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		<id>http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2442</id>
		<title>Gruumsh</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2442"/>
		<updated>2008-08-12T18:00:40Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gruumsh:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;He Who Never Sleeps, the One-Eyed God, He Who Watches&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Unblinking eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nishrek &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Orcs, conquest, survival, strength, territory&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Evil  Strength  War  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Fighters, Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CE, CN, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Spear - &amp;quot;The Bloodspear&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh (GRUHMSH) is the undisputed head of the orcish pantheon. He long ago defeated and destroyed any rivals to his position, and now reigns supreme over the remaining orcish gods (although Ilneval plots against his superior, none of his plans have ever came anywhere near fruition). As the supreme power in his pantheon, Gruumsh epitomizes the orcs as a race. He also is the patron of orcish territorial expansion, the taking back the lands which the human and demihuman powers so unfairly (according to his viewpoint) denied his people at the dawn of time. Because of this, Gruumsh relentlessly pushes his people, commanding them to hone their battle skills so that they may slay many human and demihuman enemies and conquer the lands that rightfully are theirs. In this endeavor his is served by his priests and the tribal chieftains, commanding them through signs and omens to unceasingly and unhesitatingly fight their enemies, and thus both making the orcish race stronger and increasing the area under their (and his) rule.&lt;br /&gt;
Gruumsh is bluntly a brutal and harsh deity. He demands absolute obedience, and rules both his pantheon and his race with an iron fist. He revels in battle, and therefore it is not surprising to discover that he and his followers have been waging war against the gods of the goblin and hobgoblin pantheon on the Outer Plane of Acheron from time immemorial. But warfare also serves another purpose besides facilitating orcish expansion and the destruction of enemies; it also culls the weak from the gene pool and ensures that the race will continue to get stronger. The weak, unfit, or lazy are an anathema to He-Who-Never-Sleeps, and his followers will have nothing to do with them other than periodically attempting to weed them out through selective euthanasia. This attitude towards the weak also explains the ingrained sexism of the orcs; a common orcish saying can be roughly translated: &amp;quot;If Gruumsh intended women to be the equal of men, he would have given them bigger muscles.&amp;quot; (No orc, even the females, ever seems to dare contemplate that females might have become the equals of males had Gruumsh not deliberately stopped any martial development, or that an intelligent female may be ultimately more powerful than a strong male). As a result of Gruumsh&#039;s attitude, orcish society is sharply divided by gender; males are the warriors while the main function of the female is to bear and raise the many young.&lt;br /&gt;
As stated above, Gruumsh&#039;s ascendence over the other powers of the orcish pantheon is unquestioned (except by Ilneval, also as noted above). His consort is Luthic, and their son is Bahgtru. His lieutenants in battle are his son and Ilneval, and these two continually spar in never-ending games of one-upmanship, each attempting to be seen in the best possible light, to the detriment of the other. The crafty Ilneval usually emerges as the victor of these skirmishes, but since Gruumsh does not trust his Clever Arm, and also due to familial relationships (the doting Luthic is continually reminding Gruumsh that Bahgtru is after all his son, despite his faults), Bahgtru usually does not end up with any loss of status (not that he would be clever enough to realize it if did happen). His relationships with Shagraas and Yurtrus are more distant, and though they could hardly be described as cordial, there is little conflict between Gruumsh and these two members of his pantheon. On their side, they are too cowed by the power of Gruumsh and his lieutenant powers to harbor any serious thoughts of rebellion.&lt;br /&gt;
Outside the orcish pantheon, Gruumsh is universally hated, and this feeling is reciprocated. The never-ending war with the powers of the goblins and hobgoblins has already been mentioned, but Gruumsh and his pantheon focus their true hatred on the powers of the humans and demihumans. Among these pantheons, the greatest hostility is reserved for that of the elves, and of those in that pantheon, the greatest spite is reserved for Corellon Larethian. For untold millennia, Gruumsh and Corellon battled, with neither gaining the upper hand. Finally, due to the machinations of Araushnee (later Lolth), Gruumsh was able to ambush the Coronal of Arvandor and came close to defeating him. Corellon was able to counter, however, and struck a mighty blow across Gruumsh&#039;s face, destroying the orcish god&#039;s left eye. Gruumsh&#039;s hatred of Corellon not unnaturally increased after this point, and since then there has been no truce between the two pantheons or their respective races. Of course, there is no love lost between Gruumsh and the other human and demihuman pantheons, most notably that of the dwarves. The gods of the duergar, Laduguer and Deep Duerra, are especially singled out for this hatred simply due to proximity; they too make their homes on Acheron, even if these are on a completely different layer than Gruumsh&#039;s. Among human deities, the members of the Mulhorandi pantheon, especially Horus-Re, hold the greatest hatred of Gruumsh (and to a much lesser extent the other members of his pantheon), never forgetting that One-Eye defeated and killed Re, the former head of the pantheon, in -1071 DR during the Orcgate Wars. Although the Mulhorandi pantheon later defeated Gruumsh and his armies, they have never forgotten this humiliation. The Untheric pantheon would have held similar views due to the massive losses among their pantheon during the same war, but those few who would care (Enlil, Ishtar, Ramman) are all deceased or have left the Realms. Tiamat is (and Gilgeam was) secretly thankful to the orc pantheon for easing the path to power; only Hoar/Assuran remains to brood over the defeat, but as he a god of poetic justice, perhaps Gruumsh and his pantheon should be a bit more worried about his desire for vengeance than they currently seem to be. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Orcs are the superior race, and one day all other races shall know this when the orcs conquer all. Expand the lands under Gruumsh&#039;s control, as all lands are rightfully the property of the orcs, who were unfairly deprived of them by the cowardly human and demihuman gods at the dawn of time. Destroy all elves and dwarves in repayment for all they have done to Gruumsh and the orc race. The strong must survive and the weak despised if the orc race is to grow strong. Obey the teachings of Gruumsh, and the orcs shall prosper and rule all!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh&#039;s avatar appears as a huge orc in black full plate. His skin is a sickly gray-black and covered almost completely in battle scars. He possesses only one eye, although its placement varies; either one singular, central eye (like a cyclops), or an eye on the right with an eyepatch over the left socket (in this form, a long, angry red scar can be seen on either side of the eyepatch. Note that Gruumsh NEVER appears in this form if he knows an elf or one of the Seldarine is present as it displays his humiliation at Corellon&#039;s sword). Gruumsh can use spells from all spheres and schools, but tends to use the reversed forms of spells if possible. He tends to avoid using spells of the abjuration school as they aren&#039;t worthy of a true warrior.&lt;br /&gt;
&lt;br /&gt;
As he is reluctant to dispatch an avatar of his own to Toril, Gruumsh usually manifests in various omens and signs. The appearance of a black toxic cloud (treat as a stinking cloud) means he is particularly pleased, as does the sound of a young acolyte&#039;s neck vertebra snapping. He also show his pleasure by causing the right eye of a follower to glow red and/or turning the left eye to turn black (the reverse of this is a sign of great displeasure). In rare cases, the glowing right eye functions as the eye of Gruumsh himself, causing fear in all those not making a save vs. paralyzation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths. He shows his pleasure by the discovery of eye-sized and shaped bloodstones, carnelians, eye agates, fire opals, garnets, lynx eyes, red tears, and rubies. Sudden blindness in both eyes or a blackened right eye (see above) are signs of his displeasure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Shargaas:&#039;&#039;&#039;&lt;br /&gt;
The followers of Gruumsh often hold positions of power in orcish society, and they often stand behind a chieftain as chief advisor, if, indeed, they are not the rulers themselves. From these positions, they command the vast hordelike armies of the orcs and plot the conquest and plundering of nearby lands. They work often work with (read &amp;quot;bully&amp;quot;) the clergy of Bahgtru and Ilneval in such military matters. Of course, the clergy of He-Who-Never-Sleeps also make it the job to ensure the followers of both Arms of Gruumsh are continually occupied in internecine squabbles with each other so that neither group can grow as strong as Gruumsh&#039;s followers, and so that both groups don&#039;t join together to usurp their authority (although the likelihood of this is very slim indeed). The followers of Gruumsh work well with the clergy of Luthic, but maintain cool, distant, and businesslike relationships with those of Shagraas and Yurtrus.&lt;br /&gt;
Temples dedicated to Gruumsh are usually ramshackle affairs when compared to the worship halls of the more civilized races, but are much better than the dank and dismal temples of the lesser orc and other humanoid deities (which are usually caves at best). Many are huts of the typical orc pattern, with the only real difference being one of scale. The altar is usually nothing more than a large flat-topped stone, with crudely carved idols depicting Gruumsh (or in some cases just his eye) on either side. Large rust-colored stains tend to cover both altar and idols.&lt;br /&gt;
Although there is no standard nomenclature for the clergy, many similar titles tend to be used by local hierarchies. Many novices tend to be called the Eyeless or the Blind. Other titles include the Unblinking Eye and the Unsleeping Eye, although exactly what position in the hierarchy these are varies from location to location. The highest ranking priest in an area is more often than not called the Right Eye of Gruumsh. Calling any of his clergy the Left Eye of Gruumsh is a deadly insult and would most likely result in the speaker being hunted down and horribly killed.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
As stated above, the followers of Gruumsh are often deeply involved with the day-to-day running of their settlements. If a village isn&#039;t directly ruled by the clergy of the Unblinking Eye, in all likelihood one is pulling the strings of a figurehead. They often control every aspect of a village&#039;s life, determining which patrols go where, who gets what share of the acquired booty (Gruumsh and his followers always get the largest share of course), and dispensing rough justice by meting out punishment (often execution or mutilation). In times of war (in other words, most of the time), the most powerful followers of Gruumsh choose who will lead the armies (often lower-level worshipers of Gruumsh or followers of Ilneval) if they decide not to lead themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Midwinter night, the longest, darkest night of the year, is the holiest time for the follower of the One Eye. The all-enveloping darkness symbolizes Gruumsh&#039;s coming triumph over the accursed light-loving races and their weakling gods. Total eclipses of Selune are also considered sacred to Gruumsh&#039;s clergy, as the blood-red color of Toril&#039;s satellite during these time resembles a huge red eye in the heavens.&lt;br /&gt;
        The most important ceremony for the followers of Gruumsh is the Plucking. When an acolyte is accepted into the clergy, he shows his unswerving loyalty to his faith and his god by gouging out his own left eye. If the acolyte does not faint during or after the bloody operation, he is heartily received into the faith. Those unable to stay conscious, while still accepted as a member of Gruumsh&#039;s faithful, are looked down upon for their weakness and often tend to be twice as fervent in their subsequent careers to make up for such an embarrassing beginning.&lt;br /&gt;
        Gruumsh is placated by frequent blood sacrifices. He pleased if the sacrifice is of a sentient being, and looks with great favor upon those who sacrifice elves to him. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
In the middle of Thesk, upon the highest hill for miles around (high for flat Thesk that is; elsewhere it would be hardly considered a hill at all), a group of orcs have built the House of the One Eye, a large temple dedicated to He-Who-Never-Sleeps, in the ruins of a manor house burnt by the Tuigan horde. These orcs were among those sent by Zhentil Keep during King Azoun&#039;s crusade against the Tuigan, and they have grown immensely wealthy raiding caravans traveling along the Golden Way. Right Eye of Gruumsh Dohglek leads a large community of fanatic orcs who have gained control of a rather large area of central Thesk, having become all but independent after the fall of Zhentil Keep.&lt;br /&gt;
In a long-forgotten valley between Raven&#039;s Bluff and Sevenecho lay the holiest site of ancient Vastar. Here the kings of the fallen orcish realm would come to consult with the priests of the One Eye, and on rare and important occasions with the avatar of He-Who-Never-Sleeps himself. Any orc who sleeps among the ruins in this isolated valley will experience vivid dreams sent by Gruumsh himself. Those non-orcs who enter the valley will experience a vague sense of unease, and have blood-curdling nightmares if they attempt to sleep there. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Tusks of the Unblinking Eye, a group of orc warriors, crusaders, and priests of Gruumsh, have recently become the terrors of the Goblin Marches. This large band has taken to heart the expansionist dogma of the followers of Gruumsh and have come to dominate a number of humanoid villages and towns. Flushed with success, they continue to raid and attack other goblinoid cities, believing that they will soon bring the entire area under their control. They either don&#039;t know or ignore the fact that many such bands have followed the same path over the years and each and every case it led to over-extension and ultimate collapse. But for now they are riding high, and wouldn&#039;t care even if they do know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Priests of Gruumsh have little in the way of formal vestments. The few clergy that have contact with civilized races imitate the clothing of their rival faiths, often wearing tabard-like garments decorated with a huge eye motif. Other than these few, priests of Gruumsh wear whatever garments or armor that are at hand during important ceremonies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Clergy of the One Eye tend to wear the best armor and use the best-crafted weapons they can lay their hands on. Since as they are more often than not the leaders in their settlements and are able to claim the best of any arriving booty, their equipment may of be of surprisingly quite high quality (at least at first).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2441</id>
		<title>Gruumsh</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2441"/>
		<updated>2008-08-12T17:55:20Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gruumsh:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;He Who Never Sleeps, the One-Eyed God, He Who Watches&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Unblinking eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nishrek &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Orcs, conquest, survival, strength, territory&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Evil  Strength  War  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Fighters, Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CE, CN, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Spear - &amp;quot;The Bloodspear&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh is the undisputed head of the pantheon of the ores. In pre-history, one or two now-unknown orc gods conspired to depose He-who-never-sleeps, and were destroyed utterly. Since that time, Gruumsh has ruled the other orc gods with an iron grip. He is a fearsome, brutal god who revels in warfare, and ever seeks new territory for his race. This drive to acquire territory and living space is Gruumsh&#039;s greatest motivation. He has always felt cheated by the way the gods of humanity and demihumans divided up the world, casting aside the orcs (and himself!) without any respect. Gruumsh drives his people relentlessly, through the work of his priests and shamans, to colonize new lands.&lt;br /&gt;
&lt;br /&gt;
And his deep and abiding hatred of the other gods ensures that he strives to achieve such dominion through warfare, constant and unceasing. Gruumsh tolerates no sign of peaceability from his people. Indeed, orcs have no word for &amp;quot;peace&amp;quot; in their language, only a guttural expletive which means, roughly, &amp;quot;temporary respite from strife&amp;quot;. Gruumsh has an abiding hatred of Corellon Larethian for defeating him in battle. Orc religion denies that Gruumsh lost an eye to Corellon, as their story of &amp;quot;in the beginning...&amp;quot; demonstrates. They hold that Gruumsh was tricked and cheated by Corellon&#039;s magic, and that the elf-god could not win in a fair fight. Gruumsh seeks to have his people raze and destroy elvish homelands whenever possible. It is as well for the elves that they usually live in homelands far distant from the orc clans.&lt;br /&gt;
&lt;br /&gt;
But then, Gruumsh has an equally deep hatred of dwarves and their gods. The shamanic tales of how Gruumsh and the Elder Ores fought for control of the mountains would weary the patience of any listener. Orcs desire mountains for their stark and barren quality; they are despoilers, and love the bare and bleak. Still, they&#039;ll take whatever they can get, and a major strength of the race is their ability to survive almost anywhere. That property, too, is close to Gruumsh&#039;s heart. He and his priests weed out ores who are sick, weak, lame, or unfit for the prosecution of war. Gruumsh is a harsh and lawful deity, and iron rule and weeding out the weak is a key element of orc thinking. Since males are physically stronger than females, females are usually relegated to the roles of child-rearing and making sure the warriors have food on the table after a hard day&#039;s pillaging and slaughter. &amp;quot;If Gruumsh intended females to be the equal of males he&#039;d have given them bigger muscles&amp;quot; is a less brutish translation of an orcish saying among the warrior caste.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the races of the Prime Material plane, much of Gruumsh&#039;s attention is taken up with the eternal battle of orc and goblin spirits in the Hells, where he directs the warfare against them from his iron fortress. But Gruumsh is ever watchful over his race, and is especially watchful for transgressions...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Seek unceasing war against your enemies, and kill or enslave those who oppose you. Acquire territory and living space. Destroy elves, their homes, and their lands. Crush the dwarves and take their deep caves for your own. Be strong, and be prepared to show your strength at any moment. Showing weakness is the key to an early death. Those that are too weak to fight for your tribe should be put to the spear. The greatest gift that He Who Watches gave to the orcs was the ability to survive where the weaker races would die. Build your strength in these lands and use them to overrun your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh will only send an avatar if this is needed for a great battle,&lt;br /&gt;
and where Ilneval and Bahgtru cannot be entrusted with the matter at hand. Very rarely, he will send one to stymie some appearance of an elven avatar. His omens usually take such agreeable forms as the sudden snapping of a young shaman&#039;s neck vertebrae, or more leniently a cloud of drifting toxic black smoke.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths. He shows his pleasure by the discovery of eye-sized and shaped bloodstones, carnelians, eye agates, fire opals, garnets, lynx eyes, red tears, and rubies. Sudden blindness in both eyes or a blackened right eye (see above) are signs of his displeasure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Gruumsh:&#039;&#039;&#039;&lt;br /&gt;
The followers of Gruumsh often hold positions of power in orcish society, and they often stand behind a chieftain as chief advisor, if, indeed, they are not the rulers themselves. From these positions, they command the vast hordelike armies of the orcs and plot the conquest and plundering of nearby lands. They work often work with (read &amp;quot;bully&amp;quot;) the clergy of Bahgtru and Ilneval in such military matters. Of course, the clergy of He-Who-Never-Sleeps also make it the job to ensure the followers of both Arms of Gruumsh are continually occupied in internecine squabbles with each other so that neither group can grow as strong as Gruumsh&#039;s followers, and so that both groups don&#039;t join together to usurp their authority (although the likelihood of this is very slim indeed). The followers of Gruumsh work well with the clergy of Luthic, but maintain cool, distant, and businesslike relationships with those of Shagraas and Yurtrus.&lt;br /&gt;
&lt;br /&gt;
Temples dedicated to Gruumsh are usually ramshackle affairs when compared to the worship halls of the more civilized races, but are much better than the dank and dismal temples of the lesser orc and other humanoid deities (which are usually caves at best). Many are huts of the typical orc pattern, with the only real difference being one of scale. The altar is usually nothing more than a large flat-topped stone, with crudely carved idols depicting Gruumsh (or in some cases just his eye) on either side. Large rust-colored stains tend to cover both altar and idols.&lt;br /&gt;
&lt;br /&gt;
Although there is no standard nomenclature for the clergy, many similar titles tend to be used by local hierarchies. Many novices tend to be called the Eyeless or the Blind. Other titles include the Unblinking Eye and the Unsleeping Eye, although exactly what position in the hierarchy these are varies from location to location. The highest ranking priest in an area is more often than not called the Right Eye of Gruumsh. Calling any of his clergy the Left Eye of Gruumsh is a deadly insult and would most likely result in the speaker being hunted down and horribly killed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Fully 50% of Gruumsh&#039;s priesthood are clan shamans and witch-doctors; only large clans have specialty priests. They strive to become warrior-leaders (or key advisers to such), and wage war. They maintain physical fitness, and spread the worship of Gruumsh through inspiration, fear, and iron rule. To become a shaman of Gruumsh, an orc must pluck out his own left eye. Proper worship of Gruumsh requires blood in large quantities (elven is best of all).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Midwinter night, the longest, darkest night of the year, is the holiest time for the follower of the One Eye. The all-enveloping darkness symbolizes Gruumsh&#039;s coming triumph over the accursed light-loving races and their weakling gods. Total eclipses of Selune are also considered sacred to Gruumsh&#039;s clergy, as the blood-red color of Toril&#039;s satellite during these time resembles a huge red eye in the heavens.&lt;br /&gt;
&lt;br /&gt;
The most important ceremony for the followers of Gruumsh is the Plucking. When an acolyte is accepted into the clergy, he shows his unswerving loyalty to his faith and his god by gouging out his own left eye. If the acolyte does not faint during or after the bloody operation, he is heartily received into the faith. Those unable to stay conscious, while still accepted as a member of Gruumsh&#039;s faithful, are looked down upon for their weakness and often tend to be twice as fervent in their subsequent careers to make up for such an embarrassing beginning.&lt;br /&gt;
&lt;br /&gt;
Gruumsh is placated by frequent blood sacrifices. He pleased if the sacrifice is of a sentient being, and looks with great favor upon those who sacrifice elves to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
In the middle of Thesk, upon the highest hill for miles around (high for flat Thesk that is; elsewhere it would be hardly considered a hill at all), a group of orcs have built the House of the One Eye, a large temple dedicated to He-Who-Never-Sleeps, in the ruins of a manor house burnt by the Tuigan horde. These orcs were among those sent by Zhentil Keep during King Azoun&#039;s crusade against the Tuigan, and they have grown immensely wealthy raiding caravans traveling along the Golden Way. Right Eye of Gruumsh Dohglek leads a large community of fanatic orcs who have gained control of a rather large area of central Thesk, having become all but independent after the fall of Zhentil Keep.&lt;br /&gt;
&lt;br /&gt;
In a long-forgotten valley between Raven&#039;s Bluff and Sevenecho lay the holiest site of ancient Vastar. Here the kings of the fallen orcish realm would come to consult with the priests of the One Eye, and on rare and important occasions with the avatar of He-Who-Never-Sleeps himself. Any orc who sleeps among the ruins in this isolated valley will experience vivid dreams sent by Gruumsh himself. Those non-orcs who enter the valley will experience a vague sense of unease, and have blood-curdling nightmares if they attempt to sleep there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Tusks of the Unblinking Eye, a group of orc warriors, crusaders, and priests of Gruumsh, have recently become the terrors of the Goblin Marches. This large band has taken to heart the expansionist dogma of the followers of Gruumsh and have come to dominate a number of humanoid villages and towns. Flushed with success, they continue to raid and attack other goblinoid cities, believing that they will soon bring the entire area under their control. They either don&#039;t know or ignore the fact that many such bands have followed the same path over the years and each and every case it led to over-extension and ultimate collapse. But for now they are riding high, and wouldn&#039;t care even if they do know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Orc war priests wear a patch over one eye to symbolize their worship of the orc deity.[2] They also dress in dark red vestments, armored with war helms and black plate mail. Gruumsh&#039;s sacred animal is the giant rat, his holy day is the new moon, and he is worshiped in orcish lairs where blood is sacrificed to him monthly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
 Clergy of the One Eye tend to wear the best armor and use the best-crafted weapons they can lay their hands on. Since as they are more often than not the leaders in their settlements and are able to claim the best of any arriving booty, their equipment may of be of surprisingly quite high quality (at least at first).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2440</id>
		<title>Gruumsh</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Gruumsh&amp;diff=2440"/>
		<updated>2008-08-12T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gruumsh:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;He Who Never Sleeps, the One-Eyed God, He Who Watches&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Unblinking eye&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nishrek &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Orcs, conquest, survival, strength, territory&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Evil  Strength  War  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Fighters, Orcs &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CE, CN, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Spear - &amp;quot;The Bloodspear&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh is the undisputed head of the pantheon of the ores. In pre-history, one or two now-unknown orc gods conspired to depose He-who-never-sleeps, and were destroyed utterly. Since that time, Gruumsh has ruled the other orc gods with an iron grip. He is a fearsome, brutal god who revels in warfare, and ever seeks new territory for his race. This drive to acquire territory and living space is Gruumsh&#039;s greatest motivation. He has always felt cheated by the way the gods of humanity and demihumans divided up the world, casting aside the orcs (and himself!) without any respect. Gruumsh drives his people relentlessly, through the work of his priests and shamans, to colonize new lands.&lt;br /&gt;
&lt;br /&gt;
And his deep and abiding hatred of the other gods ensures that he strives to achieve such dominion through warfare, constant and unceasing. Gruumsh tolerates no sign of peaceability from his people. Indeed, orcs have no word for &amp;quot;peace&amp;quot; in their language, only a guttural expletive which means, roughly, &amp;quot;temporary respite from strife&amp;quot;. Gruumsh has an abiding hatred of Corellon Larethian for defeating him in battle. Orc religion denies that Gruumsh lost an eye to Corellon, as their story of &amp;quot;in the beginning...&amp;quot; demonstrates. They hold that Gruumsh was tricked and cheated by Corellon&#039;s magic, and that the elf-god could not win in a fair fight. Gruumsh seeks to have his people raze and destroy elvish homelands whenever possible. It is as well for the elves that they usually live in homelands far distant from the orc clans.&lt;br /&gt;
&lt;br /&gt;
But then, Gruumsh has an equally deep hatred of dwarves and their gods. The shamanic tales of how Gruumsh and the Elder Ores fought for control of the mountains would weary the patience of any listener. Orcs desire mountains for their stark and barren quality; they are despoilers, and love the bare and bleak. Still, they&#039;ll take whatever they can get, and a major strength of the race is their ability to survive almost anywhere. That property, too, is close to Gruumsh&#039;s heart. He and his priests weed out ores who are sick, weak, lame, or unfit for the prosecution of war. Gruumsh is a harsh and lawful deity, and iron rule and weeding out the weak is a key element of orc thinking. Since males are physically stronger than females, females are usually relegated to the roles of child-rearing and making sure the warriors have food on the table after a hard day&#039;s pillaging and slaughter. &amp;quot;If Gruumsh intended females to be the equal of males he&#039;d have given them bigger muscles&amp;quot; is a less brutish translation of an orcish saying among the warrior caste.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the races of the Prime Material plane, much of Gruumsh&#039;s attention is taken up with the eternal battle of orc and goblin spirits in the Hells, where he directs the warfare against them from his iron fortress. But Gruumsh is ever watchful over his race, and is especially watchful for transgressions...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Seek unceasing war against your enemies, and kill or enslave those who oppose you. Acquire territory and living space. Destroy elves, their homes, and their lands. Crush the dwarves and take their deep caves for your own. Be strong, and be prepared to show your strength at any moment. Showing weakness is the key to an early death. Those that are too weak to fight for your tribe should be put to the spear. The greatest gift that He Who Watches gave to the orcs was the ability to survive where the weaker races would die. Build your strength in these lands and use them to overrun your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh will only send an avatar if this is needed for a great battle,&lt;br /&gt;
