barbarian&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
== Ancient History ==&lt;br /&gt;
S&#039;Kra Mur tales say that the &amp;quot;Ancients&amp;quot; founded the ruined city on the island.  These legends described the old race as one that lived when Grazhir still circled Elanthia, other stories claimed the Ancient Ones were mages.  Still more stories suggest this race of mages built the Star Stones, and that those megaliths are actually a portal to another world through which those mages disappeared. Whatever the truth, the city now lies in ruins, destroyed by time and volcanic activity.&lt;br /&gt;
&lt;br /&gt;
In the centuries after the Ancient Ones, the island was abandoned. The animals that could adapt to the island&#039;s harsh environment flourished and evolved. The S&#039;Kra Mur clans made several attempts to settle the island, all failures. &lt;br /&gt;
&lt;br /&gt;
The frequent volcanic eruptions, and native fevers were deadly. Legends of ghostly inhabitants and cursed mages grew with each attempted colony. M&#039;Riss acquired a reputation for being bad luck and even the hardiest pioneers refused to go there. Superstition grew into a legend that the souls of the damned go to M&#039;Riss instead of walking the Starry Path to join with the gods.  For all the thousands of years M&#039;Riss remained uninhabited and actively avoided. &lt;br /&gt;
&lt;br /&gt;
== Fourfounders ==&lt;br /&gt;
&lt;br /&gt;
The War of Tears drove Rissan forebearers, people who chose interracial marriages between Human and Elf which was a big no-no on either side, to find a new home.  As they wandered among the islands of Qi&#039;Reshalia, they heard tales of a small island which the S&#039;Kra of the province called &amp;quot;The Island of the Damned&amp;quot;.  Perhaps feeling some commonality with the damned, they decided that this would become home.&lt;br /&gt;
&lt;br /&gt;
However, the island&#039;s isolation did not end. The refugees wanted nothing to do with the outside world. It wasn&#039;t safe for them on the mainland, and the S&#039;Kra didn&#039;t want them anymore than they wanted the S&#039;Kra. Determined, the refugees began to rebuild the ancient city, settle the island and make a wary peace with her. Proud, scorned and scorning, they had to; there was no place left to go.&lt;br /&gt;
&lt;br /&gt;
Life was difficult on M&#039;Riss. The same illnesses that plagued the S&#039;Kra killed the Rissans and the volcano belched and shook the earth. Yellow clouds of poisonous gas seeped from the crevices and bowls of the smaller volcanos.  Even so, these living conditions were better than having Keirnion&#039;s followers try to murder you for marrying a Human, or for the deceased Kanton&#039;s followers to do the same because you had wed an Elf. &lt;br /&gt;
&lt;br /&gt;
A secret trade route developed between M&#039;Riss and Leth Deri&#039;el. Smugglers shipped supplies to M&#039;Riss, and brought back cargos of rum, exotic fruit, brandy, and samatak. Rissan privateers captured ships from both sides of the war, boldly masquerading as either Keirnion&#039;s men to board Kanton&#039;s ships, or as Kanton&#039;s troops to seize one of Keirnion&#039;s prizes. People friendly to the Rissan philosophy of racial acceptance were discretely allowed passage to M&#039;Riss. People found to be intolerant were tossed to the fish.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, the Rissans decided to keep as low a profile as a group of smugglers can maintain. They remained neutral to all outside politics and concentrated on colonizing their island. Through contacts in Leth, they kept aware of outside events but never forgot, nor were willing to forgive, the treatment they had received from Human and Elven alike. As time passed, the Rissans developed a peculiar brand of racism -- rather than believing that any particular race was inherently worse than any other, they simply came to believe all off-islanders were &amp;quot;esheceni&amp;quot;. For the most part, the Rissans succeeded in evading notice, and lived as they wished while trying to mold the island into a thriving home.&lt;br /&gt;
&lt;br /&gt;
While the Rissans worked, the outside world ate more of its sons&#039; lives. Wars and squabbles were the normal condition of the Empire but the Rissans took little notice of these conflicts. What interest they did have, centered on carefully culling ships from warring factions. As in the War of Tears, the Rissan privateers disguised themselves when attacking.  They were cautious to take only a few ships and even then only under conditions that could be explained by storms or a captain&#039;s bad luck in encountering the enemy. Plundering ships was fun, but having the combatants turn their attentions to M&#039;Riss wouldn&#039;t be at all enjoyable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seven Star Empire ==&lt;br /&gt;
&lt;br /&gt;
Eventually, like the other wars before it, these scattered tantrums ended and the Rissans were surprised to learn they had been conquered, in a manner of speaking. The Province of Qi&#039;Reshalia had became part of the Seven-Starred Empire, and whether Qi&#039;Reshalia was actually aware of the Rissans or not, the Empire was aware of, and claimed that section of ocean containing M&#039;Riss. Any doubt the Rissans had that they were now citizens of the Empire was swept away when two ships of Imperial troops landed on the island and established a garrison.&lt;br /&gt;
&lt;br /&gt;
The soldiers assigned to M&#039;Riss were met mostly with indifference. The garrison commander issued a great many officious orders, which the Rissans casually ignored. The soldiers set about building their fortress in the forest east of (OLD) Mer&#039;Kresh. On paydays, the soldiers would visit town, strutting around in typical Imperial style, which impressed none but young women, who adored flashy uniforms. As the months passed, and the lonely soldiers became acquainted with the local ladies, marriages between them were made and babies followed. The garrison commander nodded happily, pleased that the Rissans would be absorbed into the Empire peacefully. The Rissan elders nodded happily, pleased that the soldiers would be absorbed into the native population and ultimately become Rissan.&lt;br /&gt;
&lt;br /&gt;
Although the Rissan Elders were initially annoyed by the garrison&#039;s arrival, the soldiers soon proved to be more than marriage fodder for excess daughters. The soldiers numbered many professions among them, including talented engineering mages and empaths. The soldiers and Rissans taught each other so far as they could, and a few guild masters attracted by the garrison and isolation settled on M&#039;Riss. &lt;br /&gt;