and where Ilneval and Bahgtru cannot be entrusted with the matter at hand. Very rarely, he will send one to stymie some appearance of an elven avatar. His omens usually take such agreeable forms as the sudden snapping of a young shaman&#039;s neck vertebrae, or more leniently a cloud of drifting toxic black smoke.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Gruumsh is served by baatezu, imps, maelephants, rust dragons, rust monsters, and yugoloths. He shows his pleasure by the discovery of eye-sized and shaped bloodstones, carnelians, eye agates, fire opals, garnets, lynx eyes, red tears, and rubies. Sudden blindness in both eyes or a blackened right eye (see above) are signs of his displeasure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Gruumsh:&#039;&#039;&#039;&lt;br /&gt;
  The followers of Gruumsh often hold positions of power in orcish society, and they often stand behind a chieftain as chief advisor, if, indeed, they are not the rulers themselves. From these positions, they command the vast hordelike armies of the orcs and plot the conquest and plundering of nearby lands. They work often work with (read &amp;quot;bully&amp;quot;) the clergy of Bahgtru and Ilneval in such military matters. Of course, the clergy of He-Who-Never-Sleeps also make it the job to ensure the followers of both Arms of Gruumsh are continually occupied in internecine squabbles with each other so that neither group can grow as strong as Gruumsh&#039;s followers, and so that both groups don&#039;t join together to usurp their authority (although the likelihood of this is very slim indeed). The followers of Gruumsh work well with the clergy of Luthic, but maintain cool, distant, and businesslike relationships with those of Shagraas and Yurtrus.&lt;br /&gt;
&lt;br /&gt;
        Temples dedicated to Gruumsh are usually ramshackle affairs when compared to the worship halls of the more civilized races, but are much better than the dank and dismal temples of the lesser orc and other humanoid deities (which are usually caves at best). Many are huts of the typical orc pattern, with the only real difference being one of scale. The altar is usually nothing more than a large flat-topped stone, with crudely carved idols depicting Gruumsh (or in some cases just his eye) on either side. Large rust-colored stains tend to cover both altar and idols.&lt;br /&gt;
&lt;br /&gt;
        Although there is no standard nomenclature for the clergy, many similar titles tend to be used by local hierarchies. Many novices tend to be called the Eyeless or the Blind. Other titles include the Unblinking Eye and the Unsleeping Eye, although exactly what position in the hierarchy these are varies from location to location. The highest ranking priest in an area is more often than not called the Right Eye of Gruumsh. Calling any of his clergy the Left Eye of Gruumsh is a deadly insult and would most likely result in the speaker being hunted down and horribly killed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Fully 50% of Gruumsh&#039;s priesthood are clan shamans and witch-doctors; only large clans have specialty priests. They strive to become warrior-leaders (or key advisers to such), and wage war. They maintain physical fitness, and spread the worship of Gruumsh through inspiration, fear, and iron rule. To become a shaman of Gruumsh, an orc must pluck out his own left eye. Proper worship of Gruumsh requires blood in large quantities (elven is best of all).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Midwinter night, the longest, darkest night of the year, is the holiest time for the follower of the One Eye. The all-enveloping darkness symbolizes Gruumsh&#039;s coming triumph over the accursed light-loving races and their weakling gods. Total eclipses of Selune are also considered sacred to Gruumsh&#039;s clergy, as the blood-red color of Toril&#039;s satellite during these time resembles a huge red eye in the heavens.&lt;br /&gt;
&lt;br /&gt;
        The most important ceremony for the followers of Gruumsh is the Plucking. When an acolyte is accepted into the clergy, he shows his unswerving loyalty to his faith and his god by gouging out his own left eye. If the acolyte does not faint during or after the bloody operation, he is heartily received into the faith. Those unable to stay conscious, while still accepted as a member of Gruumsh&#039;s faithful, are looked down upon for their weakness and often tend to be twice as fervent in their subsequent careers to make up for such an embarrassing beginning.&lt;br /&gt;
&lt;br /&gt;
        Gruumsh is placated by frequent blood sacrifices. He pleased if the sacrifice is of a sentient being, and looks with great favor upon those who sacrifice elves to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
In the middle of Thesk, upon the highest hill for miles around (high for flat Thesk that is; elsewhere it would be hardly considered a hill at all), a group of orcs have built the House of the One Eye, a large temple dedicated to He-Who-Never-Sleeps, in the ruins of a manor house burnt by the Tuigan horde. These orcs were among those sent by Zhentil Keep during King Azoun&#039;s crusade against the Tuigan, and they have grown immensely wealthy raiding caravans traveling along the Golden Way. Right Eye of Gruumsh Dohglek leads a large community of fanatic orcs who have gained control of a rather large area of central Thesk, having become all but independent after the fall of Zhentil Keep.&lt;br /&gt;
&lt;br /&gt;
        In a long-forgotten valley between Raven&#039;s Bluff and Sevenecho lay the holiest site of ancient Vastar. Here the kings of the fallen orcish realm would come to consult with the priests of the One Eye, and on rare and important occasions with the avatar of He-Who-Never-Sleeps himself. Any orc who sleeps among the ruins in this isolated valley will experience vivid dreams sent by Gruumsh himself. Those non-orcs who enter the valley will experience a vague sense of unease, and have blood-curdling nightmares if they attempt to sleep there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Tusks of the Unblinking Eye, a group of orc warriors, crusaders, and priests of Gruumsh, have recently become the terrors of the Goblin Marches. This large band has taken to heart the expansionist dogma of the followers of Gruumsh and have come to dominate a number of humanoid villages and towns. Flushed with success, they continue to raid and attack other goblinoid cities, believing that they will soon bring the entire area under their control. They either don&#039;t know or ignore the fact that many such bands have followed the same path over the years and each and every case it led to over-extension and ultimate collapse. But for now they are riding high, and wouldn&#039;t care even if they do know.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Orc war priests wear a patch over one eye to symbolize their worship of the orc deity.[2] They also dress in dark red vestments, armored with war helms and black plate mail. Gruumsh&#039;s sacred animal is the giant rat, his holy day is the new moon, and he is worshiped in orcish lairs where blood is sacrificed to him monthly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
 Clergy of the One Eye tend to wear the best armor and use the best-crafted weapons they can lay their hands on. Since as they are more often than not the leaders in their settlements and are able to claim the best of any arriving booty, their equipment may of be of surprisingly quite high quality (at least at first).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sharess&amp;diff=2419</id>
		<title>Sharess</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sharess&amp;diff=2419"/>
		<updated>2008-08-05T02:24:00Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page: &amp;#039;&amp;#039;&amp;#039;Sharess:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The Dancing Lady, Mother of Cats&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; A set of feminine, rouged lips&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Olympus/Brightwater and Gladsheim/Merratet&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039;: ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sharess:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Dancing Lady, Mother of Cats&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A set of feminine, rouged lips&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Olympus/Brightwater and Gladsheim/Merratet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Hedonism, sensual fulfillment, festhalls, cats&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Good  Travel  Trickery  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Bards, Hedonists, sensualists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: Bast, Bastet, Felidae, Zandilar the Dancer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CG, CN, NG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Claw bracer - A great cat&#039;s paw&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Sharess (pronounced SHAH-ress) is the deity of hedonism, festhalls and sensual fulfillment. Sharess is often depicted as a beautiful, voluptuous woman with the head of a cat (especially in Mulhorand). She has the individualistic and hedonistic personality of a feline and she is constantly grooming herself to ensure her appearance is always up to standards. Sharess is an innate flirt and loves toying around with beautiful mortals; once she has had her fill, she swiftly moves on to other sources of pleasure.&lt;br /&gt;
&lt;br /&gt;
Bast, a Mulhorandi power who was the patroness of cats subsumed the portfolio of Felidae, a beast cult deity of felines, nomads and sensual pleasure. Bast travelled across Faerun leaving many cults in her wake. She began to experiment with the darker side of pleasure and fell under the sway of Shar. She began to become known as Sharess, but before she was completely subsumed by Shar, she was freed by Sune, during The Time of Troubles. Since then, Sharess has restored her alliances with Selûne, Sune, Milil, Hanali Celanil and Lliira. She now opposes both Loviatar and Shar who has never forgotten that Sharess escaped from her clutches.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Sharess&#039;s priests are expected to live their lives in the decadent sensual fulfillment of themselves and others. Pleasure is to be sought out at every opportunity and life is to be lived as one endless revel. Initiates to the faith are taught that: &amp;quot;Life is to be lived to its fullest. That which is good is pleasurable and that which is pleasurable is good. Spread the bounty of the goddess so that all may join in the Endless Revel of Life and bring joy to all those in pain. Infinite experiences await those who would explore, so try the new as well as savoring the old.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Dancers, hedonists, those who enjoy sensuality, all types of cats (whether or not they are from the Prime Material Plane or not)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Sharess:&#039;&#039;&#039;&lt;br /&gt;
Sharess is worshiped in large urban areas such as Waterdeep, Calimport, and other cities along the Sword Coast. She is revered by male and female professional escorts who take pride in their professions, the decadent rich, and those who seek only endless pleasure in life. In Mulhorand, she is also revered by those who combat Set and rewards those who work long and hard against him with occasional nights of wild pleasure to inspire them to further efforts. Sharess&#039;s faith is still very young and its ceremonies very loose and fluid, with long worship services that resemble nothing so much as extended feasts and revels, heavy on the pleasures of the flesh and light on the teachings of the spirit. A goodly number of former followers of Waukeen who have rejected Lliira&#039;s teachings have become interested in Sharess. &lt;br /&gt;
&lt;br /&gt;
The few temples of Sharess are typically located in large cities along the Sword Coast, but small shrines to the goddess of pleasure may be found in almost every festhall in the Realms. Her temples are typically constructed to resemble elaborate festhalls, with graceful, fluting pillars, octagonal domes, great halls sculpted to resemble forest glades, secluded nooks, bathing areas in natural mineral springs, great banquet halls, and richly scented massage parlors. Most are guarded by staunch fighters and even exotic sentient monsters who are sworn to protect all revelers who partake in the name of Sharess. &lt;br /&gt;
&lt;br /&gt;
The clergy of Sharess are collectively known as Sharessin. Both male and female humans can be found in their ranks, but charismatic and physically beautiful female humans comprise the great majority of them. Specialty priests of Sharess are known as sensates. As there is no known connection between Sharess&#039;s faithful and the Outer Planar faction of the same name, this is a potential point of confusion. &lt;br /&gt;
&lt;br /&gt;
The clergy of Sharess is split evenly between clerics and specialty priests, with the balance slowly shifting in favor of specialty priests. Alignment restrictions for Sharess&#039;s clergy (particularly clerics) are weak, and a gentle slide toward evil is still often tolerated. Those priests who remain evil and seem unwilling or unable to drift back toward neutrality in their behavior are secretly entreated by agents of Shar to shift their worship to the Dark Maiden while maintaining their position within the clergy of Sharess. The Feline of Felicity seems unwilling or unable to prevent such defections at this time, rare though they may be. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Many priests and priestesses of Sharess run pleasure houses in large cities or directly serve decadent rulers. These pleasure houses cater to all the senses and include fantastic feasts, heavenly baths and massages, unique experiences, such as flight, and every other pleasure imaginable. Wealthy festhalls often employ one or two mid-level Sharessin, and some Sharessin wander the countryside, with Sharess&#039;s blessing, seeking new pleasing sensations to add to their repertoire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Sharess celebrate more festivals than possibly any other faith in the Realms. They are known collectively as the Endless Revel of Life. The daily rising and setting of the sun, the yearly passage of seasons, the appearance of a full moon, or nearly any other event is cause for a celebration and wild revel to which the general populace is always invited. Each such festival has several outlandish titles and new festivals are added all the time as old ones are forgotten. Without comparison, however, Midsummer&#039;s Eve is the time of greatest rejoicing among Sharess&#039;s faithful and an occasion for the most extreme pursuits of boundless pleasure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The center of Sharess&#039;s faith is the Festhall of Eternal Delight located along Calimport&#039;s waterfront. An earlier temple on this spot was destroyed during the most recent Night Parade, and the new temple is even more extravagant than the last. Dark marble columns, jutting spires, crystalline statues in enticing poses and vast, landscaped atriums decorate this sprawling complex. The temple baths are legendary for their recuperative powers and skilled masseuses, and the temple flowers are carefully selected for the reputed aphrodisiacal properties of their scents in some rooms and their calming or soothing properties in others. Gigantic fighters (several who appear to have giant or ogre blood), a sirine (somehow magically equipped to breathe air), and a faerie dragon, among other exotic protectors, stand guard against the frequent raids from the neighboring Temple of Old Night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
Sharess is served by no military or knightly orders. Most professional escorts in major cities join formal or informal guilds led by her clergy, however. Sharess is served by a secretive sisterhood of female werecats known as the Eyes of Evening who also pay tribute to Selune. The aims and goals of this mysterious fellowship are unknown, although they are rumored to hunt cultists of Shar and Loviatar during nights of the full moon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
All priests of Sharess wear their hair long and style it to show off their faces and bodies to their best advantage. The priestly raiment of Sharess&#039;s clergy varies widely according to the priest&#039;s gender, the local climate, current fashions, and the priest&#039;s taste. Waterdhavian courtesans favor highly suggestive evening dresses that make them seem half-undressed, while the women of Calimport&#039;s harem&#039;s wear diaphanous negligees, short vests, sheer pantaloons, gold dust, and endless gemstone beads and coins strung in ropes and made into decorative chains and fringes. Male clergy typically prefer tight-fitting breeches that are tailored to their charms and blousy open shirts. They often wear decorative belts and vests. Sharess&#039;s holy symbol is the image of feminine lips carved from dark amber or ruby and worn on a golden chain on the wrist or ankle. &lt;br /&gt;
&lt;br /&gt;
The few priests and priestesses of Bast who remain in Mulhorand favor tight-fitting kalasiris (tight-fitting white linen knee-length skirts) and ornate pectoral collars draped suggestively over the chest or breasts. The holy symbol of Bast is a cat&#039;s head wearing golden hoop earrings. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, the clergy of Sharess endeavor to preserve the gifts of the goddess as best as they can and hence typically wear the best armor they can afford. There is no point to living life without pleasure, however, so they always decorate such armor as provocatively as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Selune&amp;diff=2418</id>
		<title>Selune</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Selune&amp;diff=2418"/>
		<updated>2008-08-05T02:11:19Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Selune:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Moonmaiden, Our Lady of Silver, the Night White Lady&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Pair of female eyes surrounded by seven silver stars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Ysgard/Gates of the Moon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Good  Protection  Travel  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Female spellcasters, good and neutral lycanthropes, navigators, monks (Sun Soul), sailors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: Bright Nydra (Farsea Marshes), Elah (Anauroch, among the Bedine), Lucha (Durpar, Estagund, and Var the Golden)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CG, CN, NG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Heavy mace - &amp;quot;The Rod of Four Moons&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
When Selûne (Seh-LOON-eh) journeys to the Realms, she is said to appear in many forms and is depicted in religious art as everything from a female face on a lunar disk to a dusky skinned woman with wide, radiant eyes and long ivory-colored hair to a matronly, middle-aged woman whose dark hair is streaked with gray. In Durpar, Estagund, and Var the Golden, Selûne is worshipped as part of the Adama, the Dutparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings. Here she is known as Luche, She Who Guides. Lucha oversees connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and ensuring safe births. It can be safely said that as the moon changes, so does the nature of the moon goddess. &lt;br /&gt;
&lt;br /&gt;
Selûne&#039;s eternal foe is the evil goddess Shar, and she battles her ceaselessly on many planes of existence, both through mortal worshipers and servitor creatures. The undying enmity between the two goddesses predates the existence of most, if not all, of the present-day existing Faerûnian deities. The enmity between Shar and Selûne carries into their priesthoods, such that open battle often occurs when followers of each faith meet. Selûne also struggles with Umberlee constantly over the fate of ships at sea and with Mask over the works of mischief and evil he performs in the shadows the moon&#039;s soft glow creates. &lt;br /&gt;
Selûne is a caring but quietly mystical power who often seems saddened by events perhaps millennia old. While she is normally calm and placid, her war with Shar is fierce, with neither side giving or receiving quarter. She is seen in many ways by her followers, who are a diverse group, and she is at times effervescently joyful and active, at others maternal, quiet, and almost poetic, and at yet others warlike and fierce, showing little mercy to her foes. &lt;br /&gt;
Before the Time of Troubles, Selûne had served Sune for some centuries after being independent for millennia. After the Godswar, she went her own way again. Her relationship with Sune and Lliira is still extremely friendly and cooperative. &lt;br /&gt;
&lt;br /&gt;
Selûne is served by the Shards, a group of shining female servitors. The Shards can grow wings or banish them as they desire and have long, flowing blue hair and pearly-white skin. They are in reality planetars. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Selûne&#039;s ethos seems to be one of acceptance and tolerance over any other overriding principle. All are to be made welcome in her faith and seen as equal, and fellow Selûnites should be aided freely, as if they were one&#039;s dearest friends. &amp;quot;May Selûne guide your steps in the night, and bring them to the new dawn&amp;quot; is the common blessing of priests of Selûne to the faithful. &lt;br /&gt;
Novices are charged with the words of the goddess: &amp;quot;Let all on whom my light falls be welcome if they desire to be so. As the silver moon waxes and wanes, so too does all life. Trust in my radiance, and know that all love alive under my light shall know my blessing. Turn to the moon, and I will be your true guide.&amp;quot; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Selûne often manifests as trails of dancing light motes known as &amp;quot;moondust&amp;quot; or &amp;quot;moon motes&amp;quot; that resemble will-o&#039;-wisps. These guide folk who are lost at night or who must travel over treacherous ground; they also appear in order for her faithful to provide the light necessary to perform a delicate task. These moon motes may exude sparkling, glowing drops of pearly liquid—&amp;quot;drops fallen from the moon&amp;quot;—which Selûnite clergy gather and prize highly, using as an ingredient of power in many helpful potions and healing ointments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
She also sends owls, weredragons, certain lycanthropes and shapechanging creatures, and the Shards to aid mortals or to show her favor or presence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Selune:&#039;&#039;&#039;&lt;br /&gt;
Selûne is worshipped by a mixed bag of followers: navigators, sailors, women, female spellcasters (especially those born under a full moon or interested in divination), good and neutral-aligned lycanthropes, those who work honestly at night, those seeking protection from Shar, the lost, the questing, and those curious about the future. Couples look to Selûne to bless them with children when they are ready, and women look to her for courage, strength, and guidance. The demands she places on her followers are few, and the goddess is reputed to be free with her gifts and boons to mortals. &lt;br /&gt;
&lt;br /&gt;
Selûne&#039;s priesthood is as diverse as her worshipers; with hers being truly a faith that promotes equal access and understanding. Reflecting the chaotic and scattered nature of the church of Selûne, its hierarchy is a hodgepodge of clerics, specialty priests, crusaders, mystics, informed or blessed lay individuals, and a smattering of good-aligned lycanthropes (both natural and infected). All cooperate in relative—if rollicking—peace under the symbol of Our Lady of Silver. Members of this diverse group all worship the goddess in their own styles. Her churches vary, as do the phases of the moon, from opulent temples in Waterdeep to simple shrines in the Dalelands, from hermitages and hilltop dancing circles to ornate mansion temples. &lt;br /&gt;
&lt;br /&gt;
A great deal of moon-related activity occurs in and around Waterdeep, and most of this is attributed to the temple to Our Lady of Silver. Most Selûnites, however, tend toward smaller shrines and individual worship, since &amp;quot;Anywhere the full moon shines is the place for Selûne.&amp;quot; Selûnites refer to night conditions as being either &amp;quot;moonlight&amp;quot; (the moon is present, though perhaps not immediately visible) or &amp;quot;nightgloom&amp;quot; (the moon is not out or is dark). &lt;br /&gt;
Selûnite priests use a wide variety of titles, but novices (not yet fully priests) are always known as the Called, and human females tend to dominate the ranks of the more powerful clergy. Typical Selûnite titles (in ascending order) include: Touched, Enstarred, Moonbathed, Silverbrow, Lunar, Initiate, and High Initiate. All of these titles are followed by &amp;quot;Priestess/Priest.&amp;quot; Those titles that follow these in rank tend to begin with &amp;quot;Priestess/Priest of the&amp;quot; and end in some form traditional to the individual temple or shrine the priest is affiliated with. It must be stressed that outside of Waterdeep and other larger city temples, many departures from these forms of titles will be found. The elite specialty priests of the goddess are known as silverstars. &lt;br /&gt;
&lt;br /&gt;
Selûne as Lucha is worshipped by nearly everyone in Durpar. Her worshipers believe that she will guide them to the most profitable customers. It is widely believed that Lucha herself watches over all marriages performed by her clergy, and nearly all marriages in Durpar are performed by priests of Lucha. Her priests work ceaselessly against those of Mask and other evil gods. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Priests of Selûne spend their time wandering Faerûn reaching out to the faithful and to potential worshipers of the moon goddess, since Selûne can be worshiped anywhere on the surface world. They make much small coin by telling fortunes, because folk who try to read the stars never achieve the same success rate in predictions as do clergy members who can call on Selûne for real guidance. In this way, Selûne steadily gains worshipers from the ranks of those who look to the night sky for guidance. &lt;br /&gt;
&lt;br /&gt;
Members of the Selûnite priesthood also face lycanthropes fearlessly and thereby win respect among farmers and other members of the common folk. They are also, by the Lady&#039;s command, generous with their healing, often charging very little beyond a meal and a warm place to sleep for straightforward healing. Selûne&#039;s way thus makes the goddess ever more popular and keeps her clergy hardy, well-traveled, and in practical touch with the natural world. &lt;br /&gt;
The Moonmaiden&#039;s clergy are encouraged to be self-reliant, humble, and yet make as much of a success as they can in the world while always remaining as helpful and friendly to the lonely and to decent folk as possible. By this long-sighted policy Selûne allows her clergy to become happy, fulfilled, important people, and sees her faith steadily gain power thereby. Our Lady of Silver is inclined to be lenient in matters of alignment and religious observance. Self-reliance and finding one&#039;s own, practical path are more important than fussy detail in her faith, and so Selûne is also gaining favor among eccentrics, adventurers, and mavericks of all sorts, including outcasts. Many sages expect Selûne to rise again to great might among the powers, perhaps within their lifetimes. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Selûnite clergy embroider their rituals into quite individual, unique observances. The basics of these are open-air dances and prayers under the moonlight with offerings of milk and wine poured upon a central altar during the nights of every full moon and new moon. These rituals are often called night stalks and during them her priests reaffirm their closeness to the Night White Lady and commune with her when possible. &lt;br /&gt;
&lt;br /&gt;
The most sacred rituals of Selûne are the Conjuring of the Second Moon and the Mystery of the Night. The Conjuring of the Second Moon is performed only during Shieldmeet. It summons the Shards to do the bidding of the mortal clergy, often to do battle with minions of Shar. The Shards always take one mortal priestess to be one of them before they depart. &lt;br /&gt;
&lt;br /&gt;
The Mystery of the Night must be performed at least once a year by every priest. During the Mystery ritual, Selûnite priests cast certain secret spells and lie before the Moonmaiden&#039;s altar, from whence they fly upward and spiral around the moon in a trance while they speak personally with Selûne via mental visions. This ritual causes a mortal ld12 points of damage as it is so draining, but this damage heals normally through rest or the use of healing magic. &lt;br /&gt;
When the goddess is pleased, she causes moonlight to bathe the wine or milk poured out on her altar, which transforms it into moonfire: an opalescent, glowing, soft-as-silk, ambulatory fluid mass the consistency of custard. The moonfire flows down from the altar to touch or envelop beings and items. Its touch destroys undead, enchants objects to make them magical items for the use of Selûnite clergy, and confers special powers on creatures. Moonfire vanishes when Selûne wills and bestows power as she wills. Those who steal it gain nothing, and there is no known means of forcing it to yield up a specific power. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The greatest and most beautiful temple to Selûne is the House of the Moon in Waterdeep, where Priestess of the High Moonlight (or to the uninitiated, simply &amp;quot;High priestess&amp;quot;) Naneatha Suaril holds court in a gilt-domed temple whose ornate new gates depict Selûne triumphantly hurling Shar down into the spires of Waterdeep as the faithful say she did during the Time of Troubles. Here dozens of silver-robed priestesses harp out tunes to the moon or sell healing drafts, potions that keep one alert for an entire night and yet bestow the benefits of a solid sleep, and other potions that give their imbibers infravision from one dusk to dawn. &lt;br /&gt;
&lt;br /&gt;
Here, too, the devout make pilgrimages to see the holy replica of the Wand of the Four Moons in its glass case (guarded by specialty priest of Selûne). Selûne usually manifests in the temple from out of this wand. It was created and blessed by Selûne herself in memory of the battle with Shar she had in Waterdeep. This holy duplicate is identical in form to the wand that Selûne wields in battle. It levitates in its glass case and glows with a soft, silvery-blue light, though it has no other known magical powers. Some swear that Naneatha can, by special request to the Moonmaiden, switch this duplicate with the real Wand of Four Moons and wield it in all its glory for short periods, but no witnesses to such an event have ever come forward. A fortunate few pilgrims have witnessed drops of Selûne&#039;s holy essence—the ingredient used in the making of her potions—falling from the hovering wand or heard her whisper words of advice or encouragement in their heads as they gazed upon it. On Selûne&#039;s Hallowing, a yearly Waterhavian temple holiday, Naneatha carries it before her at the head of a parade of worshipers that leave the House of the Moon at moonrise and move down to the harbor. &lt;br /&gt;
&lt;br /&gt;
She Who Guides is favored in Lastarr, an independent city once part of Estagund which is her most prominent center of worship. &lt;br /&gt;
One lost center of Selûnite worship is Myth Lharast in the heart of Amn, one of the legendary cities surrounded by a mythal. Founded as a city of Selûnites ages ago, its mythal is linked to the moon, and it appears only on certain moonlit nights as a ghostly, floating splendor of walls and towers only to disappear again. An assortment of evil beings and groups, from undead armies ruled by demiliches to gargoyle clans, have seized control of it over the years and used it to raid the surrounding land. This has given it a fell reputation. The faithful of Selûne yet hope to restore it to her care. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
One order of fanatic Selûnites is known as the Swords of the Lady, who are often referred to colloquially as the Lunatics. Its members are led by a few Selûnite crusaders, specialty priests, and mystics. They tend to act rapidly in response to threats from Shar and her priesthood, although the public often views their behavior as bizarre at large. Among other groups, the church of Selûne is also affiliated with the Harpers and a group of female diviners who worship the Night White Lady who call themselves the Oracles of the Moon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The ceremonial costume of Selûnites varies from place to place. Selûnite clergy members wear everything from plain brown robes to only a little moonstone jewelry as an accent to normal clothing to rich bejeweled gowns of the finest make and haughtiest fashion with enchanted, animate trains and capes and accompanying moonstone crowns. The finest can be found at the House of the Moon in Waterdeep, where high priestess Naneatha Suaril presides over rituals in a wide-bottomed hooped skirt with a large fanlike collar rising at the back of its neck. Both skirt and collar are stiffened with whalebone and set with clusters of pearls and other gemstones. &lt;br /&gt;
&lt;br /&gt;
The ceremonial dress of priests of Lucha consists of a circlet woven of vines or flowers and white robes. No shoes are worn at ceremonies. The only other symbol of office is a staff wound about with vines and flowers. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
In the field, the clergy members of the Selûnite church dress practically for the task they are undertaking. They tend dress fashionably, but not gaudily, in day-to-day life. The preferred weapon of the clergy of Selûne is a smooth-headed mace called the moon&#039;s hand. The moon&#039;s hand has identical statistics to a standard footman&#039;s mace, though it gains special combat bonuses in the hands of a specialty priest of Selûne.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sisters of Light and Darkness:&#039;&#039;&#039; &lt;br /&gt;
This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the shadevari - whether they came from elsewhere or are children of the shadow itself, none can say. &lt;br /&gt;
&lt;br /&gt;
Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other: they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeil-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selûne, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but not heat or fire existed within it. &lt;br /&gt;
&lt;br /&gt;
Chauntea begged for warmth so that she could nurture life and living creatures upon the planes that were her body and limbs, and the two Sisters-Who-Were-One became divided, as for the first time they were of two minds. Silvery Selûne contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder and death, among others, were created from residues of the deific battle. At one point during the battle, Selûne seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. &lt;br /&gt;
&lt;br /&gt;
Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selûne gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere and nearly killing herself of the spiritual injury it caused her. A just-born being of raw magic tore through Shar, bonding to some of her divine magical energy and ripping it free of her, and reforming behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selûne initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. &lt;br /&gt;
&lt;br /&gt;
The twin goddesses contested for eons as life struggled into existence on Toril and the other planes under Chauntea&#039;s watchful gaze. Shar remained powerful, but bitterly alone, while Selûne waxed and waned in power, often drawing strength from her allied daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the Realms seeking to meld light and dark into shadowy chaos once again. Shar&#039;s plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. &lt;br /&gt;
&lt;br /&gt;
The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea&#039;s loving hands.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Shar&amp;diff=2417</id>
		<title>Shar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Shar&amp;diff=2417"/>
		<updated>2008-08-05T02:10:37Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shar:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Mistress of the Night, Lady of Loss, Dark Goddess&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Black disk surrounded by a lavender halo&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Niflheim/Palace of Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Darkness  Evil  Knowledge  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadowdancers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CE, NE, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Chakram - &amp;quot;The Disk of Night&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Loss is the nature of Shar (SHAHR). One of the Dark Gods, she is a deeply twisted and perverse being of ineffable evil and endless petty hatred and jealousy. She rules over pains hidden but not forgotten, bitterness carefully nurtured away from the light and from others, and quiet revenge for any slight, no matter how old. She is said to have the power to make her devout followers forget their pain, yet what occurs is that they become inured to the loss, treating it as a common and natural state of being. The basic inanity of life and foolishness of hope are the cornerstones of Shar&#039;s being. She revels in the concealed, in that which is hidden, never to be revealed. She can always clearly perceive every being, object, and act performed within darkness. &lt;br /&gt;
&lt;br /&gt;
In temples, representations of the goddess are either a black sphere outlined in racing, magically animated flames of purple or paintings of a beautiful human with long, raven-black hair dressed in swirling dark garb. She smiles coldly and her large eyes have black pupils and are otherwise solid purple. &lt;br /&gt;
Shar is the mortal enemy of Selûne and battles her ceaselessly on any planes through mortal worshipers and servitor creatures. The undying enmity between the two goddesses is older than recorded time. &lt;br /&gt;
&lt;br /&gt;
During the Time of Troubles, Shar killed Ibrandul, a lesser power of caverns, dungeons, and the Underdark worshiped in Calimshan, the Shining South, and even Waterdeep, for daring to subvert those who venerate the dark away from her. She appropriated his portfolio. She continues to grant the clergy of Ibrandul spells in Ibrandul&#039;s name. She is quietly delighted that she is able to use this puppet church to subvert the worship of Selûne without drawing attention to her most faithful worshipers. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Dark Followers (the faithful of Shar) are instructed to reveal secrets only to fellow faithful and to never follow hope or turn to promises of success. They should quench the light of the moon (the faithful of Selune and their holdings, deeds, and magic) whenever they find it and hide from it when they cannot prevail. Above all, the dark should be a time to act, not to wait. &lt;br /&gt;
&lt;br /&gt;
Faithful of Shar are not supposed to hope and are therefore forbidden to strive to better their lot in life or to plan ahead except in matters directly overseen by the clergy of the Dark Goddess. Consorting with beings of good alignment who actively serve their deities is a sin unless undertaken to take advantage of them in purely business dealings or to corrupt them form their beliefs into the service of Shar. Devotees of Shar must not speak out against clergy of the goddess, nor interrupt their devotional dances for any reason. Lay worshipers must prove their faith by obedience to the clergy and by carrying out at least one dark deed ordered by a priest of Shar every year - or bring at least one being to believe in, and worship, the Dark Goddess. &lt;br /&gt;
&lt;br /&gt;
The lower clergy of Shar must obey their superiors in all matters, short of following orders that will lead to their own death - Shar desires to gain followers, not lose them. To win new followers and to keep the faithful truly loyal, clergy must see that some of the dark desires of worshipers are fulfilled (such as the elimination of business rivals). &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Shar frequently manifests as amorphous tendrils of darkness where there should be none. These tendrils swirl and writhe constantly and are surrounded by a purple aura. Such darkness sometimes has a single steadily gazing purple eye at its heart, but even if this orb is absent, beings within the darkness always feel the ceaseless regard of a fell awareness. These tendrils of darkness can touch the faithful and transmit messages from Shar directly to their minds, indicate items of importance or direction, or grant numbness and the ability to ignore pain. The tendrils do not heal just allow the faithful to continue on until they drop dead of fatigue or accumulated injury.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Shar also works through dark tentacles doom tyrants, and mysterious shadow monsters, using them as messengers, guards, and enforcers of her will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Shar:&#039;&#039;&#039;&lt;br /&gt;
Shar is worshiped by blinded, nocturnal, or subterranean-dwelling humans and allied beings and by those who hate the light, such as goblin kin and their allies. She is also worshiped by many who favor dark surroundings or who must undertake deeds or do business in darkness. She is venerated by those who are bitter or are grieving over a loss and wish to find peace (especially through vengeance) and by individuals who want to forget. She is also placated by those who know their wits have been harmed and want to find peace or those who have been mentally harmed and want to remember fully or be restored in their minds. Many in Faerûn fear nightfall, the casting of the cloak of Shar, because of the dangers that lurk in its folds. &lt;br /&gt;
&lt;br /&gt;
The church of Shar is largely composed of underground cells, rather than an overt, uniformed body of priests working from temples. As such, its adherents have a covert, widespread, and complex hierarchy wherein every full priest serves a direct superior, and overpriest responsible for a large area, and beings (both human and otherwise) who know the priest&#039;s Own Secret (the personal name Share gave them and the dark deed they performed for her in order to demonstrate their loyalty and win that name). Clergy members revel in secrecy, and cells of the church are organized around small congregations of worshipers who know and are led by a single priest. Many priests may operate in the same area, and although they may know of and aid each other, they work independently. In this way, should one cell of the church fail, the others can still flourish in its absence. &lt;br /&gt;
&lt;br /&gt;
Most Sharran clergy use such titles of address as &amp;quot;Brother Night&amp;quot; or &amp;quot;Sister Night.&amp;quot; To superiors, they say &amp;quot;Mother Night&amp;quot; or &amp;quot;Father Night,&amp;quot; and lay worshipers address them so. Their formal titles include Adept of the Night (a novice), Watcher (the least senior ordained priest). Hand of Shar (a battle-tested priest who leads a force of priests-adventurers or oversees several cells), Darklord/Darklady (a senior priest able to proclaim local policy), Nightseer (the overseer of all faithful in a realm or other large geographical area) and Flame of Darkness (arch-priest or personally trusted servant of the goddess). &lt;br /&gt;
&lt;br /&gt;
Specialty priests of Shar are called nightcloaks. Until five years ago, they were called nightbringers, only existed outside the standard church hierarchy, and served as contacts, messengers, and enforcers of the Dark Lady&#039;s will. They still perform such detached liaison and enforcement functions, but some nightcloaks have now become integrated into the cell structure/hierarchy of the church, especially among the clergy of the Dark Embrace, discussed below. &lt;br /&gt;
Shar&#039;s hatred of Selûne extends to her clergy and their relationships with the church of Selûne. The two faiths war continually, and jihads and assassination plots against Selûnites are common where Shar is strong. One of the reason the church of Shar remains so small is a byproduct of this endless war. Several holy wars and vendettas led by Sharrans against more powerful forces of Selûnites have resulted in many Sharran casualties. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Shar seem to pursue practical, local goals designed to further the power of the priesthood and of those who worship Shar, rather than to openly oppose other faiths (save that of Selûne). Shar desires to bring all humans under her sway by promoting general lawlessness and strife. In this way, most folk will suffer loss and turn to her for peace (especially through vengeance), and the influence of all other faiths will be lessened. &lt;br /&gt;
&lt;br /&gt;
Specifically, Sharran clergy are enjoined to work covertly to bring down all governments, particularly within cities, and to publicize Shar&#039;s patronage of avengers so that the desperate and despairing humans of other faiths turn to her to get revenge and not the weakened demi-power of vengeance, Hoar. Sponsorship of thieving guilds and hedonistic clubs of all sorts is a key part of this assault on order, as is the encouragement of political intrigue everywhere. Widespread war and slavery are things to be avoided, Shar wants to gain followers, not see them lives thrown away for no gain. &lt;br /&gt;
&lt;br /&gt;
Shar&#039;s love of secrecy is strong. Her clergy work toward fulfilling her desire for secrecy by always acting through manipulation and behind-closed-doors intrigue. They also work through and promote shadowy cabals and organizations that appeal to human desires to be a part of something elite and important, to keep secrets, and to be involved in the mysterious. Fifty or more false cults that have arisen in the past two decades have been born of secret clubs and cabals begun by Sharran priests to corrupt the peace and lawfulness of various cities. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
As so many devotees of Shar keep their faith secret (and this secrecy is encouraged by senior clergy), the Sharran faith has no set holy days aside from the Feast of the Moon. To Dark Followers (the faithful of Shar) this holiday is known as the Rising of the Dark. They gather on it under cover of the more widespread venerations of the dead to witness a blood sacrifice and learn of any plots or aims the clergy want them to work toward during the winter ahead. &lt;br /&gt;
&lt;br /&gt;
The most important Sharran ritual of worship is Nightfall, the coming of darkness. Clergy hold this ritual every night. It consists of a brief invocation, a dance, a charge or series of inspiring instructions from the goodness spoken by one of the clergy or by a raven-haired female lay worshiper, and a revel celebrated by eating, drinking, and dancing together. Lay worshipers must attend at least one Nightfall (or dance to the goddess themselves) and must perform - and report to their fellows - at least one small act of wickedness in salute to the Lady every tenday. On moonless nights, Nightfall is known as the Coming of the Lady, and every congregation must carry out some significant act of vengeance or wickedness in the Dark Lady&#039;s name. &lt;br /&gt;
&lt;br /&gt;
The most important ceremony of the priesthood of Shar is the Kiss of the Lady, a horrific night-long revel of slaying and doing dark deeds in the name of the lady that ends with a feast at dawn. Kissmoots are scheduled irregularly, whenever the priests of Old Night decree. Increasingly the rival clergy of the Embrace have been proclaiming that this ritual be celebrated at different times than those decreed by the temple of Old Night. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The Temple of Old Night in Calimport is the oldest, haughtiest seat of worship to Shar. It is a subterranean complex underlying much of the eastern city ruled by the highest-ranked known mortal servant of Shar: the aged Irtemara, the Dancer Before Dawn, a debauched and jaded Calishite woman famous for her revels and murderous whims (which, over the years, have brought about at least six changes of government in various realms across Faerûn). Irtemara is loyally served by three male priests who work covertly against each other. They will undoubtedly break into open battle for supremacy when Intemara dies. &lt;br /&gt;
&lt;br /&gt;
The Temple of Old Night vies for supremacy over the Dark Followers with the Dark Embrace, a temple founded not quite 40 years ago by clergy of the Dark Goddess dissatisfied with the leadership of Old Night. The Embrace perches atop a crag in Amn, overlooking the midpoint of the trade road linking Imnescar and Esmeltaran. Its policies are more ruthless than those proclaimed in Calimport - the faithful of the Embrace are more openly active in local politics wherever they operate, employing assassinations where intimidation and the fulfillment of dark desires fail. The Embrace is led by a small circle of clergy whose leader seem to be the Eye in the Flame Aubert Heldynstar. Most clergy of the Dark Embrace are nightcloaks. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Shar sponsors no fighting orders or knightly orders. Crusaders who serve the faith are attached to particular Sharran cells and temples, not the faith in general. Clergy of the faith who have killed one of the clergy of Selûne are rumored to gain access to an honorary order or secret society known as the Dark Justiciars. Many thieves&#039; guilds have connections to Sharran cells, and such affiliated groups use each other for their particular plots mercilessly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The colors purple and black are used extensively in Shar&#039;s church and among her followers. Most Sharran clergy dress in black cloaks or soft, silent dark garb with purple trim, piping, or accessories during rituals. High ceremonial dress of those of rank or taking a special role in a ritual is a long-sleeved robe of deep purple over black tights or a black velvet chemise. A black skullcap covers the entire head, except for on woman with jet-black hair. Such hair is seen as a symbol of the Dark Lady&#039;s pleasure and is left to flow unfettered and long. Less commonly encountered versions of Shar&#039;s symbol than the one mentioned above are of a glistering purple eye outlined in black with a black pupil or a cowled hunting cloak of unadorned black stretched out flat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Sharran clergy wear particular clothes in the fashion of the land they are in while pursuing day-to-day life. They are fond of jewelry fashioned from obsidian, black onyx, amethyst, and purple jade, but they are not required to wear it. When entering a situation where they might encounter hostilities they wear armor and take appropriate protective measures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sisters of Light and Darkness:&#039;&#039;&#039; &lt;br /&gt;
This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were separate entities. Within this dim chaos stalked 13 lords of shadow, the shadevari - whether they came from elsewhere or are children of the shadow itself, none can say. &lt;br /&gt;
&lt;br /&gt;
Eventually this primordial essence coalesced into twin beautiful goddesses who were yin and yang to each other: they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abeil-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selûne, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but not heat or fire existed within it. &lt;br /&gt;
&lt;br /&gt;
Chauntea begged for warmth so that she could nurture life and living creatures upon the planes that were her body and limbs, and the two Sisters-Who-Were-One became divided, as for the first time they were of two minds. Silvery Selûne contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder and death, among others, were created from residues of the deific battle. At one point during the battle, Selûne seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fragment of that ever-living flame and ignited one of the heavenly bodies so that it burned in the sky and warmed Chauntea. &lt;br /&gt;
&lt;br /&gt;
Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selûne gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere and nearly killing herself of the spiritual injury it caused her. A just-born being of raw magic tore through Shar, bonding to some of her divine magical energy and ripping it free of her, and reforming behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selûne initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. &lt;br /&gt;
&lt;br /&gt;
The twin goddesses contested for eons as life struggled into existence on Toril and the other planes under Chauntea&#039;s watchful gaze. Shar remained powerful, but bitterly alone, while Selûne waxed and waned in power, often drawing strength from her allied daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the Realms seeking to meld light and dark into shadowy chaos once again. Shar&#039;s plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. &lt;br /&gt;
&lt;br /&gt;
The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea&#039;s loving hands.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Shar&amp;diff=2416</id>
		<title>Shar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Shar&amp;diff=2416"/>
		<updated>2008-08-05T02:06:28Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page: &amp;#039;&amp;#039;&amp;#039;Shar:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Mistress of the Night, Lady of Loss, Dark Goddess&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; Black disk surrounded by a lavender halo&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Niflheim/Palace of Loss&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shar:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Mistress of the Night, Lady of Loss, Dark Goddess&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Black disk surrounded by a lavender halo&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Niflheim/Palace of Loss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Darkness  Evil  Knowledge  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Anarchists, assassins, avengers, monks (Dark Moon), nihilists, rogues, shadow adepts, shadowdancers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CE, NE, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Chakram - &amp;quot;The Disk of Night&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Loss is the nature of Shar (SHAHR). One of the Dark Gods, she is a deeply twisted and perverse being of ineffable evil and endless petty hatred and jealousy. She rules over pains hidden but not forgotten, bitterness carefully nurtured away from the light and from others, and quiet revenge for any slight, no matter how old. She is said to have the power to make her devout followers forget their pain, yet what occurs is that they become inured to the loss, treating it as a common and natural state of being. The basic inanity of life and foolishness of hope are the cornerstones of Shar&#039;s being. She revels in the concealed, in that wich is hidden, never to be revealed. She can always clearly perceive every being, object, and act performed within darkness. &lt;br /&gt;
&lt;br /&gt;
In temples, representations of the goddess are either a black sphere outlined in racing, magically animated flames of purple or paintings of a beautiful human with long, raven-black hair dressed in swirling dark garb. She smiles coldly and her large eyes have black pupils and are otherwise solid purple. &lt;br /&gt;
Shar is the mortal enemy of Selûne and battles her ceaselessly on any planes through mortal worshipers and servitor creatures. The undying enmity between the two goddesses is older than recorded time. &lt;br /&gt;
&lt;br /&gt;
During the Time of Troubles, Shar killed Ibrandul, a lesser power of caverns, dungeons, and the Underdark worshiped in Calimshan, the Shining South, and even Waterdeep, for daring to subvert those who venerate the dark away from her. She appropriated his portfolio. She continues to grant the clergy of Ibrandul spells in Ibrandul&#039;s name. She is quietly delighted that she is able to use this puppet church to subvert the worship of Selûne without drawing attention to her most faithful worshipers. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Dark Followers (the faithful of Shar) are instructed to reveal secrets only to fellow faithful and to never follow hope or turn to promises of success. They should quench the light of the moon (the faithful of Selune and their holdings, deeds, and magic) whenever they find it and hide from it when they cannot prevail. Above all, the dark should be a time to act, not to wait. &lt;br /&gt;
&lt;br /&gt;
Faithful of Shar are not supposed to hope and are therefore forbidden to strive to better their lot in life or to plan ahead except in matters directly overseen by the clergy of the Dark Goddess. Consorting with beings of good alignment who actively serve their deities is a sin unless undertaken to take advantage of them in purely business dealings or to corrupt them form their beliefs into the service of Shar. Devotees of Shar must not speak out against clergy of the goddess, nor interrupt their devotional dances for any reason. Lay worshippers must prove their faith by obedience to the clergy and by carrying out at least one dark deed ordered by a priest of Shar every year - or bring at least one being to believe in, and worship, the Dark Goddess. &lt;br /&gt;
&lt;br /&gt;
The lower clergy of Shar must obey their superiors in all matters, short of following orders that will lead to their own death - Shar desires to gain followers, not lose them. To win new followers and to keep the faithful truly loyal, clergy must see that some of the dark desires of worshippers are fulfilled (such as the elimination of business rivals). &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Shar frequently manifests as amorphous tendrils of darkness where there should be none. These tendrils swirl and writhe constantly and are surrounded by a purple aura. Such darkness sometimes has a single steadily gazing purple eye at its heart, but even if this orb is absent, beings within the darkness always feel the ceaseless regard of a fell awareness. These tendrils of darkness can touch the faithful and transmit messages from Shar directly to their minds, indicate items of importance or direction, or grant numbness and the ability to ignore pain. The tendrils do not heal just allow the faithful to continue on until they drop dead of fatigue or accumulated injury.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Shar also works through darktentacles doom tyrants, and mysterious shadow monsters, using them as messengers, guards, and enforcers of her will.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Shar:&#039;&#039;&#039;&lt;br /&gt;
har is worshiped by blinded, nocturnal, or subterranean-dwelling humans and allied beings and by those who hate the light, such as goblinkin and their allies. She is also worshiped by many who favor dark surroundings or who must undertake deeds or do business in darkness. She is venerated by those who are bitter or are grieving over a loss and wish to find peace (especially through vengeance) and by individuals who want to forget. She is also placated by those who know their wits have been harmed and want to find peace or those who have been mentally harmed and want to remember fully or be restored in their minds. Many in Faerûn fear nightfall, the casting of the cloak of Shar, because of the dangers that lurk in its folds. &lt;br /&gt;
&lt;br /&gt;
The church of Shar is largely composed of underground cells, rather than an overt, uniformed body of priests working from temples. As such, its adherents have a covert, widespread, and complex hierarchy wherein every full priest serves a direct superior, and overpriest responsible for a large area, and beings (both human and otherwise) who know the prist&#039;s Own Secret (the personal name Share gave them and the dark deed they performed for her in order to demonstrate their loyality and win that name). Clergy members revel in secrecy, and cells of the church are organized around small congregations of worshipers who know and are led by a single prist. Many priests may operate in the same area, and although they may know of and aid each other, they work independently. In this way, should one cell of the church fail, the others can still flourish in its absence. &lt;br /&gt;
&lt;br /&gt;
Most Sharran clergy use such titles of address as &amp;quot;Brother Night&amp;quot; or &amp;quot;Sister Night.&amp;quot; To superiors, they say &amp;quot;Mother Night&amp;quot; or &amp;quot;Father Night,&amp;quot; and lay worshipers address them so. Their formal titles include Adept of the Night (a novice), Watcher (the least senior ordained priest). Hand of Shar (a battle-tested priest who leads a force of priests-adventurers or oversees several cells), Darklord/Darklady (a senior priest able to proclaim local policy), Nightseer (the oversett of all faithful in a realm or other large geographical area) and Flame of Darkness (archpriest or personally trusted servant of the goddess). &lt;br /&gt;
&lt;br /&gt;
Specialty priests of Shar are called nightcloaks. Until five years ago, they were called nightbringers, only existed outside the standard church hierarchy, and served as contacts, messengers, and enforcers of the Dark Lady&#039;s will. They still perform such detached liaison and enforcement functions, but some nightcloaks have now become integrated into the cell structure/hierarchy of the church, especially among the clergy of the Dark Embrace, discussed below. &lt;br /&gt;
Shar&#039;s hatred of Selûne extends to her clergy and their relationships with the chruch of Selûne. The two faiths war continually, and jihads and assassination plots against Selûnites are common where Shar is strong. One of the reason the chruch of Shar remains so small is a byproduct of this endless war. Several holy wars and vendettas led by Sharrans against more powerful forces of Selûnites have resulted in many Sharran casualties. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Shar seem to pursue practical, local goals designed to further the power of the priesthood and of those who worship Shar, rather than to openly oppose other faiths (save that of Selûne). Shar desires to bring all humans under her sway by promoting general lawlessness and striefe. In this way, most folk will suffer loss and turn to her for peace (especially through vengeance), and the influence of all other faiths will be lessened. &lt;br /&gt;
&lt;br /&gt;
Specifically, Sharran clergy are enjoined to work covertly to bring down all governments, particularly within cities, and to publicize Shar&#039;s patronage of avengers so that the desperate and despairing humans of other faiths turn to her to geht revenge and not the weakened demipower of vengeance, Hoar. Sponsorship of thieving guilds and hedonistic clubs of all sorts is a key part of this assault on order, as is the encouragement of political intrigue everywhere. Widespread war and slavery are things to be avoided, Shar wants to gain followers, not see them lives thrown away for no gain. &lt;br /&gt;
&lt;br /&gt;
Shar&#039;s love of secrecy is strong. Her clergy work toward fulfilling her desire for secrecy by always acting through manipulation and behind-closed-doors intrigue. They also work through and promote shadowy cabals and organizations that appeal to human desires to be a part of something elite and important, to keep secrets, and to be involved in the mysterious. Fifty or more false cults that have arisen in the past two decades have been born of secret clubs and cabals begun by Sharran priests to corrupt the peace and lawfulness of various cities. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
As so many devotees of Shar keep their faith secret (and this secrecy is encouraged by senior clergy), the Sharran faith has no set holy days aside from the Feast of the Moon. To Dark Followers (the faithful of Shar) this holiday is known as the Rising of the Dark. They gather on it under cover of the more widespread venerations of the dead to witness a blood sacrifice and learn of any plots or aims the clergy want them to work toward during the winter ahead. &lt;br /&gt;
&lt;br /&gt;
The most important Sharran ritual of worship is Nightfall, the coming of darkness. Clergy hold this ritual every night. It consists of a brief invocation, a dance, a charge or series of inspiring instructions from the godness spoken by one of the clergy or by a raven-haired female lay worshiper, and a revel celebrated by eating, drinking, and dancing together. Lay worshipers must attend at least one Nightfall (or dance to the goddess themselves) and must perform - and report to their fellows - at least one small act of wickedness in salute to the Lady every tenday. On moonless nights, Nightfall is known as the Coming of the Lady, and every congregation must carry out some significant act of vengeance or wichedness in the Dark Lady&#039;s name. &lt;br /&gt;
&lt;br /&gt;