&lt;br /&gt;
Three years after the garrison arrived, a particularly violent volcanic eruption shook the city to the ground and buried much of it in ash. The forests and fields were ruined and the people fled their homes. Some of these soldiers and their families crossed the island&#039;s leeward desert to the coast. There, they decided to build a new fortification for the garrison. Other settlers and soldiers fled to the bay contained within the curved crescent of the southern shore to wait out the eruption. They lashed boats together and floated on the bay, this sparked the idea of making a permanent floating platform where the Rissans could wait out future eruptions.&lt;br /&gt;
&lt;br /&gt;
[[RanikMap108]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mer&#039;Kresh]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Races&amp;diff=6374</id>
		<title>Category:Races</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Races&amp;diff=6374"/>
		<updated>2006-12-14T04:27:38Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are seven races common to the five provinces of Elanthia:&lt;br /&gt;
*Human&lt;br /&gt;
*Elf&lt;br /&gt;
*Dwarf&lt;br /&gt;
*Eloth&lt;br /&gt;
*Gor&#039;Tog&lt;br /&gt;
*Halfling&lt;br /&gt;
*S&#039;kra Mur&lt;br /&gt;
&lt;br /&gt;
There are two races from the west of Elanthia:&lt;br /&gt;
*Rakash&lt;br /&gt;
*Prydaen&lt;br /&gt;
&lt;br /&gt;
There are two races that have come to Elanthia from Albaria:&lt;br /&gt;
*Gnome&lt;br /&gt;
*Kaldar&lt;br /&gt;
&lt;br /&gt;
Other races of note:&lt;br /&gt;
*Ocular&lt;br /&gt;
*Merelew&lt;br /&gt;
*Gorbesh&lt;br /&gt;
*Ayvek (sp?) and others native to Albaria&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2324</id>
		<title>Category:Player Characters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Player_Characters&amp;diff=2324"/>
		<updated>2006-12-14T04:24:37Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15609</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15609"/>
		<updated>2006-12-13T07:14:21Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Fourth Level Roars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars and battle cries available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=Roars=&lt;br /&gt;
The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
== First Tier Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Anger the Earth ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caution of the Spider ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Embrace ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kuniyo&#039;s Spirit ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tempestous Fury ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Tier Roars==&lt;br /&gt;
These are the second tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Everild&#039;s Rage ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screech of Madness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seprent&#039;s Hiss of Warning ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Roars ==&lt;br /&gt;
These are the third tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Lash of Torment ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banshee&#039;s Wail ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Lullaby ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trothfang&#039;s Butchery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weighted Justice ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Tier Roars ==&lt;br /&gt;
These are the fourth tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Slash of the Shadows ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Shriek ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Insane Laughter ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Lament ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic&#039;s Bane ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== First Tier Battle Cries ==&lt;br /&gt;
These are the first tier of Battle Cries available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Raises the intimidation of your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steadfastness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your group to gain fatigue and vitality boosts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Tier Battle Cries ==&lt;br /&gt;
These are the second tier of Battle Cries available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
&lt;br /&gt;
Benefit: The mid end affect causes your group to become less prone to being stunned, the high end affect causes your group to be snapped out of a stun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bravery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Improves your intimidation defenses for you and your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bloodthirst ===&lt;br /&gt;
&lt;br /&gt;
Benefit: If in a group, causes a boost to your strength primarily to you and everyone in the group. If alone, saps about the same amount of IF as berserk Flame does and adds a bit more strength to you alone then compared to you with a group. You also get a defense penalty when using it, along with the offensive melee attack bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Battle Cries ==&lt;br /&gt;
These are the third tier of Battle Cries available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Tier Battle Cries ==&lt;br /&gt;
These are the fourth tier of Battle Cries available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pride ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Mid end success is improved balance for you and the group. High end success is a roundtime reduction for everyone in the group&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15608</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15608"/>
		<updated>2006-12-13T07:13:52Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Third Level Roars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars and battle cries available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=Roars=&lt;br /&gt;
The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
== First Tier Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Anger the Earth ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caution of the Spider ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Embrace ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kuniyo&#039;s Spirit ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tempestous Fury ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Tier Roars==&lt;br /&gt;