The most important ceremony of the priesthood of Shar is the Kiss of the Lady, a horrific night-long revel of slaying and doing dark deeds in the name of the lady that ends with a feast at dawn. Kissmoots are scheduled irregularly, whenever the priests of Old Night decree. Increasingly the rival clergy of the Embrace have been proclaiming that this ritual be celebrated at different times than those decreed by the temple of Old Night. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The Temple of Old Night in Calimport is the oldest, haughtiest seat of worship to Shar. It is a subterranean complex underlying much of the eastern city ruled by the highest-ranked known mortal servant of Shar: the aged Irtemara, the Dancer Before Dawn, a debauched and jaded Calishite woman famous for her revels and murderous whims (which, over the years, have brought about at least six changes of government in various realms across Faerûn). Irtemara is loyally served by three male priests who work covertly against each other. They will undoubtedly break into open battle for supremacy when Intemara dies. &lt;br /&gt;
&lt;br /&gt;
The Temple of Old Night vies for supremacy over the Dark Followers with the Dark Embrace, a temple founded not quite 40 years ago by clergy of the Dark Goddess dissatisfied with the leadership of Old Night. The Embrace perches atop a crag in Amn, overlooking the midpoint of the trade road linking Imnescar and Esmeltaran. Its policies are more ruthless than those proclaimed in Calimport - the faithful of the Embrace are more openly active in local politics wherever they operate, employing assassinations where intimidation and the fulfillment of dark desires fail. The Embrace is led by a small circle of clergy whose leader seem to be the Eye in the Flame Aubert Heldynstar. Most clergy of the Dark Embrace are nightcloaks. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Shar sponsors no fighting orders or knighty orders. Crusaders who serve the faith are attached to perticular Sharran cells and temples, not the faith in general. Clergy of the faith who have killed one of the clergy of Selûne are rumored to gain access to an honorary order or secret society known as the Dark Justiciars. Many thieves&#039; guilds have connections to Sharran cells, and such affiliated groups use each other for their particular plots mercilessly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The colors purple and black are used extensively in Shar&#039;s church and among her followers. Most Sharran clergy dress in black cloaks or soft, silent dark garb with purple trim, piping, or accessories during rituals. High ceremonial dress of those of rank or taking a special role in a ritual is a long-sleeved robe of deep purple over black tights or a black velvet chemise. A black skullcap covers the entire head, except for on woman with jet-black hair. Such hair is seen as a symbol of the Dark Lady&#039;s pleasure and is left to flow unfettered and long. Less commonly encountered versions of Shar&#039;s symbol than the one mentioned above are of a glistering purple eye outlined in black with a black pupil or a cowled hunting cloak of unadorned black stretched out flat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Sharran clergy wear practicular clothes in the fashion of the land they are in while pursuing day-to-day life. They are fond of jewelry fashioned from obsidian, black onyx, amethyst, and purple jade, but they are not required to wear it. When entering a situation where they might encounter hostilities they wear armor and take appropriate protective measures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sisters of Light and Darkness:&#039;&#039;&#039; &lt;br /&gt;
This was the birth of the world and the heavens. After Lord Ao created Realmspace, there was a period of timeless nothingness, a misty realm of shadows before light and dark were seperate entities. Within this dim chaos stalked 13 lords of shadow, the shadevari - whether they came from elsewhere or are children of the shadow itself, none can say. &lt;br /&gt;
&lt;br /&gt;
Eventually this primordialessence coalesced into twin beautiful goddesses who were yin and yang to each other: they were so close they thought of themselves as one being. The Two-Faced Goddess created the heavenly bodies of the crystal sphere and together infused them with life to form the Earthmother, Chauntea. (Although Chauntea has since contracted her essence to encompass only Abei-Toril, in the beginning she embodied all matter in Realmspace.) This new universe was lit by the face of the silver-haired goddess, who called herself Selûne, and darkened by the welcoming tresses of the raven-haired goddess, Shar, but not heat or fire existed within it. &lt;br /&gt;
&lt;br /&gt;
Chauntea begged for warmth so that she could nurture life and living creatures upon the planes that were her body and limbs, and the two Sisters-Who-Were-One became divided, as for the first time they were of two minds. Silvery Selûne contested with her dark sister over whether or not to bring further life to the worlds. During this great conflagration, the gods of war, disease, murder and death, among others, were created from residues of the deific battle. At one point during the battle, Selûne seized the advantage and reached across time and space to a land of eternal fire. Fighting the pain of the blaze, which burned her sorely, she broke off a fregment of that ever-living flame and ignited one of the heaveenly bodies so that it burned in the sky and warmed Chauntea. &lt;br /&gt;
&lt;br /&gt;
Incensed, Shar redoubled her attack on her injured twin and began to snuff out all light and heat throughout the crystal sphere. Again Selûne gave of herself and tore the divine essence of magic from her body, flinging it desperately at her sister in defense of life in the sphere and nearly killing herself of the spiritual injury it caused her. A just-born being of raw magic tore through Shar, bonding to some of her divine magical energy and ripping it free of her, and reforming behind her as the goddess of magic, known now as Mystra, but then as Mystryl. Though Mystryl was composed of both light and dark magic, she favored her first mother Selûne initially, allowing the silver goddess to win an uneasy truce with her more powerful, dark twin. Consumed by bitterness at her defeat, Shar vowed eternal revenge. &lt;br /&gt;
&lt;br /&gt;
The twin goddesses contested for eons as life struggled into existence on Toril and the other planes under Chauntea&#039;s watchful gaze. Shar remained powerful, but bitterly alone, while Selûne waxed and waned in power, often drawing strength from her allied daughters and sons and like-minded immigrant deities. Over time, Shar grew strong again, aided by the shadevari who preferred night to blinding light and who stalked the Realms seeking to meld light and dark into shadowy chaos once again. Shar&#039;s plot to reform the world after her own desires was undone when Azuth, the High One, formerly the greatest of all mortal spellcasters and now consort to Mystra (incarnate successor to Mystryl), found a way to imprison the shadevari in a pocket-sized crystal sphere located beyond the edges of the world by creating the illusion of a realm of shadows. The Lords of Shadow were drawn to investigate, and before they discovered the trick, Azuth imprisoned the shadevari with the Shadowstar, a key of shadows forged by Gond. &lt;br /&gt;
&lt;br /&gt;
The High Lord then hurled the key into the endless reaches of the cosmos allowing life to flourish on in Chauntea&#039;s loving hands.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Selune&amp;diff=2415</id>
		<title>Selune</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Selune&amp;diff=2415"/>
		<updated>2008-08-05T01:59:05Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page: &amp;#039;&amp;#039;&amp;#039;Selune:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;The Moonmaiden, Our Lady of Silver, the Night White Lady&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; Pair of female eyes surrounded by seven silver stars&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Ysgard/Gates of the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Selune:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Moonmaiden, Our Lady of Silver, the Night White Lady&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Pair of female eyes surrounded by seven silver stars&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Ysgard/Gates of the Moon&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Chaos  Good  Protection  Travel  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Female spellcasters, good and neutral lycanthropes, navigators, monks (Sun Soul), sailors&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: Bright Nydra (Farsea Marshes), Elah (Anauroch, among the Bedine), Lucha (Durpar, Estagund, and Var the Golden)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CG, CN, NG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Heavy mace - &amp;quot;The Rod of Four Moons&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
When Selûne (Seh-LOON-eh) journeys to the Realms, she is said to appear in many forms and is depicted in religious art as everything from a female face on a lunar disk to a dusky skinned woman with wide, radiant eyes and long ivory-colored hair to a matronly, middle-aged woman whose dark hair is streaked with gray. In Durpar, Estagund, and Var the Golden, Selûne is worshipped as part of the Adama, the Dutparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings. Here she is known as Luche, She Who Guides. Lucha oversees connections and relationships, guiding herdsmen to good pastures, blessing marriages, helping lost ships at sea, and ensuring safe births. It can be safely said that as the moon changes, so does the nature of the moon goddess. &lt;br /&gt;
&lt;br /&gt;
Selûne&#039;s eternal foe is the evil goddess Shar, and she battles her ceaselessly on many planes of existence, both through mortal worshipers and servitor creatures. The undying enmity between the two goddesses predates the existence of most, if not all, of the present-day existing Faerûnian deities. The enmity between Shar and Selûne carries into their priesthoods, such that open battle often occurs when followers of each faith meet. Selûne also struggles with Umberlee constantly over the fate of ships at sea and with Mask over the works of mischief and evil he performs in the shadows the moon&#039;s soft glow creates. &lt;br /&gt;
Selûne is a caring but quietly mystical power who often seems saddened by events perhaps millennia old. While she is normally calm and placid, her war with Shar is fierce, with neither side giving or receiving quarter. She is seen in many ways by her followers, who are a diverse group, and she is at times effervescently joyful and active, at others maternal, quiet, and almost poetic, and at yet others warlike and fierce, showing little mercy to her foes. &lt;br /&gt;
Before the Time of Troubles, Selûne had served Sune for some centuries after being independent for millennia. After the Godswar, she went her own way again. Her relationship with Sune and Lliira is still extremely friendly and cooperative. &lt;br /&gt;
&lt;br /&gt;
Selûne is served by the Shards, a group of shining female servitors. The Shards can grow wings or banish them as they desire and have long, flowing blue hair and pearly-white skin. They are in reality planetars. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Selûne&#039;s ethos seems to be one of acceptance and tolerance over any other overriding principle. All are to be made welcome in her faith and seen as equal, and fellow Selûnites should be aided freely, as if they were one&#039;s dearest friends. &amp;quot;May Selûne guide your steps in the night, and bring them to the new dawn&amp;quot; is the common blessing of priests of Selûne to the faithful. &lt;br /&gt;
Novices are charged with the words of the goddess: &amp;quot;Let all on whom my light falls be welcome if they desire to be so. As the silver moon waxes and wanes, so too does all life. Trust in my radiance, and know that all love alive under my light shall know my blessing. Turn to the moon, and I will be your true guide.&amp;quot; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Selûne often manifests as trails of dancing light motes known as &amp;quot;moondust&amp;quot; or &amp;quot;moon motes&amp;quot; that resemble will-o&#039;-wisps. These guide folk who are lost at night or who must travel over treacherous ground; they also appear in order for her faithful to provide the light necessary to perform a delicate task. These moon motes may exude sparkling, glowing drops of pearly liquid—&amp;quot;drops fallen from the moon&amp;quot;—which Selûnite clergy gather and prize highly, using as an ingredient of power in many helpful potions and healing ointments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
She also sends owls, weredragons, certain lycanthropes and shapechanging creatures, and the Shards to aid mortals or to show her favor or presence.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Selune:&#039;&#039;&#039;&lt;br /&gt;
Selûne is worshipped by a mixed bag of followers: navigators, sailors, women, female spellcasters (especially those born under a full moon or interested in divination), good and neutral-aligned lycanthropes, those who work honestly at night, those seeking protection from Shar, the lost, the questing, and those curious about the future. Couples look to Selûne to bless them with children when they are ready, and women look to her for courage, strength, and guidance. The demands she places on her followers are few, and the goddess is reputed to be free with her gifts and boons to mortals. &lt;br /&gt;
&lt;br /&gt;
Selûne&#039;s priesthood is as diverse as her worshipers; with hers being truly a faith that promotes equal access and understanding. Reflecting the chaotic and scattered nature of the church of Selûne, its hierarchy is a hodgepodge of clerics, specialty priests, crusaders, mystics, informed or blessed lay individuals, and a smattering of good-aligned lycanthropes (both natural and infected). All cooperate in relative—if rollicking—peace under the symbol of Our Lady of Silver. Members of this diverse group all worship the goddess in their own styles. Her churches vary, as do the phases of the moon, from opulent temples in Waterdeep to simple shrines in the Dalelands, from hermitages and hilltop dancing circles to ornate mansion temples. &lt;br /&gt;
&lt;br /&gt;
A great deal of moon-related activity occurs in and around Waterdeep, and most of this is attributed to the temple to Our Lady of Silver. Most Selûnites, however, tend toward smaller shrines and individual worship, since &amp;quot;Anywhere the full moon shines is the place for Selûne.&amp;quot; Selûnites refer to night conditions as being either &amp;quot;moonlight&amp;quot; (the moon is present, though perhaps not immediately visible) or &amp;quot;nightgloom&amp;quot; (the moon is not out or is dark). &lt;br /&gt;
Selûnite priests use a wide variety of titles, but novices (not yet fully priests) are always known as the Called, and human females tend to dominate the ranks of the more powerful clergy. Typical Selûnite titles (in ascending order) include: Touched, Enstarred, Moonbathed, Silverbrow, Lunar, Initiate, and High Initiate. All of these titles are followed by &amp;quot;Priestess/Priest.&amp;quot; Those titles that follow these in rank tend to begin with &amp;quot;Priestess/Priest of the&amp;quot; and end in some form traditional to the individual temple or shrine the priest is affiliated with. It must be stressed that outside of Waterdeep and other larger city temples, many departures from these forms of titles will be found. The elite specialty priests of the goddess are known as silverstars. &lt;br /&gt;
&lt;br /&gt;
Selûne as Lucha is worshipped by nearly everyone in Durpar. Her worshipers believe that she will guide them to the most profitable customers. It is widely believed that Lucha herself watches over all marriages performed by her clergy, and nearly all marriages in Durpar are performed by priests of Lucha. Her priests work ceaselessly against those of Mask and other evil gods. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Priests of Selûne spend their time wandering Faerûn reaching out to the faithful and to potential worshipers of the moon goddess, since Selûne can be worshiped anywhere on the surface world. They make much small coin by telling fortunes, because folk who try to read the stars never achieve the same success rate in predictions as do clergy members who can call on Selûne for real guidance. In this way, Selûne steadily gains worshipers from the ranks of those who look to the night sky for guidance. &lt;br /&gt;
&lt;br /&gt;
Members of the Selûnite priesthood also face lycanthropes fearlessly and thereby win respect among farmers and other members of the common folk. They are also, by the Lady&#039;s command, generous with their healing, often charging very little beyond a meal and a warm place to sleep for straightforward healing. Selûne&#039;s way thus makes the goddess ever more popular and keeps her clergy hardy, well-traveled, and in practical touch with the natural world. &lt;br /&gt;
The Moonmaiden&#039;s clergy are encouraged to be self-reliant, humble, and yet make as much of a success as they can in the world while always remaining as helpful and friendly to the lonely and to decent folk as possible. By this long-sighted policy Selûne allows her clergy to become happy, fulfilled, important people, and sees her faith steadily gain power thereby. Our Lady of Silver is inclined to be lenient in matters of alignment and religious observance. Self-reliance and finding one&#039;s own, practical path are more important than fussy detail in her faith, and so Selûne is also gaining favor among eccentrics, adventurers, and mavericks of all sorts, including outcasts. Many sages expect Selûne to rise again to great might among the powers, perhaps within their lifetimes. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Selûnite clergy embroider their rituals into quite individual, unique observances. The basics of these are open-air dances and prayers under the moonlight with offerings of milk and wine poured upon a central altar during the nights of every full moon and new moon. These rituals are often called night stalks and during them her priests reaffirm their closeness to the Night White Lady and commune with her when possible. &lt;br /&gt;
&lt;br /&gt;
The most sacred rituals of Selûne are the Conjuring of the Second Moon and the Mystery of the Night. The Conjuring of the Second Moon is performed only during Shieldmeet. It summons the Shards to do the bidding of the mortal clergy, often to do battle with minions of Shar. The Shards always take one mortal priestess to be one of them before they depart. &lt;br /&gt;
&lt;br /&gt;
The Mystery of the Night must be performed at least once a year by every priest. During the Mystery ritual, Selûnite priests cast certain secret spells and lie before the Moonmaiden&#039;s altar, from whence they fly upward and spiral around the moon in a trance while they speak personally with Selûne via mental visions. This ritual causes a mortal ld12 points of damage as it is so draining, but this damage heals normally through rest or the use of healing magic. &lt;br /&gt;
When the goddess is pleased, she causes moonlight to bathe the wine or milk poured out on her altar, which transforms it into moonfire: an opalescent, glowing, soft-as-silk, ambulatory fluid mass the consistency of custard. The moonfire flows down from the altar to touch or envelop beings and items. Its touch destroys undead, enchants objects to make them magical items for the use of Selûnite clergy, and confers special powers on creatures. Moonfire vanishes when Selûne wills and bestows power as she wills. Those who steal it gain nothing, and there is no known means of forcing it to yield up a specific power. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The greatest and most beautiful temple to Selûne is the House of the Moon in Waterdeep, where Priestess of the High Moonlight (or to the uninitiated, simply &amp;quot;High priestess&amp;quot;) Naneatha Suaril holds court in a gilt-domed temple whose ornate new gates depict Selûne triumphantly hurling Shar down into the spires of Waterdeep as the faithful say she did during the Time of Troubles. Here dozens of silver-robed priestesses harp out tunes to the moon or sell healing drafts, potions that keep one alert for an entire night and yet bestow the benefits of a solid sleep, and other potions that give their imbibers infravision from one dusk to dawn. &lt;br /&gt;
&lt;br /&gt;
Here, too, the devout make pilgrimages to see the holy replica of the Wand of the Four Moons in its glass case (guarded by specialty priest of Selûne). Selûne usually manifests in the temple from out of this wand. It was created and blessed by Selûne herself in memory of the battle with Shar she had in Waterdeep. This holy duplicate is identical in form to the wand that Selûne wields in battle. It levitates in its glass case and glows with a soft, silvery-blue light, though it has no other known magical powers. Some swear that Naneatha can, by special request to the Moonmaiden, switch this duplicate with the real Wand of Four Moons and wield it in all its glory for short periods, but no witnesses to such an event have ever come forward. A fortunate few pilgrims have witnessed drops of Selûne&#039;s holy essence—the ingredient used in the making of her potions—falling from the hovering wand or heard her whisper words of advice or encouragement in their heads as they gazed upon it. On Selûne&#039;s Hallowing, a yearly Waterhavian temple holiday, Naneatha carries it before her at the head of a parade of worshipers that leave the House of the Moon at moonrise and move down to the harbor. &lt;br /&gt;
&lt;br /&gt;
She Who Guides is favored in Lastarr, an independent city once part of Estagund which is her most prominent center of worship. &lt;br /&gt;
One lost center of Selûnite worship is Myth Lharast in the heart of Amn, one of the legendary cities surrounded by a mythal. Founded as a city of Selûnites ages ago, its mythal is linked to the moon, and it appears only on certain moonlit nights as a ghostly, floating splendor of walls and towers only to disappear again. An assortment of evil beings and groups, from undead armies ruled by demiliches to gargoyle clans, have seized control of it over the years and used it to raid the surrounding land. This has given it a fell reputation. The faithful of Selûne yet hope to restore it to her care. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
One order of fanatic Selûnites is known as the Swords of the Lady, who are often referred to colloquially as the Lunatics. Its members are led by a few Selûnite crusaders, specialty priests, and mystics. They tend to act rapidly in response to threats from Shar and her priesthood, although the public often views their behavior as bizarre at large. Among other groups, the church of Selûne is also affiliated with the Harpers and a group of female diviners who worship the Night White Lady who call themselves the Oracles of the Moon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The ceremonial costume of Selûnites varies from place to place. Selûnite clergy members wear everything from plain brown robes to only a little moonstone jewelry as an accent to normal clothing to rich bejeweled gowns of the finest make and haughtiest fashion with enchanted, animate trains and capes and accompanying moonstone crowns. The finest can be found at the House of the Moon in Waterdeep, where high priestess Naneatha Suaril presides over rituals in a wide-bottomed hooped skirt with a large fanlike collar rising at the back of its neck. Both skirt and collar are stiffened with whalebone and set with clusters of pearls and other gemstones. &lt;br /&gt;
&lt;br /&gt;
The ceremonial dress of priests of Lucha consists of a circlet woven of vines or flowers and white robes. No shoes are worn at ceremonies. The only other symbol of office is a staff wound about with vines and flowers. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
In the field, the clergy members of the Selûnite church dress practically for the task they are undertaking. They tend dress fashionably, but not gaudily, in day-to-day life. The preferred weapon of the clergy of Selûne is a smooth-headed mace called the moon&#039;s hand. The moon&#039;s hand has identical statistics to a standard footman&#039;s mace, though it gains special combat bonuses in the hands of a specialty priest of Selûne.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2203</id>
		<title>Hoar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2203"/>
		<updated>2008-07-04T18:10:10Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hoar:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A black-gloved right hand holding a coin with a two-faced head or three lightning bolts or three deep rolls of thunder&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Doomcourt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Revenge, retribution, poetic justice&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law, Travel, Fate, Retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Assassins, fighters, rogues, seekers of retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: Assuran &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Javelin (shaft of lightning) - &amp;quot;Retribution&#039;s Sting&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Hoar (HORE) the Doombringer is not often actively worshiped in set services, but his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style. &lt;br /&gt;
Hoar is actually an ancient Untheric deity worshiped in the Inner Sea Lands as Assuran, Lord of Three Thunders. He and his worship were driven from that land in centuries past by priests of Ramman around the same time that Hoar battled and lost to that Untheric god of war, thunder, rains, and storms in a tumultuous conflict. &lt;br /&gt;
&lt;br /&gt;
Although worship of the Lord of Three Thunders dropped off rapidly in Unther (to the point where Assuran) was no longer considered part of the Untheric pantheon), the cult of the Doombringer remained strong in Chessenta for many years, particularly in the cities of Akanax and Mourktar. In the past century, Assuran&#039;s worship again declined precipitously in size when Chessentan mercenaries returning from Mulhorand brought with them the faith of Anhur. Although the officers remained faithful to Assuran, many soldiers converted to the faith of the Mulhorandi god of war. &lt;br /&gt;
&lt;br /&gt;
During the Time of Troubles, Hoar/Assuran took as his mortal avatar the body of King Hippartes of Akanax. After traveling to THay to obtain a cache of weapons he had hidden in the Thaymounts (and narrowly evading the plots of a Red Wizard known as the Masked One), Hoar commanded the army of Akanax and several hired mercenary companies into wars against the neighboring cities of Cimbar, Soorenar, and Luthcheq in revenge for ancient insults. The Doombringer incited several long-simmering conflicts between those cities as well, plunging most of Chessenta into war. After a string of victories against ancient foes of Akanax and himself, he forged an alliance between Chessenta&#039;s fractious cities. He then turned Akanax&#039;s armies against Unther and against the church of Ramman in particular. &lt;br /&gt;
&lt;br /&gt;
Ramman&#039;s avatar met him face-to-face and toe-to-toe, and in an act of poetic justice, the Doombringer wove a powerful spell that slew Ramman by causing a bolt of lightning to rebound after the Untheric storm god&#039;s third thunderous lightning attack. However, once again Assuran lost out when, before he could seize Ramman&#039;s portfolio, the Untheric lord of war passed it on to Anhur, war god of Mulhorand, and left the Realms permanently. The revitalized Mulhorandi god of war led his troops to Unther&#039;s defense and routed the Chessentan mercenaries, many of whom defected to his side. The Doombringer was once again driven from Unther in defeat. (After the Godswar, the alliance of city-states quickly disintegrated, as most such alliances in Chessenta seem to do.) &lt;br /&gt;
&lt;br /&gt;
Although his worship had been spreading slowly through the Heartlands prior to the Time of Troubles, Hoar&#039;s direct action in the Realms has not been felt since the Time of Troubles, and his sign (three deep rolls of thunder) has not been heard in the Inner Sea lands for a decade. Although some speculate that he died during the Time of Troubles, the truth is that he has retreated into himself and cut off many of his routine activities to plot his revenge against Anhur. Combined with the massive defection of worshipers from his faith in battered Chessenta, the Lord of Three Thunders has found himself reduced to demipower status throughout the Realms in the aftermath of the Godswar. &lt;br /&gt;
&lt;br /&gt;
Hoar is a moody power, prone to violence and with a penchant toward bitter humor. He alternately curses Tymora for his fate and attempts to unctuously wheedle her for better luck, treating her at times as an enemy and at others as a friend. He seeks to aid the Maiden of Misfortune in unleashing bad luck on the deserving. He has a dry, hollow chuckle, a haunted appearance, and a morbid fascination in the plight of doomed mortals. It is said that both Tyr and Shar contest for Hoar&#039;s tormented soul. Shar seeks to twist the Doombringer into a servant of blind vengeance and bitterness, while Tyr seeks to unlock his bittersweet humor and shift his portfolio towards irony and poetic justice, but to this date he serves no one&#039;s interests but his own. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one&#039;s actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar&#039;s teachings, to seek retribution, but to fall not into pursuing evil acts for evil&#039;s sake, for that way is seductive and leads only to one&#039;s downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dead only invite future attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Hoar commonly manifests as three deep rolls of thunder when a guilty party falls prety to a suitable, often ironic, fate. Occasionally the Doombringer manifests as a ghostly hand seen only by the one being punished (and possibly that one&#039;s victim&#039;s loved ones). Such manifestations are only seen in the process of delivering an appropriate punishment. For example, the spouse of a murdered man might see the hand of Hoar push her husband&#039;s murderer—who is afraid of heights—of a cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Hoar&#039;s favor is seen occasionally through the discovery of red tear-shaped gems; his displeasure is indicated by the discovery of a powdered Laeral&#039;s tear gem. The Doombringer works through aerial servants, cursts, feyrs, harrlas, haunts, invisible stalkers, justice incarnates, keres, living steels, revenants, lhiannan shee, and maruts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Hoar:&#039;&#039;&#039;&lt;br /&gt;
Hoar is propitiated more than he is worshiped. Inhabitants of the Realms commonly attribute fitting acts of justice to the Lord of Three Thunders, and some beings (particularly the helpless and the weak) go so far as to entreat the Doombringer to deliver their vengeance, but few actually worship him on a regular basis in set services held in shrines or temples. &lt;br /&gt;
The few temples of Hoar found scattered throughout the Realms are plain, even severe, stone edifices. Most are built in high, hidden places where their inhabitants can secretly brood and plot vengeance against all who have slighted them. &lt;br /&gt;
&lt;br /&gt;
Approximately 40% of the clergy of Hoar are clerics, 30% are crusaders, and 40% are specialty priests (doombringers). As could be expected, the clergy is splintered into a multitude of backstabbing factions with centuries-old hatreds and constantly shifting alliances. Commonly used titles vary from faction to faction, but in the Heartlands, priests of Hoar are known as (in ascending order): Eye of Irony, Hand of Doom, Fist of Vengeance, Claw of Revenge, Fateful Eye of Irony, Fateful Hand of Doom, Fateful Fist of Vengeance, and Fateful Claw of Revenge. Senior priests are known as Lords of Thunderous Vengeance. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
There are few actual temples of Hoar in the western Realms. Instead the Doombringer&#039;s priesthood is composed primarily of itinerant wanderers who travel from town to town agreeing to pray for Hoar&#039;s intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee. Charlatans masquerading as members of Hoar&#039;s clergy or priests who neglect the prayers they have promised to make receive a fitting punishment by Hoar&#039;s hand. &lt;br /&gt;
In addition, Hoar&#039;s clergy seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting punishment meted out. Actions of this type have caused most town watches and Tyrists to brand priests of the Doombringer as vigilantes and raised the stature of the priesthood to that of champion of the downtroddon and underdogs in the eyes of the common folk. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The clergy of the Doombringer celebrate few major holy days. Instead, each priest is encouraged to celebrate the anniversaries of his most fitting and sweetest acts of revenge. Each priest is also expected to mark the anniversary of each injury, insult, or slight as yet not avenged with quiet contemplation (many persons not of the faith would call it brooding) upon strategies for appropriately enacting that revenge. However, true members of Hoar&#039;s clergy are also to remember those who have helped them unselfishly, protected them from harm, or otherwise provided them aid and contemplate ways to reward them personally and lastingly, rather than with meaningless titles, shallow items of wealth, or faint and passing praise. Silent or thunderous praises (as appropriate) must be given to Hoar each and every time some vengeance is exacted by a priest of the Doombringer. &lt;br /&gt;
&lt;br /&gt;
The Penultimate Thunder is celebrated on the 11th of Eleint with great feasts of game, bread, fruits, and mead. It marks the long-anticipated victory over Ramman by the Lord of Three Thunders. The Impending Doom is observed on the 11th of Marpenoth with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be remembered. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039; &lt;br /&gt;
In the South, two temples of the Lord of Three Thunders contest for leadership of the faith. The Thunderous Hand of Vengeance in Akanax is strictly loyal to the king of that city, and its priests run the city watch and the city courts with an iron fist. Priests of the Thunder Hand, as they are commonly known, make up a large percentage of the high-ranking officers in Akanax&#039;s armies. &lt;br /&gt;
The Amphitheater of the First Thunder in the independent city of Mourktar is a large, open arena where numerous gladiatorial combats takes place between accusers and the accused instead of the more common court trials found elsewhere in the Realms. It is believed that Hoar intervenes directly in each bout, ensuring that fitting justice is always enacted. The actual temple is located in the bowels of the arena. Since the Time of Troubles and the death of King Theris, the most prominent member of the faith, the influence of this temple has rapidly shrunk throughout the nearby regions of Threskel and Chessenta. Priests of the Doombringer have been shunted from most positions of power by the Banite clergy of the Black Lord&#039;s Cloak.&lt;br /&gt;
&lt;br /&gt;
With Assuran&#039;s declining influence in Chessenta, the Hidden Hand of Fate temple in the depths of the Arch Wood has risen to some prominence in the North. The inhabitants of Archendale have always been known for their short temples, grudges, arrogance, and love of intrigue. In this environment, Hoar&#039;s worship has begun to take hold, and quite a few of Archendale&#039;s inhabitants clandestinely worship the Doombringer. The priests of the Hidden Hand of Fate sponsor a number of bards, bounty hunters, and assassins active throughout the Heartlands and coordinate a loose network of vigilantes dealing rough justice throughout the wilder stretches of the Dales. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Hunters of Vengeance are an informal order of bounty hunters and vigilantes active throughout the Heartlands and the North. Few in number, their actions are spoken of with admiration and dread long after they have moved on. &lt;br /&gt;
The Fellowship of Poetic Justices is an order of bards and crusaders founded in the aftermath of the Time of Troubles. Dedicated to both Hoar and Tyr and supported by clergy from both faiths, members of the fellowship seek to spread tales of ironic justice throughout the Realms and achieve through words and deeds what violence often fails to accomplish. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Hoar wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a &amp;quot;hunt&amp;quot; for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers, and sport the symbol of Hoar worked into a piece of jewelry as a holy symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, priests of the Doombringer wear whatever garb is best suited for the mission. Typically they garb themselves in leather armor when stealth is required, and the heaviest armor available when a frontal attack is anticipated. While they can wield any weapon, Hoarite priests must carry at least one blunt, one piercing, and one slashing weapon at all times. When injured (or anticipating injury) by an opponent, Hoarite priests are expected to use a weapon of the same type or at least the same damage type in response, as such attacks are more fitting in their impact. Those who deserve death should be finished off with their own weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The god of vengeance is vengeful.  Go figure.  He&#039;s moody and violent, with a dark sense of humor.  Hoar&#039;s following is composed of wanderers with a penchant for sticking up for the little guy, with little regard for local law or authority.  No transgression is too slight to exact terrible, terrible vengeance upon the perpetrator.  The spirit of the law trumps the letter of the law completely, and those who use technicalities and rules as a shield are worthy of immediate retribution.  To leave those who violated you to walk free is to invite further attack.  Those who wrong yourself or others are to be dealt with swiftly and in no uncertain terms.  The greatest revenge is sweetened with bitter irony.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2202</id>
		<title>Hoar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2202"/>
		<updated>2008-07-04T18:09:28Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hoar:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A black-gloved right hand holding a coin with a two-faced head or three lightning bolts or three deep rolls of thunder&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Doomcourt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Revenge, retribution, poetic justice&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law, Travel, Fate, Retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Assassins, fighters, rogues, seekers of retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Javelin (shaft of lightning) - &amp;quot;Retribution&#039;s Sting&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Hoar (HORE) the Doombringer is not often actively worshiped in set services, but his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style. &lt;br /&gt;
Hoar is actually an ancient Untheric deity worshiped in the Inner Sea Lands as Assuran, Lord of Three Thunders. He and his worship were driven from that land in centuries past by priests of Ramman around the same time that Hoar battled and lost to that Untheric god of war, thunder, rains, and storms in a tumultuous conflict. &lt;br /&gt;
&lt;br /&gt;
Although worship of the Lord of Three Thunders dropped off rapidly in Unther (to the point where Assuran) was no longer considered part of the Untheric pantheon), the cult of the Doombringer remained strong in Chessenta for many years, particularly in the cities of Akanax and Mourktar. In the past century, Assuran&#039;s worship again declined precipitously in size when Chessentan mercenaries returning from Mulhorand brought with them the faith of Anhur. Although the officers remained faithful to Assuran, many soldiers converted to the faith of the Mulhorandi god of war. &lt;br /&gt;
&lt;br /&gt;
During the Time of Troubles, Hoar/Assuran took as his mortal avatar the body of King Hippartes of Akanax. After traveling to THay to obtain a cache of weapons he had hidden in the Thaymounts (and narrowly evading the plots of a Red Wizard known as the Masked One), Hoar commanded the army of Akanax and several hired mercenary companies into wars against the neighboring cities of Cimbar, Soorenar, and Luthcheq in revenge for ancient insults. The Doombringer incited several long-simmering conflicts between those cities as well, plunging most of Chessenta into war. After a string of victories against ancient foes of Akanax and himself, he forged an alliance between Chessenta&#039;s fractious cities. He then turned Akanax&#039;s armies against Unther and against the church of Ramman in particular. &lt;br /&gt;
&lt;br /&gt;
Ramman&#039;s avatar met him face-to-face and toe-to-toe, and in an act of poetic justice, the Doombringer wove a powerful spell that slew Ramman by causing a bolt of lightning to rebound after the Untheric storm god&#039;s third thunderous lightning attack. However, once again Assuran lost out when, before he could seize Ramman&#039;s portfolio, the Untheric lord of war passed it on to Anhur, war god of Mulhorand, and left the Realms permanently. The revitalized Mulhorandi god of war led his troops to Unther&#039;s defense and routed the Chessentan mercenaries, many of whom defected to his side. The Doombringer was once again driven from Unther in defeat. (After the Godswar, the alliance of city-states quickly disintegrated, as most such alliances in Chessenta seem to do.) &lt;br /&gt;
&lt;br /&gt;
Although his worship had been spreading slowly through the Heartlands prior to the Time of Troubles, Hoar&#039;s direct action in the Realms has not been felt since the Time of Troubles, and his sign (three deep rolls of thunder) has not been heard in the Inner Sea lands for a decade. Although some speculate that he died during the Time of Troubles, the truth is that he has retreated into himself and cut off many of his routine activities to plot his revenge against Anhur. Combined with the massive defection of worshipers from his faith in battered Chessenta, the Lord of Three Thunders has found himself reduced to demipower status throughout the Realms in the aftermath of the Godswar. &lt;br /&gt;
&lt;br /&gt;
Hoar is a moody power, prone to violence and with a penchant toward bitter humor. He alternately curses Tymora for his fate and attempts to unctuously wheedle her for better luck, treating her at times as an enemy and at others as a friend. He seeks to aid the Maiden of Misfortune in unleashing bad luck on the deserving. He has a dry, hollow chuckle, a haunted appearance, and a morbid fascination in the plight of doomed mortals. It is said that both Tyr and Shar contest for Hoar&#039;s tormented soul. Shar seeks to twist the Doombringer into a servant of blind vengeance and bitterness, while Tyr seeks to unlock his bittersweet humor and shift his portfolio towards irony and poetic justice, but to this date he serves no one&#039;s interests but his own. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one&#039;s actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar&#039;s teachings, to seek retribution, but to fall not into pursuing evil acts for evil&#039;s sake, for that way is seductive and leads only to one&#039;s downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dead only invite future attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Hoar commonly manifests as three deep rolls of thunder when a guilty party falls prety to a suitable, often ironic, fate. Occasionally the Doombringer manifests as a ghostly hand seen only by the one being punished (and possibly that one&#039;s victim&#039;s loved ones). Such manifestations are only seen in the process of delivering an appropriate punishment. For example, the spouse of a murdered man might see the hand of Hoar push her husband&#039;s murderer—who is afraid of heights—of a cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Hoar&#039;s favor is seen occasionally through the discovery of red tear-shaped gems; his displeasure is indicated by the discovery of a powdered Laeral&#039;s tear gem. The Doombringer works through aerial servants, cursts, feyrs, harrlas, haunts, invisible stalkers, justice incarnates, keres, living steels, revenants, lhiannan shee, and maruts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Hoar:&#039;&#039;&#039;&lt;br /&gt;
Hoar is propitiated more than he is worshiped. Inhabitants of the Realms commonly attribute fitting acts of justice to the Lord of Three Thunders, and some beings (particularly the helpless and the weak) go so far as to entreat the Doombringer to deliver their vengeance, but few actually worship him on a regular basis in set services held in shrines or temples. &lt;br /&gt;
The few temples of Hoar found scattered throughout the Realms are plain, even severe, stone edifices. Most are built in high, hidden places where their inhabitants can secretly brood and plot vengeance against all who have slighted them. &lt;br /&gt;
&lt;br /&gt;
Approximately 40% of the clergy of Hoar are clerics, 30% are crusaders, and 40% are specialty priests (doombringers). As could be expected, the clergy is splintered into a multitude of backstabbing factions with centuries-old hatreds and constantly shifting alliances. Commonly used titles vary from faction to faction, but in the Heartlands, priests of Hoar are known as (in ascending order): Eye of Irony, Hand of Doom, Fist of Vengeance, Claw of Revenge, Fateful Eye of Irony, Fateful Hand of Doom, Fateful Fist of Vengeance, and Fateful Claw of Revenge. Senior priests are known as Lords of Thunderous Vengeance. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
There are few actual temples of Hoar in the western Realms. Instead the Doombringer&#039;s priesthood is composed primarily of itinerant wanderers who travel from town to town agreeing to pray for Hoar&#039;s intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee. Charlatans masquerading as members of Hoar&#039;s clergy or priests who neglect the prayers they have promised to make receive a fitting punishment by Hoar&#039;s hand. &lt;br /&gt;
In addition, Hoar&#039;s clergy seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting punishment meted out. Actions of this type have caused most town watches and Tyrists to brand priests of the Doombringer as vigilantes and raised the stature of the priesthood to that of champion of the downtroddon and underdogs in the eyes of the common folk. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The clergy of the Doombringer celebrate few major holy days. Instead, each priest is encouraged to celebrate the anniversaries of his most fitting and sweetest acts of revenge. Each priest is also expected to mark the anniversary of each injury, insult, or slight as yet not avenged with quiet contemplation (many persons not of the faith would call it brooding) upon strategies for appropriately enacting that revenge. However, true members of Hoar&#039;s clergy are also to remember those who have helped them unselfishly, protected them from harm, or otherwise provided them aid and contemplate ways to reward them personally and lastingly, rather than with meaningless titles, shallow items of wealth, or faint and passing praise. Silent or thunderous praises (as appropriate) must be given to Hoar each and every time some vengeance is exacted by a priest of the Doombringer. &lt;br /&gt;
&lt;br /&gt;
The Penultimate Thunder is celebrated on the 11th of Eleint with great feasts of game, bread, fruits, and mead. It marks the long-anticipated victory over Ramman by the Lord of Three Thunders. The Impending Doom is observed on the 11th of Marpenoth with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be remembered. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039; &lt;br /&gt;
In the South, two temples of the Lord of Three Thunders contest for leadership of the faith. The Thunderous Hand of Vengeance in Akanax is strictly loyal to the king of that city, and its priests run the city watch and the city courts with an iron fist. Priests of the Thunder Hand, as they are commonly known, make up a large percentage of the high-ranking officers in Akanax&#039;s armies. &lt;br /&gt;
The Amphitheater of the First Thunder in the independent city of Mourktar is a large, open arena where numerous gladiatorial combats takes place between accusers and the accused instead of the more common court trials found elsewhere in the Realms. It is believed that Hoar intervenes directly in each bout, ensuring that fitting justice is always enacted. The actual temple is located in the bowels of the arena. Since the Time of Troubles and the death of King Theris, the most prominent member of the faith, the influence of this temple has rapidly shrunk throughout the nearby regions of Threskel and Chessenta. Priests of the Doombringer have been shunted from most positions of power by the Banite clergy of the Black Lord&#039;s Cloak.&lt;br /&gt;
&lt;br /&gt;
With Assuran&#039;s declining influence in Chessenta, the Hidden Hand of Fate temple in the depths of the Arch Wood has risen to some prominence in the North. The inhabitants of Archendale have always been known for their short temples, grudges, arrogance, and love of intrigue. In this environment, Hoar&#039;s worship has begun to take hold, and quite a few of Archendale&#039;s inhabitants clandestinely worship the Doombringer. The priests of the Hidden Hand of Fate sponsor a number of bards, bounty hunters, and assassins active throughout the Heartlands and coordinate a loose network of vigilantes dealing rough justice throughout the wilder stretches of the Dales. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Hunters of Vengeance are an informal order of bounty hunters and vigilantes active throughout the Heartlands and the North. Few in number, their actions are spoken of with admiration and dread long after they have moved on. &lt;br /&gt;
The Fellowship of Poetic Justices is an order of bards and crusaders founded in the aftermath of the Time of Troubles. Dedicated to both Hoar and Tyr and supported by clergy from both faiths, members of the fellowship seek to spread tales of ironic justice throughout the Realms and achieve through words and deeds what violence often fails to accomplish. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Hoar wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a &amp;quot;hunt&amp;quot; for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers, and sport the symbol of Hoar worked into a piece of jewelry as a holy symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, priests of the Doombringer wear whatever garb is best suited for the mission. Typically they garb themselves in leather armor when stealth is required, and the heaviest armor available when a frontal attack is anticipated. While they can wield any weapon, Hoarite priests must carry at least one blunt, one piercing, and one slashing weapon at all times. When injured (or anticipating injury) by an opponent, Hoarite priests are expected to use a weapon of the same type or at least the same damage type in response, as such attacks are more fitting in their impact. Those who deserve death should be finished off with their own weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The god of vengeance is vengeful.  Go figure.  He&#039;s moody and violent, with a dark sense of humor.  Hoar&#039;s following is composed of wanderers with a penchant for sticking up for the little guy, with little regard for local law or authority.  No transgression is too slight to exact terrible, terrible vengeance upon the perpetrator.  The spirit of the law trumps the letter of the law completely, and those who use technicalities and rules as a shield are worthy of immediate retribution.  To leave those who violated you to walk free is to invite further attack.  Those who wrong yourself or others are to be dealt with swiftly and in no uncertain terms.  The greatest revenge is sweetened with bitter irony.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2201</id>
		<title>Hoar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2201"/>
		<updated>2008-07-04T18:09:15Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hoar:&#039;&#039;&#039;&lt;br /&gt;
The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A black-gloved right hand holding a coin with a two-faced head or three lightning bolts or three deep rolls of thunder&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Doomcourt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Revenge, retribution, poetic justice&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law, Travel, Fate, Retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Assassins, fighters, rogues, seekers of retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Javelin (shaft of lightning) - &amp;quot;Retribution&#039;s Sting&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Hoar (HORE) the Doombringer is not often actively worshiped in set services, but his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style. &lt;br /&gt;
Hoar is actually an ancient Untheric deity worshiped in the Inner Sea Lands as Assuran, Lord of Three Thunders. He and his worship were driven from that land in centuries past by priests of Ramman around the same time that Hoar battled and lost to that Untheric god of war, thunder, rains, and storms in a tumultuous conflict. &lt;br /&gt;
&lt;br /&gt;
Although worship of the Lord of Three Thunders dropped off rapidly in Unther (to the point where Assuran) was no longer considered part of the Untheric pantheon), the cult of the Doombringer remained strong in Chessenta for many years, particularly in the cities of Akanax and Mourktar. In the past century, Assuran&#039;s worship again declined precipitously in size when Chessentan mercenaries returning from Mulhorand brought with them the faith of Anhur. Although the officers remained faithful to Assuran, many soldiers converted to the faith of the Mulhorandi god of war. &lt;br /&gt;
&lt;br /&gt;
During the Time of Troubles, Hoar/Assuran took as his mortal avatar the body of King Hippartes of Akanax. After traveling to THay to obtain a cache of weapons he had hidden in the Thaymounts (and narrowly evading the plots of a Red Wizard known as the Masked One), Hoar commanded the army of Akanax and several hired mercenary companies into wars against the neighboring cities of Cimbar, Soorenar, and Luthcheq in revenge for ancient insults. The Doombringer incited several long-simmering conflicts between those cities as well, plunging most of Chessenta into war. After a string of victories against ancient foes of Akanax and himself, he forged an alliance between Chessenta&#039;s fractious cities. He then turned Akanax&#039;s armies against Unther and against the church of Ramman in particular. &lt;br /&gt;
&lt;br /&gt;
Ramman&#039;s avatar met him face-to-face and toe-to-toe, and in an act of poetic justice, the Doombringer wove a powerful spell that slew Ramman by causing a bolt of lightning to rebound after the Untheric storm god&#039;s third thunderous lightning attack. However, once again Assuran lost out when, before he could seize Ramman&#039;s portfolio, the Untheric lord of war passed it on to Anhur, war god of Mulhorand, and left the Realms permanently. The revitalized Mulhorandi god of war led his troops to Unther&#039;s defense and routed the Chessentan mercenaries, many of whom defected to his side. The Doombringer was once again driven from Unther in defeat. (After the Godswar, the alliance of city-states quickly disintegrated, as most such alliances in Chessenta seem to do.) &lt;br /&gt;
&lt;br /&gt;
Although his worship had been spreading slowly through the Heartlands prior to the Time of Troubles, Hoar&#039;s direct action in the Realms has not been felt since the Time of Troubles, and his sign (three deep rolls of thunder) has not been heard in the Inner Sea lands for a decade. Although some speculate that he died during the Time of Troubles, the truth is that he has retreated into himself and cut off many of his routine activities to plot his revenge against Anhur. Combined with the massive defection of worshipers from his faith in battered Chessenta, the Lord of Three Thunders has found himself reduced to demipower status throughout the Realms in the aftermath of the Godswar. &lt;br /&gt;
&lt;br /&gt;
Hoar is a moody power, prone to violence and with a penchant toward bitter humor. He alternately curses Tymora for his fate and attempts to unctuously wheedle her for better luck, treating her at times as an enemy and at others as a friend. He seeks to aid the Maiden of Misfortune in unleashing bad luck on the deserving. He has a dry, hollow chuckle, a haunted appearance, and a morbid fascination in the plight of doomed mortals. It is said that both Tyr and Shar contest for Hoar&#039;s tormented soul. Shar seeks to twist the Doombringer into a servant of blind vengeance and bitterness, while Tyr seeks to unlock his bittersweet humor and shift his portfolio towards irony and poetic justice, but to this date he serves no one&#039;s interests but his own. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one&#039;s actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar&#039;s teachings, to seek retribution, but to fall not into pursuing evil acts for evil&#039;s sake, for that way is seductive and leads only to one&#039;s downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dead only invite future attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Hoar commonly manifests as three deep rolls of thunder when a guilty party falls prety to a suitable, often ironic, fate. Occasionally the Doombringer manifests as a ghostly hand seen only by the one being punished (and possibly that one&#039;s victim&#039;s loved ones). Such manifestations are only seen in the process of delivering an appropriate punishment. For example, the spouse of a murdered man might see the hand of Hoar push her husband&#039;s murderer—who is afraid of heights—of a cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Hoar&#039;s favor is seen occasionally through the discovery of red tear-shaped gems; his displeasure is indicated by the discovery of a powdered Laeral&#039;s tear gem. The Doombringer works through aerial servants, cursts, feyrs, harrlas, haunts, invisible stalkers, justice incarnates, keres, living steels, revenants, lhiannan shee, and maruts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Hoar:&#039;&#039;&#039;&lt;br /&gt;
Hoar is propitiated more than he is worshiped. Inhabitants of the Realms commonly attribute fitting acts of justice to the Lord of Three Thunders, and some beings (particularly the helpless and the weak) go so far as to entreat the Doombringer to deliver their vengeance, but few actually worship him on a regular basis in set services held in shrines or temples. &lt;br /&gt;
The few temples of Hoar found scattered throughout the Realms are plain, even severe, stone edifices. Most are built in high, hidden places where their inhabitants can secretly brood and plot vengeance against all who have slighted them. &lt;br /&gt;
&lt;br /&gt;
Approximately 40% of the clergy of Hoar are clerics, 30% are crusaders, and 40% are specialty priests (doombringers). As could be expected, the clergy is splintered into a multitude of backstabbing factions with centuries-old hatreds and constantly shifting alliances. Commonly used titles vary from faction to faction, but in the Heartlands, priests of Hoar are known as (in ascending order): Eye of Irony, Hand of Doom, Fist of Vengeance, Claw of Revenge, Fateful Eye of Irony, Fateful Hand of Doom, Fateful Fist of Vengeance, and Fateful Claw of Revenge. Senior priests are known as Lords of Thunderous Vengeance. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
There are few actual temples of Hoar in the western Realms. Instead the Doombringer&#039;s priesthood is composed primarily of itinerant wanderers who travel from town to town agreeing to pray for Hoar&#039;s intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee. Charlatans masquerading as members of Hoar&#039;s clergy or priests who neglect the prayers they have promised to make receive a fitting punishment by Hoar&#039;s hand. &lt;br /&gt;
In addition, Hoar&#039;s clergy seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting punishment meted out. Actions of this type have caused most town watches and Tyrists to brand priests of the Doombringer as vigilantes and raised the stature of the priesthood to that of champion of the downtroddon and underdogs in the eyes of the common folk. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The clergy of the Doombringer celebrate few major holy days. Instead, each priest is encouraged to celebrate the anniversaries of his most fitting and sweetest acts of revenge. Each priest is also expected to mark the anniversary of each injury, insult, or slight as yet not avenged with quiet contemplation (many persons not of the faith would call it brooding) upon strategies for appropriately enacting that revenge. However, true members of Hoar&#039;s clergy are also to remember those who have helped them unselfishly, protected them from harm, or otherwise provided them aid and contemplate ways to reward them personally and lastingly, rather than with meaningless titles, shallow items of wealth, or faint and passing praise. Silent or thunderous praises (as appropriate) must be given to Hoar each and every time some vengeance is exacted by a priest of the Doombringer. &lt;br /&gt;
&lt;br /&gt;
The Penultimate Thunder is celebrated on the 11th of Eleint with great feasts of game, bread, fruits, and mead. It marks the long-anticipated victory over Ramman by the Lord of Three Thunders. The Impending Doom is observed on the 11th of Marpenoth with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be remembered. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039; &lt;br /&gt;
In the South, two temples of the Lord of Three Thunders contest for leadership of the faith. The Thunderous Hand of Vengeance in Akanax is strictly loyal to the king of that city, and its priests run the city watch and the city courts with an iron fist. Priests of the Thunder Hand, as they are commonly known, make up a large percentage of the high-ranking officers in Akanax&#039;s armies. &lt;br /&gt;
The Amphitheater of the First Thunder in the independent city of Mourktar is a large, open arena where numerous gladiatorial combats takes place between accusers and the accused instead of the more common court trials found elsewhere in the Realms. It is believed that Hoar intervenes directly in each bout, ensuring that fitting justice is always enacted. The actual temple is located in the bowels of the arena. Since the Time of Troubles and the death of King Theris, the most prominent member of the faith, the influence of this temple has rapidly shrunk throughout the nearby regions of Threskel and Chessenta. Priests of the Doombringer have been shunted from most positions of power by the Banite clergy of the Black Lord&#039;s Cloak.&lt;br /&gt;
&lt;br /&gt;
With Assuran&#039;s declining influence in Chessenta, the Hidden Hand of Fate temple in the depths of the Arch Wood has risen to some prominence in the North. The inhabitants of Archendale have always been known for their short temples, grudges, arrogance, and love of intrigue. In this environment, Hoar&#039;s worship has begun to take hold, and quite a few of Archendale&#039;s inhabitants clandestinely worship the Doombringer. The priests of the Hidden Hand of Fate sponsor a number of bards, bounty hunters, and assassins active throughout the Heartlands and coordinate a loose network of vigilantes dealing rough justice throughout the wilder stretches of the Dales. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Hunters of Vengeance are an informal order of bounty hunters and vigilantes active throughout the Heartlands and the North. Few in number, their actions are spoken of with admiration and dread long after they have moved on. &lt;br /&gt;
The Fellowship of Poetic Justices is an order of bards and crusaders founded in the aftermath of the Time of Troubles. Dedicated to both Hoar and Tyr and supported by clergy from both faiths, members of the fellowship seek to spread tales of ironic justice throughout the Realms and achieve through words and deeds what violence often fails to accomplish. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Hoar wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a &amp;quot;hunt&amp;quot; for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers, and sport the symbol of Hoar worked into a piece of jewelry as a holy symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, priests of the Doombringer wear whatever garb is best suited for the mission. Typically they garb themselves in leather armor when stealth is required, and the heaviest armor available when a frontal attack is anticipated. While they can wield any weapon, Hoarite priests must carry at least one blunt, one piercing, and one slashing weapon at all times. When injured (or anticipating injury) by an opponent, Hoarite priests are expected to use a weapon of the same type or at least the same damage type in response, as such attacks are more fitting in their impact. Those who deserve death should be finished off with their own weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The god of vengeance is vengeful.  Go figure.  He&#039;s moody and violent, with a dark sense of humor.  Hoar&#039;s following is composed of wanderers with a penchant for sticking up for the little guy, with little regard for local law or authority.  No transgression is too slight to exact terrible, terrible vengeance upon the perpetrator.  The spirit of the law trumps the letter of the law completely, and those who use technicalities and rules as a shield are worthy of immediate retribution.  To leave those who violated you to walk free is to invite further attack.  Those who wrong yourself or others are to be dealt with swiftly and in no uncertain terms.  The greatest revenge is sweetened with bitter irony.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2200</id>