These are the second tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Everild&#039;s Rage ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screech of Madness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seprent&#039;s Hiss of Warning ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Roars ==&lt;br /&gt;
These are the third tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Lash of Torment ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banshee&#039;s Wail ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Lullaby ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trothfang&#039;s Butchery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weighted Justice ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Slash of the Shadows ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Shriek ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Insane Laughter ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Lament ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic&#039;s Bane ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== First Tier Battle Cries ==&lt;br /&gt;
These are the first tier of Battle Cries available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Raises the intimidation of your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steadfastness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your group to gain fatigue and vitality boosts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Tier Battle Cries ==&lt;br /&gt;
These are the second tier of Battle Cries available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
&lt;br /&gt;
Benefit: The mid end affect causes your group to become less prone to being stunned, the high end affect causes your group to be snapped out of a stun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bravery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Improves your intimidation defenses for you and your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bloodthirst ===&lt;br /&gt;
&lt;br /&gt;
Benefit: If in a group, causes a boost to your strength primarily to you and everyone in the group. If alone, saps about the same amount of IF as berserk Flame does and adds a bit more strength to you alone then compared to you with a group. You also get a defense penalty when using it, along with the offensive melee attack bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Battle Cries ==&lt;br /&gt;
These are the third tier of Battle Cries available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Tier Battle Cries ==&lt;br /&gt;
These are the fourth tier of Battle Cries available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pride ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Mid end success is improved balance for you and the group. High end success is a roundtime reduction for everyone in the group&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15607</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15607"/>
		<updated>2006-12-13T07:13:32Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* Second Tier Roars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars and battle cries available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=Roars=&lt;br /&gt;
The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
== First Tier Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Anger the Earth ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caution of the Spider ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Embrace ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kuniyo&#039;s Spirit ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tempestous Fury ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Tier Roars==&lt;br /&gt;
These are the second tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Everild&#039;s Rage ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screech of Madness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seprent&#039;s Hiss of Warning ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Lash of Torment ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banshee&#039;s Wail ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Lullaby ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trothfang&#039;s Butchery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weighted Justice ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Slash of the Shadows ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Shriek ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Insane Laughter ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Lament ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic&#039;s Bane ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== First Tier Battle Cries ==&lt;br /&gt;
These are the first tier of Battle Cries available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Raises the intimidation of your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steadfastness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your group to gain fatigue and vitality boosts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Tier Battle Cries ==&lt;br /&gt;
These are the second tier of Battle Cries available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
&lt;br /&gt;
Benefit: The mid end affect causes your group to become less prone to being stunned, the high end affect causes your group to be snapped out of a stun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bravery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Improves your intimidation defenses for you and your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bloodthirst ===&lt;br /&gt;
&lt;br /&gt;
Benefit: If in a group, causes a boost to your strength primarily to you and everyone in the group. If alone, saps about the same amount of IF as berserk Flame does and adds a bit more strength to you alone then compared to you with a group. You also get a defense penalty when using it, along with the offensive melee attack bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Battle Cries ==&lt;br /&gt;
These are the third tier of Battle Cries available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Tier Battle Cries ==&lt;br /&gt;
These are the fourth tier of Battle Cries available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pride ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Mid end success is improved balance for you and the group. High end success is a roundtime reduction for everyone in the group&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15606</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15606"/>
		<updated>2006-12-13T07:13:16Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars and battle cries available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=Roars=&lt;br /&gt;
The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