		<title>Hoar</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Hoar&amp;diff=2200"/>
		<updated>2008-07-04T18:08:38Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hoar:&#039;&#039;&#039;&lt;br /&gt;
The Doombringer, Lord of Three Thunders, the Poet of Justice, Hurler of Thunders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A black-gloved right hand holding a coin with a two-faced head or three lightning bolts or three deep rolls of thunder&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Doomcourt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Revenge, retribution, poetic justice&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law, Travel, Fate, Retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Assassins, fighters, rogues, seekers of retribution&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Javelin (shaft of lightning) - &amp;quot;Retribution&#039;s Sting&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Hoar (HORE) the Doombringer is not often actively worshiped in set services, but his name is invoked by those seeking vengeance. When a guilty party falls prey to fate (such as when a murderer is killed accidentally just after the murder is committed, particularly if the accident—for example, slipping to his death—was initiated by the murderer himself), the hand of Hoar is given credit. Hoar has a more benign aspect in the North, where he is seen less as a god of vengeance and more as a god of poetic justice. Many bounty hunters and some assassins propitiate the Doombringer before commencing a hunt, the truly faithful among them seeking to capture their quarry in a suitably ironic style. &lt;br /&gt;
Hoar is actually an ancient Untheric deity worshiped in the Inner Sea Lands as Assuran, Lord of Three Thunders. He and his worship were driven from that land in centuries past by priests of Ramman around the same time that Hoar battled and lost to that Untheric god of war, thunder, rains, and storms in a tumultuous conflict. &lt;br /&gt;
Although worship of the Lord of Three Thunders dropped off rapidly in Unther (to the point where Assuran) was no longer considered part of the Untheric pantheon), the cult of the Doombringer remained strong in Chessenta for many years, particularly in the cities of Akanax and Mourktar. In the past century, Assuran&#039;s worship again declined precipitously in size when Chessentan mercenaries returning from Mulhorand brought with them the faith of Anhur. Although the officers remained faithful to Assuran, many soldiers converted to the faith of the Mulhorandi god of war. &lt;br /&gt;
During the Time of Troubles, Hoar/Assuran took as his mortal avatar the body of King Hippartes of Akanax. After traveling to THay to obtain a cache of weapons he had hidden in the Thaymounts (and narrowly evading the plots of a Red Wizard known as the Masked One), Hoar commanded the army of Akanax and several hired mercenary companies into wars against the neighboring cities of Cimbar, Soorenar, and Luthcheq in revenge for ancient insults. The Doombringer incited several long-simmering conflicts between those cities as well, plunging most of Chessenta into war. After a string of victories against ancient foes of Akanax and himself, he forged an alliance between Chessenta&#039;s fractious cities. He then turned Akanax&#039;s armies against Unther and against the church of Ramman in particular. Ramman&#039;s avatar met him face-to-face and toe-to-toe, and in an act of poetic justice, the Doombringer wove a powerful spell that slew Ramman by causing a bolt of lightning to rebound after the Untheric storm god&#039;s third thunderous lightning attack. However, once again Assuran lost out when, before he could seize Ramman&#039;s portfolio, the Untheric lord of war passed it on to Anhur, war god of Mulhorand, and left the Realms permanently. The revitalized Mulhorandi god of war led his troops to Unther&#039;s defense and routed the Chessentan mercenaries, many of whom defected to his side. The Doombringer was once again driven from Unther in defeat. (After the Godswar, the alliance of city-states quickly disintegrated, as most such alliances in Chessenta seem to do.) &lt;br /&gt;
Although his worship had been spreading slowly through the Heartlands prior to the Time of Troubles, Hoar&#039;s direct action in the Realms has not been felt since the Time of Troubles, and his sign (three deep rolls of thunder) has not been heard in the Inner Sea lands for a decade. Although some speculate that he died during the Time of Troubles, the truth is that he has retreated into himself and cut off many of his routine activities to plot his revenge against Anhur. Combined with the massive defection of worshipers from his faith in battered Chessenta, the Lord of Three Thunders has found himself reduced to demipower status throughout the Realms in the aftermath of the Godswar. &lt;br /&gt;
Hoar is a moody power, prone to violence and with a penchant toward bitter humor. He alternately curses Tymora for his fate and attempts to unctuously wheedle her for better luck, treating her at times as an enemy and at others as a friend. He seeks to aid the Maiden of Misfortune in unleashing bad luck on the deserving. He has a dry, hollow chuckle, a haunted appearance, and a morbid fascination in the plight of doomed mortals. It is said that both Tyr and Shar contest for Hoar&#039;s tormented soul. Shar seeks to twist the Doombringer into a servant of blind vengeance and bitterness, while Tyr seeks to unlock his bittersweet humor and shift his portfolio towards irony and poetic justice, but to this date he serves no one&#039;s interests but his own. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Hoar charges his clergy to uphold true and fitting justice and to maintain the spirit of the law, not the letter of the law. Fitting recompense will always accrue for one&#039;s actions. Violence will meet violence and evil pay back evil, but good will also come to those who do good. One must be careful to walk the line of Hoar&#039;s teachings, to seek retribution, but to fall not into pursuing evil acts for evil&#039;s sake, for that way is seductive and leads only to one&#039;s downfall. Vengeance must be sought for all injustices, and all punishments must fit the crime. Revenge is sweetest when it is sharpened with irony. All attacks must be avenged. Those who do not respond to attacks against their person or that which they hold dead only invite future attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Hoar commonly manifests as three deep rolls of thunder when a guilty party falls prety to a suitable, often ironic, fate. Occasionally the Doombringer manifests as a ghostly hand seen only by the one being punished (and possibly that one&#039;s victim&#039;s loved ones). Such manifestations are only seen in the process of delivering an appropriate punishment. For example, the spouse of a murdered man might see the hand of Hoar push her husband&#039;s murderer—who is afraid of heights—of a cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Hoar&#039;s favor is seen occasionally through the discovery of red tear-shaped gems; his displeasure is indicated by the discovery of a powdered Laeral&#039;s tear gem. The Doombringer works through aerial servants, cursts, feyrs, harrlas, haunts, invisible stalkers, justice incarnates, keres, living steels, revenants, lhiannan shee, and maruts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Hoar:&#039;&#039;&#039;&lt;br /&gt;
Hoar is propitiated more than he is worshiped. Inhabitants of the Realms commonly attribute fitting acts of justice to the Lord of Three Thunders, and some beings (particularly the helpless and the weak) go so far as to entreat the Doombringer to deliver their vengeance, but few actually worship him on a regular basis in set services held in shrines or temples. &lt;br /&gt;
The few temples of Hoar found scattered throughout the Realms are plain, even severe, stone edifices. Most are built in high, hidden places where their inhabitants can secretly brood and plot vengeance against all who have slighted them. &lt;br /&gt;
Approximately 40% of the clergy of Hoar are clerics, 30% are crusaders, and 40% are specialty priests (doombringers). As could be expected, the clergy is splintered into a multitude of backstabbing factions with centuries-old hatreds and constantly shifting alliances. Commonly used titles vary from faction to faction, but in the Heartlands, priests of Hoar are known as (in ascending order): Eye of Irony, Hand of Doom, Fist of Vengeance, Claw of Revenge, Fateful Eye of Irony, Fateful Hand of Doom, Fateful Fist of Vengeance, and Fateful Claw of Revenge. Senior priests are known as Lords of Thunderous Vengeance. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
There are few actual temples of Hoar in the western Realms. Instead the Doombringer&#039;s priesthood is composed primarily of itinerant wanderers who travel from town to town agreeing to pray for Hoar&#039;s intercession on behalf of one who seeks or fears vengeance for some attack in exchange for a small fee. Charlatans masquerading as members of Hoar&#039;s clergy or priests who neglect the prayers they have promised to make receive a fitting punishment by Hoar&#039;s hand. &lt;br /&gt;
In addition, Hoar&#039;s clergy seek out victims of injustice, hear their stories, evaluate the veracity of their accounts, and track down the perpetrators in order to inflict a fitting punishment meted out. Actions of this type have caused most town watches and Tyrists to brand priests of the Doombringer as vigilantes and raised the stature of the priesthood to that of champion of the downtroddon and underdogs in the eyes of the common folk. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The clergy of the Doombringer celebrate few major holy days. Instead, each priest is encouraged to celebrate the anniversaries of his most fitting and sweetest acts of revenge. Each priest is also expected to mark the anniversary of each injury, insult, or slight as yet not avenged with quiet contemplation (many persons not of the faith would call it brooding) upon strategies for appropriately enacting that revenge. However, true members of Hoar&#039;s clergy are also to remember those who have helped them unselfishly, protected them from harm, or otherwise provided them aid and contemplate ways to reward them personally and lastingly, rather than with meaningless titles, shallow items of wealth, or faint and passing praise. Silent or thunderous praises (as appropriate) must be given to Hoar each and every time some vengeance is exacted by a priest of the Doombringer. &lt;br /&gt;
The Penultimate Thunder is celebrated on the 11th of Eleint with great feasts of game, bread, fruits, and mead. It marks the long-anticipated victory over Ramman by the Lord of Three Thunders. The Impending Doom is observed on the 11th of Marpenoth with daylong ceremonies of rumbling drums, vigorous oaths, and exhausting acts of purification. It celebrates justices yet to be meted out, revenges yet to be carried through with, and good deeds that call to the celebrants to be remembered. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039; &lt;br /&gt;
In the South, two temples of the Lord of Three Thunders contest for leadership of the faith. The Thunderous Hand of Vengeance in Akanax is strictly loyal to the king of that city, and its priests run the city watch and the city courts with an iron fist. Priests of the Thunder Hand, as they are commonly known, make up a large percentage of the high-ranking officers in Akanax&#039;s armies. &lt;br /&gt;
The Amphitheater of the First Thunder in the independent city of Mourktar is a large, open arena where numerous gladiatorial combats takes place between accusers and the accused instead of the more common court trials found elsewhere in the Realms. It is believed that Hoar intervenes directly in each bout, ensuring that fitting justice is always enacted. The actual temple is located in the bowels of the arena. Since the Time of Troubles and the death of King Theris, the most prominent member of the faith, the influence of this temple has rapidly shrunk throughout the nearby regions of Threskel and Chessenta. Priests of the Doombringer have been shunted from most positions of power by the Banite clergy of the Black Lord&#039;s Cloak.&lt;br /&gt;
With Assuran&#039;s declining influence in Chessenta, the Hidden Hand of Fate temple in the depths of the Arch Wood has risen to some prominence in the North. The inhabitants of Archendale have always been known for their short temples, grudges, arrogance, and love of intrigue. In this environment, Hoar&#039;s worship has begun to take hold, and quite a few of Archendale&#039;s inhabitants clandestinely worship the Doombringer. The priests of the Hidden Hand of Fate sponsor a number of bards, bounty hunters, and assassins active throughout the Heartlands and coordinate a loose network of vigilantes dealing rough justice throughout the wilder stretches of the Dales. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Hunters of Vengeance are an informal order of bounty hunters and vigilantes active throughout the Heartlands and the North. Few in number, their actions are spoken of with admiration and dread long after they have moved on. &lt;br /&gt;
The Fellowship of Poetic Justices is an order of bards and crusaders founded in the aftermath of the Time of Troubles. Dedicated to both Hoar and Tyr and supported by clergy from both faiths, members of the fellowship seek to spread tales of ironic justice throughout the Realms and achieve through words and deeds what violence often fails to accomplish. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
The clergy of Hoar wear their ceremonial garb whenever possible except when they wish to conceal their identity while stalking a perpetrator of some injustice. Their ceremonial raiment always includes a black tunic over a long gray robe, soft, black leather gloves, and a surreal mask that covers their faces when they are officially on a &amp;quot;hunt&amp;quot; for vengeance. Priests typically keep small tokens of their successes on silver-bordered, dark red sashes slung from their waists. They carry curved daggers, and sport the symbol of Hoar worked into a piece of jewelry as a holy symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, priests of the Doombringer wear whatever garb is best suited for the mission. Typically they garb themselves in leather armor when stealth is required, and the heaviest armor available when a frontal attack is anticipated. While they can wield any weapon, Hoarite priests must carry at least one blunt, one piercing, and one slashing weapon at all times. When injured (or anticipating injury) by an opponent, Hoarite priests are expected to use a weapon of the same type or at least the same damage type in response, as such attacks are more fitting in their impact. Those who deserve death should be finished off with their own weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The god of vengeance is vengeful.  Go figure.  He&#039;s moody and violent, with a dark sense of humor.  Hoar&#039;s following is composed of wanderers with a penchant for sticking up for the little guy, with little regard for local law or authority.  No transgression is too slight to exact terrible, terrible vengeance upon the perpetrator.  The spirit of the law trumps the letter of the law completely, and those who use technicalities and rules as a shield are worthy of immediate retribution.  To leave those who violated you to walk free is to invite further attack.  Those who wrong yourself or others are to be dealt with swiftly and in no uncertain terms.  The greatest revenge is sweetened with bitter irony.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Helm&amp;diff=2199</id>
		<title>Helm</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Helm&amp;diff=2199"/>
		<updated>2008-07-04T18:01:04Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Helm:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; An open, staring eye with a blue pupil and outline painted on the back of a right-hand war gauntlet or the palm of a left-hand war gauntlet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Everwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Guardians, protectors, protection&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law  Protection  Strength  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Explorers, fighters, guards, mercernaries, paladins&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Bastard sword - &amp;quot;Ever Watchful&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Helm (HELM) is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps,. He was one of a much more powerful god, but has fallen upon hard times through two actions. During the Time of Troubles, Helm was left with his powers and ordered to hold the gates to the Outer Planes against the other powers of the Realms when the other deities were stripped of their power and confined to the surface of Abeir-Toril. Helm did so all too successfully, and much of the resulting destruction and deific turmoil caused by the many divine deaths of the Godswar is laid at his feet. &lt;br /&gt;
&lt;br /&gt;
Helm remained strong in the South, but experienced a further setback when his priests became deeply involved in an invasion of the True World of Maztica. Their unflinching and often brutal actions counted further against the god&#039;s reputation. Because of the inflexible and cold reputation those actions gained him, Helm&#039;s star is fading at a time when Term and Gond are attracting new followers. &lt;br /&gt;
&lt;br /&gt;
Helm is difficult to understand and is often viewed as emotionless, heartless, and devoted only to his duty or goal at the cost of all mortal consideration. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian. He is fond of children and has been known to be most uncharacteristically lenient (for Helm) when dealing with small infractions by them or on their behalf. &lt;br /&gt;
&lt;br /&gt;
In attempting to comprehend Helm&#039;s driven nature, many mortal sages have attempted to account for him throwing himself into his work by blaming his behavior on a broken heart caused by long-unrequited or spurned love. Others say he lost a great love to tragedy or eternally grieves for a lost relative, such. as a brother, sister, or child. Still others account for his behavior more coldly as a burning ambition to become the greatest of deities. Helm has never given credence to any of these theories, as he considers such speculations frivolous use of time that could be spent more honestly at productive work. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;He also serves who stands and waits and watches carefully&amp;quot; and &amp;quot;Careful planning always defeats rushed actions in the end&amp;quot; are popular sayings of Helm&#039;s faithful. Novices of Helm are charged to be vigilant and to he fair and diligent in the conduct of their orders. They must protect the weak, the unpopular, the injured, and the young and not sacrifice them for others. They must anticipate attacks and he ready, know their foes, and care carefully for their weapons so that their weapons&amp;quot; can perform their duties properly when called upon. &lt;br /&gt;
&amp;quot;Never betray your trust&amp;quot; is the guiding phrase for faithful of Helm. This philosophy extends to thinking about how best to guard and protect, both in terms of weapons and the deployment of guardians, and to anticipating what attacks may come and having a practiced plan ready to deal with such threats. The faithful and the priests of Helm train and exercise so as to always be able to carry out their duties as best they can. &lt;br /&gt;
&lt;br /&gt;
Helmites always obey orders, provided those orders follow the dictates of Helm. Helm&#039;s wishes are often revealed to his faithful in response to on-the-spot prayer (often via an omen spell). He is very responsive in sending guiding vision, especially when his faithful face conflicting orders or directives, even from his senior clergy. The thought of commanding undead rather than turning them or destroying them is abhorrent to Helm, and so his clergy are not allowed to do so and would never dream of trying. This difference in philosophy is a major factor in the rivalry between his church and that of Torm. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Helm often manifests as an upright, palm-out metal gauntlet making a &amp;quot;stop&amp;quot; or warding gesture or a closed, watchful war helm. From such images emanate heal or imbue with spell ability spells to aid or empower guardians, defensive magical barriers, wardmist magics, fields that reveal illusions and hidden or disguised attackers for what they truly are, and beams that force out-of-phase, ethereal, astral, or otherwise inaccessible beings fully into phase on the Prime Material Plane on Faerun so they can be attacked by guardians. It is rare for offensive spells to lash out from a manifestation of Helm, hut it has occurred. Most often such spells come from the war helm apparition and tend to be thin beams of lightning. &lt;br /&gt;
&lt;br /&gt;
When Helm manifests, all guardians and defenders within 10 miles wake up and become alert. He banishes all sleepiness, weakness, nausea, or magics that place guardians and defenders under the influence of others (such as charm spells). These conditions are ended, not merely suspended while the power of Helm is present. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Helm also sometimes works through the presence or action of einheriar, helmed horrors, spectators, maruts, watchghosts, and living steels. In addition, Helm can choose to send vivid warnings in dreams, and if a believer sleeps touching an unsheathed weapon, the visions imparted to the believer by Helm can sometimes also be seen by the next being to touch the weapon, regardless of how much time has passed. Weapons consecrated to Helm can also thrum, sing, glow, dance, or vibrate in warning when the god desires them to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Helm:&#039;&#039;&#039;&lt;br /&gt;
Prior to the Time of Troubles, Helm was a well-respected faith in most areas of the North. Its large temple complexes were usually situated near dangerous and evil areas (such as Darkhold) and were regarded as a first line of defense against evil people and creatures. Wracked by defections in the wake of the Time of Troubles, active persecution in the North by those angry that Helm forced the destructive divine avatars to remain in Faerun, and military and popularity losses related to the invasion of the True World (Maztica), the Vigilant or Watchful Ones (priests of Helm) have been in decline. They have only recently begun to recover popular favor and influence, strength, and organization under the unflinching, no-excuses leadership of the veteran priests of Helm from before the Time of Troubles known as the Tested and True. Most of these folk are people of inflexible beliefs and loyalty. They believe that Helm is the most favored of all the powers, for he was chosen to retain his powers to discipline the others. &lt;br /&gt;
&lt;br /&gt;
Fighting their way back from a reputation that brands many dead magic areas &amp;quot;the Legacy of Helm,&amp;quot; the Tested and the True are having a tough time, but one which their strong discipline and the almost military hierarchy of the church of Helm are well suited to handle. All know their position by their rank within the church of Helm, and Helm himself sets the goals for his high priests and priestesses, determining what temples, abbeys, and shrines are to cooperate with each other in which ongoing efforts. &lt;br /&gt;
&lt;br /&gt;
Titles used by the clergy of Helm are (in ascending order of ranks: Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High have been adopted only since the Time of Troubles, and members of the Tested and True and Watchers (specialty priests, derisively known as &amp;quot;Godseyes&amp;quot;) have been allowed to retain any older, personal, or variant titles. Clergy who lead or occupy an important office in a temple, abbey, or monastery may also bear additional titles pertaining to their duties. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshipers of the God of Guardians are truly worthy and reliable to their masters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The Helmite faith always holds a Ceremony of Honor to Helm on each Shieldmeet, but its members observe no other calendar-related rituals to the God of Guardians. On a daily basis, worshipers of Helm should always pray to the Vigilant One upon awakening and before composing themselves for slumber. A faithful worshiper who poses a question to the god typically receives some sort of (often cryptic) guidance in dream visions. Helm may also grace a nonbeliever who is growing interested in his faith with such visions. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The most prominent center of Helm&#039;s faith is the Noble Hand in Tsurlagol. The Noble Hand is both a temple and a training school for professional guards. It flourishes under High Watchful Weaponmaster Ellym &amp;quot;Catsjaw&amp;quot; Thourin, a retired adventurer of some reputation. Helm&#039;s worship is also still very strong in the Vilhon Reach and also in the South. The Temple of the Vigilant Guard in Iljak, led by Battle Marshal Senior Steeleye Tonorak Winthrax, is a bastion of the Helmite faith in the Vilhon Reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The members of the Companions of the One True Vision, an order of Helmite clerics, fighters, and crusaders, were known for being unswervingly loyal shock troops able to follow orders asking them to engage the most difficult objectives without breaking and hold the most trying positions against overwhelming odds. Recently, however, members of this order, many of whom served in the Helmite actions in Maztica, have taken a beating in popular reputation. Other affiliated Helmite orders include a small fellowship of battlefield healers known as the Watchers Over the Fallen, a group of dedicated bodyguards whom Helmite temples hire out to others to generate revenue called the Everwatch Knights, and an order of paladins called the Vigilant Eyes of the God.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Priests of Helm wear spotless, shining, (often everbright-enchanted), unblemished full plate armor with open-faced helms (a visor reduces vision). Often the helms are topped with plumes. Such armor may be accessorized with red cloaks and tabards of steel gray, and Such garments-or the armor itself - may be adorned with the Unsleeping Eye in the center of both back and breast. In southern regions, Helmite clergy members often wear the finest full plate armor set with gems and worked with gold filigree in designs that accentuate great golden eyes set in the centers of their chests (on the breastplates) and hacks. In areas where heavily armored clerics are frowned on, the armor is reduced to a set of heavy shoulder plates, but the helm remains in any case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Because of the useful nature of the ceremonial gear of the priests of Helm, it is worn in the field as well as for ceremonial purposes, unless it is decorated with such costly materials that the priest fears it will attract thieves, in which case a more utilitarian version of the same full plate armor is worn. In either case, the armor is dominated by i he symbol of Helm&#039;s eye on the chest, often shown in a sunburst or as the topmost level of a stepped pyramid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Helm&amp;diff=2198</id>
		<title>Helm</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Helm&amp;diff=2198"/>
		<updated>2008-07-04T18:00:33Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page: &amp;#039;&amp;#039;&amp;#039;Helm:&amp;#039;&amp;#039;&amp;#039; He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; An open, staring eye with a blue pupil and out...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Helm:&#039;&#039;&#039;&lt;br /&gt;
He of the Unsleeping Eyes, the Watcher, the Vigilant, the Vigilant One, the Great Guard, the God of Guardians &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; An open, staring eye with a blue pupil and outline painted on the back of a right-hand war gauntlet or the palm of a left-hand war gauntlet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Nirvana/Everwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Guardians, protectors, protection&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Law  Protection  Strength  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Explorers, fighters, guards, mercernaries, paladins&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LG, LN, LE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Bastard sword - &amp;quot;Ever Watchful&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Helm (HELM) is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps,. He was one of a much more powerful god, but has fallen upon hard times through two actions. During the Time of Troubles, Helm was left with his powers and ordered to hold the gates to the Outer Planes against the other powers of the Realms when the other deities were stripped of their power and confined to the surface of Abeir-Toril. Helm did so all too successfully, and much of the resulting destruction and deific turmoil caused by the many divine deaths of the Godswar is laid at his feet. &lt;br /&gt;
&lt;br /&gt;
Helm remained strong in the South, but experienced a further setback when his priests became deeply involved in an invasion of the True World of Maztica. Their unflinching and often brutal actions counted further against the god&#039;s reputation. Because of the inflexible and cold reputation those actions gained him, Helm&#039;s star is fading at a time when Term and Gond are attracting new followers. &lt;br /&gt;
&lt;br /&gt;
Helm is difficult to understand and is often viewed as emotionless, heartless, and devoted only to his duty or goal at the cost of all mortal consideration. While he is devoted to the point of obsession, he is not heartless, but merely a stern disciplinarian. He is fond of children and has been known to be most uncharacteristically lenient (for Helm) when dealing with small infractions by them or on their behalf. &lt;br /&gt;
&lt;br /&gt;
In attempting to comprehend Helm&#039;s driven nature, many mortal sages have attempted to account for him throwing himself into his work by blaming his behavior on a broken heart caused by long-unrequited or spurned love. Others say he lost a great love to tragedy or eternally grieves for a lost relative, such. as a brother, sister, or child. Still others account for his behavior more coldly as a burning ambition to become the greatest of deities. Helm has never given credence to any of these theories, as he considers such speculations frivolous use of time that could be spent more honestly at productive work. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;He also serves who stands and waits and watches carefully&amp;quot; and &amp;quot;Careful planning always defeats rushed actions in the end&amp;quot; are popular sayings of Helm&#039;s faithful. Novices of Helm are charged to be vigilant and to he fair and diligent in the conduct of their orders. They must protect the weak, the unpopular, the injured, and the young and not sacrifice them for others. They must anticipate attacks and he ready, know their foes, and care carefully for their weapons so that their weapons&amp;quot; can perform their duties properly when called upon. &lt;br /&gt;
&amp;quot;Never betray your trust&amp;quot; is the guiding phrase for faithful of Helm. This philosophy extends to thinking about how best to guard and protect, both in terms of weapons and the deployment of guardians, and to anticipating what attacks may come and having a practiced plan ready to deal with such threats. The faithful and the priests of Helm train and exercise so as to always be able to carry out their duties as best they can. &lt;br /&gt;
&lt;br /&gt;
Helmites always obey orders, provided those orders follow the dictates of Helm. Helm&#039;s wishes are often revealed to his faithful in response to on-the-spot prayer (often via an omen spell). He is very responsive in sending guiding vision, especially when his faithful face conflicting orders or directives, even from his senior clergy. The thought of commanding undead rather than turning them or destroying them is abhorrent to Helm, and so his clergy are not allowed to do so and would never dream of trying. This difference in philosophy is a major factor in the rivalry between his church and that of Torm. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Helm often manifests as an upright, palm-out metal gauntlet making a &amp;quot;stop&amp;quot; or warding gesture or a closed, watchful war helm. From such images emanate heal or imbue with spell ability spells to aid or empower guardians, defensive magical barriers, wardmist magics, fields that reveal illusions and hidden or disguised attackers for what they truly are, and beams that force out-of-phase, ethereal, astral, or otherwise inaccessible beings fully into phase on the Prime Material Plane on Faerun so they can be attacked by guardians. It is rare for offensive spells to lash out from a manifestation of Helm, hut it has occurred. Most often such spells come from the war helm apparition and tend to be thin beams of lightning. &lt;br /&gt;
&lt;br /&gt;
When Helm manifests, all guardians and defenders within 10 miles wake up and become alert. He banishes all sleepiness, weakness, nausea, or magics that place guardians and defenders under the influence of others (such as charm spells). These conditions are ended, not merely suspended while the power of Helm is present. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Helm also sometimes works through the presence or action of einheriar, helmed horrors, spectators, maruts, watchghosts, and living steels. In addition, Helm can choose to send vivid warnings in dreams, and if a believer sleeps touching an unsheathed weapon, the visions imparted to the believer by Helm can sometimes also be seen by the next being to touch the weapon, regardless of how much time has passed. Weapons consecrated to Helm can also thrum, sing, glow, dance, or vibrate in warning when the god desires them to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Helm:&#039;&#039;&#039;&lt;br /&gt;
Prior to the Time of Troubles, Helm was a well-respected faith in most areas of the North. Its large temple complexes were usually situated near dangerous and evil areas (such as Darkhold) and were regarded as a first line of defense against evil people and creatures. Wracked by defections in the wake of the Time of Troubles, active persecution in the North by those angry that Helm forced the destructive divine avatars to remain in Faerun, and military and popularity losses related to the invasion of the True World (Maztica), the Vigilant or Watchful Ones (priests of Helm) have been in decline. They have only recently begun to recover popular favor and influence, strength, and organization under the unflinching, no-excuses leadership of the veteran priests of Helm from before the Time of Troubles known as the Tested and True. Most of these folk are people of inflexible beliefs and loyalty. They believe that Helm is the most favored of all the powers, for he was chosen to retain his powers to discipline the others. &lt;br /&gt;
&lt;br /&gt;
Fighting their way back from a reputation that brands many dead magic areas &amp;quot;the Legacy of Helm,&amp;quot; the Tested and the True are having a tough time, but one which their strong discipline and the almost military hierarchy of the church of Helm are well suited to handle. All know their position by their rank within the church of Helm, and Helm himself sets the goals for his high priests and priestesses, determining what temples, abbeys, and shrines are to cooperate with each other in which ongoing efforts. &lt;br /&gt;
&lt;br /&gt;
Titles used by the clergy of Helm are (in ascending order of ranks: Novice, Adept, Trusty, Alert, Watchknight, Guardian, Overblade, High have been adopted only since the Time of Troubles, and members of the Tested and True and Watchers (specialty priests, derisively known as &amp;quot;Godseyes&amp;quot;) have been allowed to retain any older, personal, or variant titles. Clergy who lead or occupy an important office in a temple, abbey, or monastery may also bear additional titles pertaining to their duties. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Helmite clergy believe they can win back the rightful power of Helm only through demonstrated excellence of vigilance and purity of loyalty in their roles as guardians and protectors. They have set about trying to train bodyguards everywhere and spreading the word that only Helm-tested worshipers of the God of Guardians are truly worthy and reliable to their masters&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The Helmite faith always holds a Ceremony of Honor to Helm on each Shieldmeet, but its members observe no other calendar-related rituals to the God of Guardians. On a daily basis, worshipers of Helm should always pray to the Vigilant One upon awakening and before composing themselves for slumber. A faithful worshiper who poses a question to the god typically receives some sort of (often cryptic) guidance in dream visions. Helm may also grace a nonbeliever who is growing interested in his faith with such visions. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The most prominent center of Helm&#039;s faith is the Noble Hand in Tsurlagol. The Noble Hand is both a temple and a training school for professional guards. It flourishes under High Watchful Weaponmaster Ellym &amp;quot;Catsjaw&amp;quot; Thourin, a retired adventurer of some reputation. Helm&#039;s worship is also still very strong in the Vilhon Reach and also in the South. The Temple of the Vigilant Guard in Iljak, led by Battle Marshal Senior Steeleye Tonorak Winthrax, is a bastion of the Helmite faith in the Vilhon Reach.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The members of the Companions of the One True Vision, an order of Helmite clerics, fighters, and crusaders, were known for being unswervingly loyal shock troops able to follow orders asking them to engage the most difficult objectives without breaking and hold the most trying positions against overwhelming odds. Recently, however, members of this order, many of whom served in the Helmite actions in Maztica, have taken a beating in popular reputation. Other affiliated Helmite orders include a small fellowship of battlefield healers known as the Watchers Over the Fallen, a group of dedicated bodyguards whom Helmite temples hire out to others to generate revenue called the Everwatch Knights, and an order of paladins called the Vigilant Eyes of the God.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Priests of Helm wear spotless, shining, (often everbright-enchanted), unblemished full plate armor with open-faced helms (a visor reduces vision). Often the helms are topped with plumes. Such armor may be accessorized with red cloaks and tabards of steel gray, and Such garments-or the armor itself - may be adorned with the Unsleeping Eye in the center of both back and breast. In southern regions, Helmite clergy members often wear the finest full plate armor set with gems and worked with gold filigree in designs that accentuate great golden eyes set in the centers of their chests (on the breastplates) and hacks. In areas where heavily armored clerics are frowned on, the armor is reduced to a set of heavy shoulder plates, but the helm remains in any case.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Because of the useful nature of the ceremonial gear of the priests of Helm, it is worn in the field as well as for ceremonial purposes, unless it is decorated with such costly materials that the priest fears it will attract thieves, in which case a more utilitarian version of the same full plate armor is worn. In either case, the armor is dominated by i he symbol of Helm&#039;s eye on the chest, often shown in a sunburst or as the topmost level of a stepped pyramid.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2154</id>
		<title>Mirumoto Akagi</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2154"/>
		<updated>2008-06-27T18:44:45Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  	&lt;br /&gt;
&#039;&#039;Name&#039;&#039;: Mirumoto Akagi&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Title(s)&#039;&#039;: Samurai&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Home/Location&#039;&#039;: Currently at the Red Blade HQ&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039;: Shou Lung&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039;: 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Race&#039;&#039;: Human&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gender&#039;&#039;: Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Deity&#039;&#039;: None (Follows the &amp;quot;Way of the Sword&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Alignment&#039;&#039;: LG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Clan&#039;&#039;: Dragon &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Summary&#039;&#039;:&lt;br /&gt;
Mirumoto Akagi is a samurai of the famed Akagi family that serves the Celestial Emperor in Shou Lung. Mirumoto has always been a bit of a wild one in his family, but it was beaten out of him at an early age. His strict training regiment left him with no time for fun, and instilled within him a firm sense of honor and duty to his family. He can crack a smile when with friends every so often, but one has to make sure they keep their eyes open or they might miss it.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
He has a taste for fine sake, but never allows it to come between him and his duty and honor. He serves his family with a clear and tempered mind, always making sure that he keeps to his own code of Bushido. He cannot stand ignorant fools who follow orders blindly without regard to their own personal code of ethics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relations between Faerun and Shou Lung have always been rather cordial, but the Celestial Emperor decided to send Mirumoto as a sign of good faith to the emerging nation of Sundren. Once here, he was placed within the Red Blades and assigned to protect and learn from Eriar Vitori himself in the defense of Sundren. Once assigned to Eriar however, Eariar grinned and told the young samurai to go forth and learn from the land and its people. Mirumoto therefore is assigned shifts when defending his lord Vitori.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faction(s)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
    * Red Blades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Significant Relationships&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
   * None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miscellaneous Information&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
    * Loves to take care of his blades&lt;br /&gt;
    * Loves good sake&lt;br /&gt;
    * Hates to leave his lord alone, even when commanded by Vaer himself.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Geb&amp;diff=2151</id>
		<title>Geb</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Geb&amp;diff=2151"/>
		<updated>2008-06-26T01:44:38Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Geb:&#039;&#039;&#039;&lt;br /&gt;
King of the Riches Under the Earth, Father Under the Skies and Sands, Lord Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A symbol of a mountain on a stone &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Heliopolis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: The Earth, Miners, Mines, Mineral Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Cavern, Craft, Earth, Protection &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Elemental Archons (earth), Fighters, Miners, Smiths&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; NG, N, CN, LN, NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; &amp;quot;Stonemantle&amp;quot; (quarterstaff) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Geb was the first child of the deities Shu and Tefnut. He wed his sister, Nut, and they had four children. The two were forcibly separated when Geb was ordered to join the Mulhorandi pantheon on Toril. &lt;br /&gt;
&lt;br /&gt;
During the First Empire, Geb was considered an Intermediate deity and his church flourished. However, due in part to inaction on the part of his clergy, Geb receives little respect today. &lt;br /&gt;
&lt;br /&gt;
Geb led his most faithful followers in building the Golden Forge during the Time of Troubles. This temple serves to prevent the eruption of a volcano that would devastate much of the Unther&#039;s coastal regions. &lt;br /&gt;
Geb is the father of Isis, Set, Osiris, and Nephthys. Other than in the case of Set, he remains on good terms with all his children. He also counts Flandal Steelskin, Grumbar, and Moradin as friends.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Usually appearing as a Mulan human of regal stature, Geb typically wears a earth-colored robe known as a kalasiris as well as golden bracers and crown. Red eyes glow faintly from the brown skin of his face, which often sports a beard cut short and braided. He typically keeps a quarterstaff close at hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Geb&#039;s will is often communicated through the acts of earth creatures such as stone golems and rust monsters, or those of animals such as bears and badgers.&lt;br /&gt;
Those that find they have displeased Lord Earth may experience an earthquake, while those that have performed Geb&#039;s will may discover a cache of gemstones. Followers that plan to mine in unsafe regions may witness cracks forming in the ground and rock of the area. In order to indicate a specific location to his followers, he may appear as an earth elemental in the region. A follower of Geb may recognize the appearance of a dead canary to indicate unsafe air conditions, and the appearance of a fleeing rat as a sign that a mine or cave system may be unstable.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Geb:&#039;&#039;&#039;&lt;br /&gt;
The position of priest in the church of Geb is hereditary; members belong to the House of Gebthant, and can claim at least one divine incarnation of Geb among their ancestors. Geb&#039;s clergy is largely composed of humans native to Mulhorand, but both dwarves and gnomes will occasionally follow the teachings of the King of the Riches Under the Earth.&lt;br /&gt;
&lt;br /&gt;
Temples dedicated to Geb utilize natural geographic formations in their construction as much as possible. Most of these sites are built underground to better facilitate this decision. At least one temple exists in each mountain range within the range of influence of the nation of Mulhorand. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Followers of Geb spend much of their time working within the earth, seeking to discover the treasures that lie beneath its surface, or working the materials that are found in stone. Clerics must locate at least one new deposit of precious stones or vein of ore annually. Divine spell casters dedicated to Geb pray for spells at midnight. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Hidden Gift and Bountiful Joy&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Clerics of Geb must bury a precious stone or mineral each evening, which is then unearthed the following morning. These acts commemorate Geb&#039;s gifts to the earth and their eventual discovery. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Unwrapping&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Begun on the first of Mirtul, the Unwrapping celebrates nature&#039;s tendency to uncover the secrets of the earth on its own. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Day of Drawing Down&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In memory of those that died within the earth over the past year, one or more abandoned mines are collapsed on the last day of Nightal. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Geb supports no known combat-oriented organizations. However it does have some peaceful ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fellowship of the Mithril Mountain&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Charged with discovering the location of large mithril deposits, this order is composed primarily of traveling clerics of Geb. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brotherhood of the Pick&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The members of this order serve as a representatives of the miners and craftsmen of Mulhorand, presenting their needs and wants to the nobility. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Clerics of Geb typically paint a series of three blue circles on their shaved heads that serve as a symbol of their calling. They often color their skin to a brown tint, and it is not uncommon for a member of the clergy to grow a short beard which is then braided. Usual vestments include a kalasiris, bracers, and iron-shod boots. These items are usually inlaid with small precious stones, and are often worn under a blacksmith&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Members of Geb&#039;s clergy favor heavy armor when preparing for a journey, and dress as the occasion dictates. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Geb&amp;diff=2150</id>
		<title>Geb</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Geb&amp;diff=2150"/>
		<updated>2008-06-26T01:41:52Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page: &amp;#039;&amp;#039;&amp;#039;Geb:&amp;#039;&amp;#039;&amp;#039; King of the Riches Under the Earth, Father Under the Skies and Sands, Lord Earth&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; A symbol of a mountain on a stone &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Heliopolis&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Al...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Geb:&#039;&#039;&#039;&lt;br /&gt;
King of the Riches Under the Earth, Father Under the Skies and Sands, Lord Earth&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A symbol of a mountain on a stone &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Heliopolis&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: The Earth, Miners, Mines, Mineral Resources&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Cavern, Craft, Earth, Protection &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Elemental Archons (earth), Fighters, Miners, Smiths&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; NG, N, CN, LN, NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; &amp;quot;Stonemantle&amp;quot; (quarterstaff) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&lt;br /&gt;
Geb was the first child of the deities Shu and Tefnut. He wed his sister, Nut, and they had four children. The two were forcibly separated when Geb was ordered to join the Mulhorandi pantheon on Toril. &lt;br /&gt;
During the First Empire, Geb was considered an Intermediate deity and his church flourished. However, due in part to inaction on the part of his clergy, Geb receives little respect today. &lt;br /&gt;
Geb led his most faithful followers in building the Golden Forge during the Time of Troubles. This temple serves to prevent the eruption of a volcano that would devastate much of the Unther&#039;s coastal regions. &lt;br /&gt;
Geb is the father of Isis, Set, Osiris, and Nephthys. Other than in the case of Set, he remains on good terms with all his children. He also counts Flandal Steelskin, Grumbar, and Moradin as friends.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Usually appearing as a Mulan human of regal stature, Geb typically wears a earth-colored robe known as a kalasiris as well as golden bracers and crown. Red eyes glow faintly from the brown skin of his face, which often sports a beard cut short and braided. He typically keeps a quarterstaff close at hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Geb&#039;s will is often communicated through the acts of earth creatures such as stone golems and rust monsters, or those of animals such as bears and badgers.&lt;br /&gt;
Those that find they have displeased Lord Earth may experience an earthquake, while those that have performed Geb&#039;s will may discover a cache of gemstones. Followers that plan to mine in unsafe regions may witness cracks forming in the ground and rock of the area. In order to indicate a specific location to his followers, he may appear as an earth elemental in the region. A follower of Geb may recognize the appearance of a dead canary to indicate unsafe air conditions, and the appearance of a fleeing rat as a sign that a mine or cave system may be unstable.[3] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Geb:&#039;&#039;&#039;&lt;br /&gt;
The position of priest in the church of Geb is hereditary; members belong to the House of Gebthant, and can claim at least one divine incarnation of Geb among their ancestors. Geb&#039;s clergy is largely composed of humans native to Mulhorand, but both dwarves and gnomes will occasionally follow the teachings of the King of the Riches Under the Earth.[3] &lt;br /&gt;
Temples dedicated to Geb utilize natural geographic formations in their construction as much as possible. Most of these sites are built underground to better facilitate this decision. At least one temple exists in each mountain range within the range of influence of the nation of Mulhorand. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Followers of Geb spend much of their time working within the earth, seeking to discover the treasures that lie beneath its surface, or working the materials that are found in stone. Clerics must locate at least one new deposit of precious stones or vein of ore annually.[3] Divine spell casters dedicated to Geb pray for spells at midnight.[1]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
‘’Hidden Gift and Bountiful Joy’’&amp;lt;br&amp;gt;&lt;br /&gt;
Clerics of Geb must bury a precious stone or mineral each evening, which is then unearthed the following morning. These acts commemorate Geb&#039;s gifts to the earth and their eventual discovery. &amp;lt;br&amp;gt;&lt;br /&gt;
‘’The Unwrapping’’&amp;lt;br&amp;gt;&lt;br /&gt;
Begun on the first of Mirtul, the Unwrapping celebrates nature&#039;s tendency to uncover the secrets of the earth on its own. &amp;lt;br&amp;gt;&lt;br /&gt;
‘’Day of Drawing Down’’&amp;lt;br&amp;gt;&lt;br /&gt;
In memory of those that died within the earth over the past year, one or more abandoned mines are collapsed on the last day of Nightal. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Geb supports no known combat-oriented organizations. However it does have some peaceful ones.&lt;br /&gt;
‘’Fellowship of the Mithril Mountain’’ &amp;lt;br&amp;gt;&lt;br /&gt;
Charged with discovering the location of large mithril deposits, this order is composed primarily of traveling clerics of Geb. &amp;lt;br&amp;gt;&lt;br /&gt;
‘’Brotherhood of the Pick’’ &amp;lt;br&amp;gt;&lt;br /&gt;
The members of this order serve as a representatives of the miners and craftsmen of Mulhorand, presenting their needs and wants to the nobility. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Clerics of Geb typically paint a series of three blue circles on their shaved heads that serve as a symbol of their calling. They often color their skin to a brown tint, and it is not uncommon for a member of the clergy to grow a short beard which is then braided. Usual vestments include a kalasiris, bracers, and iron-shod boots. These items are usually inlaid with small precious stones, and are often worn under a blacksmith&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Members of Geb&#039;s clergy favor heavy armor when preparing for a journey, and dress as the occasion dictates. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2114</id>
		<title>Character Bios</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2114"/>
		<updated>2008-06-23T07:02:51Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
NOTE: Character names in &#039;&#039;italics&#039;&#039; denote NPC status.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
[[Akodo|Akodo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elith Alow | Alow, Elith]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lida Angelfen | Angelfen, Lida]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rand Aers| Aers, Rand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Keth Archonis| Archonis, Keth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thain Axbreaker| Axebreaker, Thain]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aseir sar Aencar| Aseir sar Aencar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirumoto Akagi|Akagi, Mirumoto]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;[[Balthasar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Allendale Beryl|Beryl, Allendale]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blake Kathryn|Blake, Kathryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elix Bloodfeather| Bloodfeather, Elix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[the Ice Hag Braghuru|Braghuru the Ice Hag]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brendt, Carmella]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brak]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;[[Caspar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Colas II|Colas II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[&#039;Ironhead&#039; Lundgriff Coppersteen|Coppersteen, &#039;Ironhead&#039; Lundgriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
[[Treyr Di&#039;ren|Di&#039;ren, Treyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Richard Darkholme|Darkholme, Richard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Larando de&#039;Kaun|de&#039;Kaun, Larando]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaclypse Discordia|Discordia, Malaclypse]] (Deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sehron Dy&#039;ner|Dy&#039;ner, Sehron]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
[[Alyrian Eldeas|Eldeas, Alyrian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Karthus El&#039;than|El&#039;than, Karthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elusa|Elusa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Val Evra|Evra, Val]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
[[Hano Fetten|Fetten, Hano]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[&amp;quot;Mad&amp;quot; Jack Flynn| Flynn, &amp;quot;Mad&amp;quot; Jack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laric Frashul|Frashul, Laric]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Isabelle Fryar| Fryar, Isabelle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hakafu Fujisawa| Fujisawa, Hakafu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonsaku Fujisawa| Fujisawa, Sonsaku]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Merkias Fulcrom|Fulcrom, Merkias]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Varnz, Fury|Fury, Varnz]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Copper Feldspar|Feldspar, Copper]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
[[Elric Gallow|Gallow, Elric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Calandra Gleamblade|Gleamblade, Calandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cade Goodbarrel|Goodbarrel, Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Salagar Grim|Grim, Salagar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwyllym, Iefan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
[[Haeralis|Haeralis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annaleen Hanssen|Hanssen, Annaleen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Riven Ha&#039;Vek|Ha&#039;Vek, Riven]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annie Hellsword|Hellsword, Annie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Llew Hy|Hy, Llew]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
[[Shalika Ike|Ike, Shalika]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jos&#039;iah Ithildurin|Ithildurin, Jos&#039;iah]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Ditus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Mestra]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Neradnal I&#039;ll&#039;Koresh|Ill&#039;Koresh, Neradnal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ironhide, Gael]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
[[Yashia Jadysvarion|Jadysvarion, Yashia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Donovon Jadel|Jadel, Donovon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamryn Jorandur|Jorandur, Tamryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Jurai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
[[Imogen Kadami|Kadami, Imogen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Keeper of the Grove]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
[[Langley, Keir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Latonesh, Lumen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[James Leith|Leith, James]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightbringer, Nulinus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Logan]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
[[Filbert Malen&#039;avir|Malen&#039;avir, Filbert]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peppington Merrifefferlis|Merrifefferlis, Peppington]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirko|Mirko, jus&#039; Mirko]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Talrion Morning|Morning, Talrion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mundus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marco]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Eovina Mysterwit|Mysterwit, Eovina]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mandele|Mandele]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;[[Nes&#039;Anah]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Night Owl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ Sardo Numspa| Numspa, Sardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tieray Nessel|Nessel, Tieray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
[[Morpheus Oneiros|Oneiros, Morpheus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[John O&#039;Reilly | O&#039;Reilly, John]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
[[Phaedriel|Phaedriel]] (Deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ise Prakt|Prakt, Ise]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Orlan Proskus|Proskus, Orlan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
[[Quartzcore%2C_Qybox|Quartzcore, Qybox]]&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
[[Alijah Red Moon|Red Moon, Alijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pericles Redfoot|Redfoot, Pericles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhime|Rhime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Norian Rift|Rift, Norian]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rimetrail, Vurk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Rismal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shela Rosethorn|Rosethorn, Shela]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rycekk|Rycekk]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
[[Shadefist,Dar&#039;Kane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Singul, Omnigalas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirilimar Tir&#039;ent]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skald, Eira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snow Hawk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Sunderkin|Sunderkin, Sol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sorceron,Odin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylleth Duskmere]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
[[Miyamoto Tadenori|Tadenori, Miyamoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellesian Tel&#039;Dorian|Tel&#039;Dorian, Tellesian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telmander Jamyse|Telmander, Jamyse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tifton]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lauan Tissle|Tissle, Lauan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tsuruhara Nagayoshi|Tsuruhara Nagayoshi (Chokei)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tyton]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
[[Uktar|Uktar]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Uesugi Yukitaka|Uesugi, Yukitaka]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
[[Venomsplinter|Venomsplinter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaris Vhathei|Vhathei, Xaris]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
[[Pom Wador|Wador, Pom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elistriana Whisperwood|Whisperwood, Elistriana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Whitepaw, Mittens|Whitepaw, Mittens]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wiltenholm, Osclow]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Wings]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yukimora,Kosuke|Yukimora,Kosuke]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2113</id>
		<title>Character Bios</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2113"/>
		<updated>2008-06-23T07:02:34Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: /* M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
NOTE: Character names in &#039;&#039;italics&#039;&#039; denote NPC status.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