== First Tier Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Anger the Earth ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caution of the Spider ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Embrace ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kuniyo&#039;s Spirit ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tempestous Fury ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Tier Roars==&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Everild&#039;s Rage ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screech of Madness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seprent&#039;s Hiss of Warning ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Lash of Torment ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banshee&#039;s Wail ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Lullaby ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trothfang&#039;s Butchery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weighted Justice ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Slash of the Shadows ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Shriek ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Insane Laughter ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Lament ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic&#039;s Bane ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== First Tier Battle Cries ==&lt;br /&gt;
These are the first tier of Battle Cries available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Honor ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Raises the intimidation of your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steadfastness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your group to gain fatigue and vitality boosts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Second Tier Battle Cries ==&lt;br /&gt;
These are the second tier of Battle Cries available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
&lt;br /&gt;
Benefit: The mid end affect causes your group to become less prone to being stunned, the high end affect causes your group to be snapped out of a stun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bravery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Improves your intimidation defenses for you and your group.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bloodthirst ===&lt;br /&gt;
&lt;br /&gt;
Benefit: If in a group, causes a boost to your strength primarily to you and everyone in the group. If alone, saps about the same amount of IF as berserk Flame does and adds a bit more strength to you alone then compared to you with a group. You also get a defense penalty when using it, along with the offensive melee attack bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Tier Battle Cries ==&lt;br /&gt;
These are the third tier of Battle Cries available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Tier Battle Cries ==&lt;br /&gt;
These are the fourth tier of Battle Cries available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes you and your group to gain a multiple opponent rank boost.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pride ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Mid end success is improved balance for you and the group. High end success is a roundtime reduction for everyone in the group&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15605</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15605"/>
		<updated>2006-12-13T07:06:19Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars and battle cries available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=Roars=&lt;br /&gt;
The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
== First Tier Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
=== Anger the Earth ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caution of the Spider ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Embrace ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kuniyo&#039;s Spirit ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tempestous Fury ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Second Tier Roars==&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
=== Everild&#039;s Rage ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Screech of Madness ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Seprent&#039;s Hiss of Warning ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Third Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
=== Lash of Torment ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Banshee&#039;s Wail ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Lullaby ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trothfang&#039;s Butchery ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weighted Justice ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fourth Level Roars ==&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
=== Slash of the Shadows ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Death&#039;s Shriek ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Insane Laughter ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Lament ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic&#039;s Bane ===&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15604</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15604"/>
		<updated>2006-12-13T06:44:43Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
= First Tier Roars =&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
== Anger the Earth ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caution of the Spider ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Embrace ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kuniyo&#039;s Spirit ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempestous Fury ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Second Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
== Everild&#039;s Rage ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screech of Madness ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seprent&#039;s Hiss of Warning ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Third Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
== Lash of Torment ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banshee&#039;s Wail ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Lullaby ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trothfang&#039;s Butchery ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weighted Justice ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Fourth Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
== Slash of the Shadows ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Shriek ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insane Laughter ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mage&#039;s Lament ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic&#039;s Bane ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15603</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15603"/>
		<updated>2006-12-13T06:43:44Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
= First Tier Roars =&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
== Anger the Earth ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caution of the Spider ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Embrace ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kuniyo&#039;s Spirit ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempestous Fury ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Second Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
== Everild&#039;s Rage ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screech of Madness ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seprent&#039;s Hiss of Warning ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Third Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
== Lash of Torment ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banshee&#039;s Wail ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Lullaby ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trothfang&#039;s Butchery ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weighted Justice ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Fourth Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
== Slash of the Shadows ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Shriek ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insane Laughter ==&lt;br /&gt;
&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mage&#039;s Lament ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic&#039;s Bane ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15602</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15602"/>
		<updated>2006-12-13T06:40:02Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
= First Tier Roars =&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
== Anger the Earth ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caution of the Spider ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Embrace ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kuniyo&#039;s Spirit ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempestous Fury ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Second Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;br /&gt;
&lt;br /&gt;
== Everild&#039;s Rage ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 15th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall defenses.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing, 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Screech of Madness ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 15th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Reduces the enemies intimidation defenses. (Increases potency of other roars)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar 15th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seprent&#039;s Hiss of Warning ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 15th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Makes your enemies run from the room.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Third Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 25th circle.&lt;br /&gt;
&lt;br /&gt;
== Lash of Torment ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 25th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes your enemies to be stunned with fear. The residual affect is that balance of your enemies is also reduced. (Cannot be used in the pit)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Banshee&#039;s Wail ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 25th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to become immobilized. (Cannot be used in the Pit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 25th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
4 - Hard&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Lullaby ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 25th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes your enemies to gain additional roundtime of 3 to 8 seconds.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Tusfaov, Mer&#039;Kresh 25th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trothfang&#039;s Butchery ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 25th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Reduction in the enemy&#039;s strength, agility, reflexes. It also raises the limb damage potential beyond an extremely heavy hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing 25th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weighted Justice ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 25th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes opponent to drop whatever is in their hands.&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 25th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Fourth Level Roars =&lt;br /&gt;
These are the first tier of roars available begining at 35th circle.&lt;br /&gt;
&lt;br /&gt;
== Slash of the Shadows ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisibility and/or hiding.&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Stumara, Hibarnhvidar 25th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
3 - Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Shriek ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Partial success with this roar causes enemies to fall to their knees in terror. Full success causes enemy to die from internal chest bleeders, aka having a heart attack from fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair for mid end success, 5 - Most difficult for high end success&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insane Laughter ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes your enemies to gain additional RT when they perform an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mage&#039;s Lament ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the target magic of a magical creature/user.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic&#039;s Bane ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 35th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes a reduction in the amount of PM and HA of a magical creature/user. (Does not work on creatures for the time being, but the Barbarian Team has been notified of this.)&amp;lt;br/&amp;gt;&lt;br /&gt;
2 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha 35th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Fair&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15601</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15601"/>
		<updated>2006-12-13T06:31:26Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
= First Tier Roars =&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
== Anger the Earth ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caution of the Spider ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death&#039;s Embrace ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kuniyo&#039;s Spirit ==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempestous Fury =&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Second Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15600</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15600"/>
		<updated>2006-12-13T06:30:45Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of roars available to Barbarians.&lt;br /&gt;
&lt;br /&gt;
=First Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 5th circle.&lt;br /&gt;
&lt;br /&gt;
==Anger the Earth==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Harms your opponent&#039;s balance.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader T&#039;Kiel, Steel Claw Clan&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Caution of the Spider==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes enemies to retreat to missile range.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Anhh&#039;shre, Ratha&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death&#039;s Embrace==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death&#039;s Shriek&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kuniyo&#039;s Spirit==&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to be stunned easier via weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Agonar, Crossing 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tempestous Fury=&lt;br /&gt;
&lt;br /&gt;
Circle Req: 5th&amp;lt;br/&amp;gt;&lt;br /&gt;
Benefit: Causes the enemy to have a reduction in their ranged weapon usage.&amp;lt;br/&amp;gt;&lt;br /&gt;
1 pulse voice recovery&amp;lt;br/&amp;gt;&lt;br /&gt;
Location: Guildleader Mo, Riverhaven 5th circle&amp;lt;br/&amp;gt;&lt;br /&gt;
1 - Easy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Second Tier Roars=&lt;br /&gt;
These are the first tier of roars available begining at 15th circle.&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15599</id>
		<title>Roars</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Roars&amp;diff=15599"/>
		<updated>2006-12-13T06:24:25Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placemarker.&lt;br /&gt;
--[[User:Windharo|Windharo]] 06:24, 13 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7987</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Barbarian&amp;diff=7987"/>
		<updated>2006-12-13T06:24:09Z</updated>

		<summary type="html">&lt;p&gt;WINDHARO: /* ROAR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Barbarian&#039;s life is a simple one, but not an easy one. The field of combat is our crib; the blood of foes is mother&#039;s milk to us. Stand with us, and flesh your sleepless sword in training in the field. Live with us, and steel your mind against the taint of Magic&#039;s aid. Die with us, and drive your body to a warrior&#039;s dogged end while those of lesser mettle cower at inglorious range!&lt;br /&gt;
&lt;br /&gt;
Inner Fire is the measure both of rage and of control, and the substance of Barbarian heart and guts; in purity, it fuels the bloodlust of the battle-hardened and stills the mind of the meditator. But be wary - the taint of magic will disrupt this fragile balance of body and soul, so leave the mana-meddling to those who lean on magic as a crutch!&lt;br /&gt;
&lt;br /&gt;
==Oficial Information==&lt;br /&gt;
Information courtesy of [http://www.play.net/dr/info/guilds/barb.asp Dragonrealms Website].&lt;br /&gt;
=== Guild Hall Locations ===&lt;br /&gt;
; [[Crossing|The Crossing]]&lt;br /&gt;
: Led by Guild Leader [[Agonar|Agonar Dokona]], the steel-eyed Human warrior. (You can type DIR BARBARIAN for directions.)&lt;br /&gt;
; [[Riverhaven]]&lt;br /&gt;
: Led by Guildmaster [[Mo]], the massive Gor&#039;Tog axe wielder.&lt;br /&gt;
; [[Steelclaw|Steelclaw Clan]]&lt;br /&gt;
: Led by Guildmistress [[T&#039;Kiel]], the legendary Elven swordswoman.&lt;br /&gt;
; [[Ratha]]&lt;br /&gt;
: Led by Guildmistress [[Anhh&#039;shre]], the lightning-quick S&#039;Kra Mur knife fighter.&lt;br /&gt;
&lt;br /&gt;
=== Skillsets and Common Races===&lt;br /&gt;
A [[Barbarian|barbarian]]&#039;s primary [[Guilds#Specific_Skill_Sets|skillset]] is [[weapon skillset | weapon]].  [[survival skillset | Survival]] and [[armor skillset | armor]] are secondary skillsets, with [[magic skillset | magic]] and [[lore skillset | lore]] as tertiaries.&lt;br /&gt;
&lt;br /&gt;
According to the DragonRealms website, barbarians tend to be:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Gor&#039;Tog]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 29%&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 14%&lt;br /&gt;
|-&lt;br /&gt;
| [[S&#039;Kra Mur]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;| 11%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities==&lt;br /&gt;
===Inner Fire===&lt;br /&gt;
The driving force in every barbarian - that which is alive in all, but strong in few. A barbarian&#039;s Inner Fire is the source of his/her tremendous courage and strength, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.&lt;br /&gt;
&lt;br /&gt;
===BERSERK===&lt;br /&gt;
A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.&lt;br /&gt;
&lt;br /&gt;
===[[Roars]]===&lt;br /&gt;
A barbarian is able to strike fear into his/her opponent and inspire his/her allies through sheer projection of his/her roars and presence. At higher levels a roaring barbarian is able to drive others into a natural state of berserk.&lt;br /&gt;
&lt;br /&gt;
===Battle Dances===&lt;br /&gt;
As barbarians gain greater levels of experience and awareness, they are able to seek out the legendary pit masters who are located all over Elanthia, and learn various battle dances which train the barbarian to hone their strengths to levels not normally achievable, creating an unstoppable force in one person.&lt;br /&gt;
&lt;br /&gt;
===Whirlwind===&lt;br /&gt;
The Whirlwind ability is very useful for a trained Barbarian, it takes at least 350 ranks in a weapon skill to perform.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
Barbarians are the best at Weapon Forging.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds]]&lt;/div&gt;</summary>
		<author><name>WINDHARO</name></author>
	</entry>
</feed>