[[Akodo|Akodo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elith Alow | Alow, Elith]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lida Angelfen | Angelfen, Lida]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rand Aers| Aers, Rand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Keth Archonis| Archonis, Keth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thain Axbreaker| Axebreaker, Thain]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aseir sar Aencar| Aseir sar Aencar]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;[[Balthasar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Allendale Beryl|Beryl, Allendale]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blake Kathryn|Blake, Kathryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elix Bloodfeather| Bloodfeather, Elix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[the Ice Hag Braghuru|Braghuru the Ice Hag]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brendt, Carmella]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brak]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;[[Caspar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Colas II|Colas II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[&#039;Ironhead&#039; Lundgriff Coppersteen|Coppersteen, &#039;Ironhead&#039; Lundgriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
[[Treyr Di&#039;ren|Di&#039;ren, Treyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Richard Darkholme|Darkholme, Richard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Larando de&#039;Kaun|de&#039;Kaun, Larando]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaclypse Discordia|Discordia, Malaclypse]] (Deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sehron Dy&#039;ner|Dy&#039;ner, Sehron]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
[[Alyrian Eldeas|Eldeas, Alyrian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Karthus El&#039;than|El&#039;than, Karthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elusa|Elusa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Val Evra|Evra, Val]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
[[Hano Fetten|Fetten, Hano]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[&amp;quot;Mad&amp;quot; Jack Flynn| Flynn, &amp;quot;Mad&amp;quot; Jack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laric Frashul|Frashul, Laric]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Isabelle Fryar| Fryar, Isabelle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hakafu Fujisawa| Fujisawa, Hakafu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonsaku Fujisawa| Fujisawa, Sonsaku]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Merkias Fulcrom|Fulcrom, Merkias]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Varnz, Fury|Fury, Varnz]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Copper Feldspar|Feldspar, Copper]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
[[Elric Gallow|Gallow, Elric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Calandra Gleamblade|Gleamblade, Calandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cade Goodbarrel|Goodbarrel, Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Salagar Grim|Grim, Salagar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwyllym, Iefan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
[[Haeralis|Haeralis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annaleen Hanssen|Hanssen, Annaleen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Riven Ha&#039;Vek|Ha&#039;Vek, Riven]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annie Hellsword|Hellsword, Annie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Llew Hy|Hy, Llew]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
[[Shalika Ike|Ike, Shalika]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jos&#039;iah Ithildurin|Ithildurin, Jos&#039;iah]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Ditus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Mestra]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Neradnal I&#039;ll&#039;Koresh|Ill&#039;Koresh, Neradnal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ironhide, Gael]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
[[Yashia Jadysvarion|Jadysvarion, Yashia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Donovon Jadel|Jadel, Donovon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamryn Jorandur|Jorandur, Tamryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Jurai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
[[Imogen Kadami|Kadami, Imogen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Keeper of the Grove]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
[[Langley, Keir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Latonesh, Lumen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[James Leith|Leith, James]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightbringer, Nulinus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Logan]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
[[Filbert Malen&#039;avir|Malen&#039;avir, Filbert]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peppington Merrifefferlis|Merrifefferlis, Peppington]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirko|Mirko, jus&#039; Mirko]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Talrion Morning|Morning, Talrion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mundus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marco]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Eovina Mysterwit|Mysterwit, Eovina]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mandele|Mandele]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;[[Nes&#039;Anah]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Night Owl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ Sardo Numspa| Numspa, Sardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tieray Nessel|Nessel, Tieray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
[[Morpheus Oneiros|Oneiros, Morpheus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[John O&#039;Reilly | O&#039;Reilly, John]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
[[Phaedriel|Phaedriel]] (Deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ise Prakt|Prakt, Ise]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Orlan Proskus|Proskus, Orlan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
[[Quartzcore%2C_Qybox|Quartzcore, Qybox]]&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
[[Alijah Red Moon|Red Moon, Alijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pericles Redfoot|Redfoot, Pericles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhime|Rhime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Norian Rift|Rift, Norian]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rimetrail, Vurk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Rismal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shela Rosethorn|Rosethorn, Shela]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rycekk|Rycekk]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
[[Shadefist,Dar&#039;Kane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Singul, Omnigalas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirilimar Tir&#039;ent]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skald, Eira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snow Hawk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Sunderkin|Sunderkin, Sol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sorceron,Odin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylleth Duskmere]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
[[Miyamoto Tadenori|Tadenori, Miyamoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellesian Tel&#039;Dorian|Tel&#039;Dorian, Tellesian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telmander Jamyse|Telmander, Jamyse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tifton]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lauan Tissle|Tissle, Lauan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tsuruhara Nagayoshi|Tsuruhara Nagayoshi (Chokei)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tyton]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
[[Uktar|Uktar]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Uesugi Yukitaka|Uesugi, Yukitaka]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
[[Venomsplinter|Venomsplinter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaris Vhathei|Vhathei, Xaris]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
[[Pom Wador|Wador, Pom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elistriana Whisperwood|Whisperwood, Elistriana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Whitepaw, Mittens|Whitepaw, Mittens]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wiltenholm, Osclow]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Wings]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yukimora,Kosuke|Yukimora,Kosuke]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2112</id>
		<title>Mirumoto Akagi</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2112"/>
		<updated>2008-06-23T06:07:49Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  	&lt;br /&gt;
&#039;&#039;Name&#039;&#039;: Mirumoto Akagi&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Title(s)&#039;&#039;: Samurai&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Home/Location&#039;&#039;: Currently at the Red Blade HQ&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Birthplace&#039;&#039;: Shou Lung&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Age&#039;&#039;: 20&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Race&#039;&#039;: Human&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gender&#039;&#039;: Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Deity&#039;&#039;: None (Follows the &amp;quot;Way of the Sword&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Alignment&#039;&#039;: LG&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Summary&#039;&#039;:&lt;br /&gt;
Mirumoto Akagi is a samurai of the famed Akagi family that serves the Celestial Emperor in Shou Lung. Mirumoto has always been a bit of a wild one in his family, but it was beaten out of him at an early age. His strict training regiment left him with no time for fun, and instilled within him a firm sense of honor and duty to his family. He can crack a smile when with friends every so often, but one has to make sure they keep their eyes open or they might miss it.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
He has a taste for fine sake, but never allows it to come between him and his duty and honor. He serves his family with a clear and tempered mind, always making sure that he keeps to his own code of Bushido. He cannot stand ignorant fools who follow orders blindly without regard to their own personal code of ethics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relations between Faerun and Shou Lung have always been rather cordial, but the Celestial Emperor decided to send Mirumoto as a sign of good faith to the emerging nation of Sundren. Once here, he was placed within the Red Blades and assigned to protect and learn from Vaer himself in the defense of Sundren. Once assigned to Vaer however, Vaer grinned and told the young samurai to go forth and learn from the land and its people. Mirumoto therefore is assigned shifts when defending his lord Vaer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faction(s)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
    * Red Blades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Significant Relationships&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
   * None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miscellaneous Information&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
    * Loves to take care of his blades&lt;br /&gt;
    * Loves good sake&lt;br /&gt;
    * Hates to leave his lord Vaer alone, even when commanded by Vaer himself.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2111</id>
		<title>Mirumoto Akagi</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Mirumoto_Akagi&amp;diff=2111"/>
		<updated>2008-06-23T06:06:11Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: New page:   	 Name: Mirumoto Akagi Title(s): Samurai Home/Location: Currently at the Red Blade HQ Birthplace: Shou Lung Age: 20 Race: Human Gender: Male Deity: None (Follows the &amp;quot;Way of the Sword&amp;quot;) ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  	&lt;br /&gt;
Name: Mirumoto Akagi&lt;br /&gt;
Title(s): Samurai&lt;br /&gt;
Home/Location: Currently at the Red Blade HQ&lt;br /&gt;
Birthplace: Shou Lung&lt;br /&gt;
Age: 20&lt;br /&gt;
Race: Human&lt;br /&gt;
Gender: Male&lt;br /&gt;
Deity: None (Follows the &amp;quot;Way of the Sword&amp;quot;)&lt;br /&gt;
Alignment: LG&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
Mirumoto Akagi is a samurai of the famed Akagi family that serves the Celestial Emperor in Shou Lung. Mirumoto has always been a bit of a wild one in his family, but it was beaten out of him at an early age. His strict training regiment left him with no time for fun, and instilled within him a firm sense of honor and duty to his family. He can crack a smile when with friends every so often, but one has to make sure they keep their eyes open or they might miss it.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
He has a taste for fine sake, but never allows it to come between him and his duty and honor. He serves his family with a clear and tempered mind, always making sure that he keeps to his own code of Bushido. He cannot stand ignorant fools who follow orders blindly without regard to their own personal code of ethics.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relations between Faerun and Shou Lung have always been rather cordial, but the Celestial Emperor decided to send Mirumoto as a sign of good faith to the emerging nation of Sundren. Once here, he was placed within the Red Blades and assigned to protect and learn from Vaer himself in the defense of Sundren. Once assigned to Vaer however, Vaer grinned and told the young samurai to go forth and learn from the land and its people. Mirumoto therefore is assigned shifts when defending his lord Vaer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faction(s):&lt;br /&gt;
&lt;br /&gt;
    * Red Blades&lt;br /&gt;
&lt;br /&gt;
Significant Relationships:&lt;br /&gt;
&lt;br /&gt;
   * None&lt;br /&gt;
&lt;br /&gt;
Miscellaneous Information:&lt;br /&gt;
&lt;br /&gt;
    * Loves to take care of his blades&lt;br /&gt;
    * Loves good sake&lt;br /&gt;
    * Hates to leave his lord Vaer alone, even when commanded by Vaer himself.&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2110</id>
		<title>Character Bios</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2110"/>
		<updated>2008-06-23T05:48:55Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: /* M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
NOTE: Character names in &#039;&#039;italics&#039;&#039; denote NPC status.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
[[Akodo|Akodo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elith Alow | Alow, Elith]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lida Angelfen | Angelfen, Lida]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rand Aers| Aers, Rand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Keth Archonis| Archonis, Keth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thain Axbreaker| Axebreaker, Thain]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aseir sar Aencar| Aseir sar Aencar]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;[[Balthasar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Allendale Beryl|Beryl, Allendale]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blake Kathryn|Blake, Kathryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elix Bloodfeather| Bloodfeather, Elix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[the Ice Hag Braghuru|Braghuru the Ice Hag]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brendt, Carmella]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brak]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;[[Caspar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Colas II|Colas II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[&#039;Ironhead&#039; Lundgriff Coppersteen|Coppersteen, &#039;Ironhead&#039; Lundgriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
[[Treyr Di&#039;ren|Di&#039;ren, Treyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Richard Darkholme|Darkholme, Richard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Larando de&#039;Kaun|de&#039;Kaun, Larando]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaclypse Discordia|Discordia, Malaclypse]] (Deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sehron Dy&#039;ner|Dy&#039;ner, Sehron]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
[[Alyrian Eldeas|Eldeas, Alyrian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Karthus El&#039;than|El&#039;than, Karthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elusa|Elusa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Val Evra|Evra, Val]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
[[Hano Fetten|Fetten, Hano]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[&amp;quot;Mad&amp;quot; Jack Flynn| Flynn, &amp;quot;Mad&amp;quot; Jack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laric Frashul|Frashul, Laric]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Isabelle Fryar| Fryar, Isabelle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hakafu Fujisawa| Fujisawa, Hakafu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonsaku Fujisawa| Fujisawa, Sonsaku]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Merkias Fulcrom|Fulcrom, Merkias]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Varnz, Fury|Fury, Varnz]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Copper Feldspar|Feldspar, Copper]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
[[Elric Gallow|Gallow, Elric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Calandra Gleamblade|Gleamblade, Calandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cade Goodbarrel|Goodbarrel, Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Salagar Grim|Grim, Salagar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwyllym, Iefan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
[[Haeralis|Haeralis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annaleen Hanssen|Hanssen, Annaleen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Riven Ha&#039;Vek|Ha&#039;Vek, Riven]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annie Hellsword|Hellsword, Annie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Llew Hy|Hy, Llew]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
[[Shalika Ike|Ike, Shalika]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jos&#039;iah Ithildurin|Ithildurin, Jos&#039;iah]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Ditus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Mestra]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Neradnal I&#039;ll&#039;Koresh|Ill&#039;Koresh, Neradnal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ironhide, Gael]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
[[Yashia Jadysvarion|Jadysvarion, Yashia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Donovon Jadel|Jadel, Donovon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamryn Jorandur|Jorandur, Tamryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Jurai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
[[Imogen Kadami|Kadami, Imogen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Keeper of the Grove]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
[[Langley, Keir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Latonesh, Lumen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[James Leith|Leith, James]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightbringer, Nulinus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Logan]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
[[Filbert Malen&#039;avir|Malen&#039;avir, Filbert]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peppington Merrifefferlis|Merrifefferlis, Peppington]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirko|Mirko, jus&#039; Mirko]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Talrion Morning|Morning, Talrion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mundus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marco]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Eovina Mysterwit|Mysterwit, Eovina]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mandele|Mandele]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirumoto Akagi|Akagi, Mirumoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;[[Nes&#039;Anah]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Night Owl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ Sardo Numspa| Numspa, Sardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tieray Nessel|Nessel, Tieray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
[[Morpheus Oneiros|Oneiros, Morpheus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[John O&#039;Reilly | O&#039;Reilly, John]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
[[Phaedriel|Phaedriel]] (Deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ise Prakt|Prakt, Ise]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Orlan Proskus|Proskus, Orlan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
[[Quartzcore%2C_Qybox|Quartzcore, Qybox]]&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
[[Alijah Red Moon|Red Moon, Alijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pericles Redfoot|Redfoot, Pericles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhime|Rhime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Norian Rift|Rift, Norian]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rimetrail, Vurk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Rismal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shela Rosethorn|Rosethorn, Shela]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rycekk|Rycekk]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
[[Shadefist,Dar&#039;Kane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Singul, Omnigalas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirilimar Tir&#039;ent]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skald, Eira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snow Hawk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Sunderkin|Sunderkin, Sol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sorceron,Odin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylleth Duskmere]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
[[Miyamoto Tadenori|Tadenori, Miyamoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellesian Tel&#039;Dorian|Tel&#039;Dorian, Tellesian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telmander Jamyse|Telmander, Jamyse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tifton]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lauan Tissle|Tissle, Lauan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tsuruhara Nagayoshi|Tsuruhara Nagayoshi (Chokei)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tyton]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
[[Uktar|Uktar]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Uesugi Yukitaka|Uesugi, Yukitaka]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
[[Venomsplinter|Venomsplinter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaris Vhathei|Vhathei, Xaris]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
[[Pom Wador|Wador, Pom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elistriana Whisperwood|Whisperwood, Elistriana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Whitepaw, Mittens|Whitepaw, Mittens]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wiltenholm, Osclow]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Wings]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yukimora,Kosuke|Yukimora,Kosuke]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2109</id>
		<title>Character Bios</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=2109"/>
		<updated>2008-06-23T05:48:38Z</updated>

		<summary type="html">&lt;p&gt;70.176.187.113: /* M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
NOTE: Character names in &#039;&#039;italics&#039;&#039; denote NPC status.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
[[Akodo|Akodo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elith Alow | Alow, Elith]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lida Angelfen | Angelfen, Lida]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rand Aers| Aers, Rand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Keth Archonis| Archonis, Keth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thain Axbreaker| Axebreaker, Thain]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Aseir sar Aencar| Aseir sar Aencar]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;[[Balthasar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Allendale Beryl|Beryl, Allendale]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blake Kathryn|Blake, Kathryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elix Bloodfeather| Bloodfeather, Elix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[the Ice Hag Braghuru|Braghuru the Ice Hag]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brendt, Carmella]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brak]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;[[Caspar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Colas II|Colas II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[&#039;Ironhead&#039; Lundgriff Coppersteen|Coppersteen, &#039;Ironhead&#039; Lundgriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
[[Treyr Di&#039;ren|Di&#039;ren, Treyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Richard Darkholme|Darkholme, Richard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Larando de&#039;Kaun|de&#039;Kaun, Larando]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaclypse Discordia|Discordia, Malaclypse]] (Deceased)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sehron Dy&#039;ner|Dy&#039;ner, Sehron]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
[[Alyrian Eldeas|Eldeas, Alyrian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Karthus El&#039;than|El&#039;than, Karthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elusa|Elusa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Val Evra|Evra, Val]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
[[Hano Fetten|Fetten, Hano]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[&amp;quot;Mad&amp;quot; Jack Flynn| Flynn, &amp;quot;Mad&amp;quot; Jack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laric Frashul|Frashul, Laric]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Isabelle Fryar| Fryar, Isabelle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hakafu Fujisawa| Fujisawa, Hakafu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonsaku Fujisawa| Fujisawa, Sonsaku]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Merkias Fulcrom|Fulcrom, Merkias]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Varnz, Fury|Fury, Varnz]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Copper Feldspar|Feldspar, Copper]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
[[Elric Gallow|Gallow, Elric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Calandra Gleamblade|Gleamblade, Calandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cade Goodbarrel|Goodbarrel, Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Salagar Grim|Grim, Salagar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwyllym, Iefan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
[[Haeralis|Haeralis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annaleen Hanssen|Hanssen, Annaleen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Riven Ha&#039;Vek|Ha&#039;Vek, Riven]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annie Hellsword|Hellsword, Annie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Llew Hy|Hy, Llew]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
[[Shalika Ike|Ike, Shalika]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jos&#039;iah Ithildurin|Ithildurin, Jos&#039;iah]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Ditus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Mestra]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Neradnal I&#039;ll&#039;Koresh|Ill&#039;Koresh, Neradnal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ironhide, Gael]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
[[Yashia Jadysvarion|Jadysvarion, Yashia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Donovon Jadel|Jadel, Donovon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamryn Jorandur|Jorandur, Tamryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Jurai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
[[Imogen Kadami|Kadami, Imogen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Keeper of the Grove]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
[[Langley, Keir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Latonesh, Lumen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[James Leith|Leith, James]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightbringer, Nulinus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Logan]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
[[Filbert Malen&#039;avir|Malen&#039;avir, Filbert]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peppington Merrifefferlis|Merrifefferlis, Peppington]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirko|Mirko, jus&#039; Mirko]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Talrion Morning|Morning, Talrion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mundus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marco]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Eovina Mysterwit|Mysterwit, Eovina]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mandele|Mandele]]&lt;br /&gt;
[[Mirumoto Akagi|Akagi, Mirumoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;[[Nes&#039;Anah]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Night Owl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ Sardo Numspa| Numspa, Sardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tieray Nessel|Nessel, Tieray]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
[[Morpheus Oneiros|Oneiros, Morpheus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[John O&#039;Reilly | O&#039;Reilly, John]]&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
[[Phaedriel|Phaedriel]] (Deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ise Prakt|Prakt, Ise]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Orlan Proskus|Proskus, Orlan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
[[Quartzcore%2C_Qybox|Quartzcore, Qybox]]&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
[[Alijah Red Moon|Red Moon, Alijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pericles Redfoot|Redfoot, Pericles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhime|Rhime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Norian Rift|Rift, Norian]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rimetrail, Vurk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Rismal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shela Rosethorn|Rosethorn, Shela]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rycekk|Rycekk]]&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
[[Shadefist,Dar&#039;Kane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Singul, Omnigalas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirilimar Tir&#039;ent]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skald, Eira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snow Hawk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Sunderkin|Sunderkin, Sol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sorceron,Odin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylleth Duskmere]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
[[Miyamoto Tadenori|Tadenori, Miyamoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellesian Tel&#039;Dorian|Tel&#039;Dorian, Tellesian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telmander Jamyse|Telmander, Jamyse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tifton]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lauan Tissle|Tissle, Lauan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tsuruhara Nagayoshi|Tsuruhara Nagayoshi (Chokei)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tyton]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
[[Uktar|Uktar]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Uesugi Yukitaka|Uesugi, Yukitaka]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
[[Venomsplinter|Venomsplinter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaris Vhathei|Vhathei, Xaris]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
[[Pom Wador|Wador, Pom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elistriana Whisperwood|Whisperwood, Elistriana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Whitepaw, Mittens|Whitepaw, Mittens]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wiltenholm, Osclow]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Wings]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yukimora,Kosuke|Yukimora,Kosuke]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>70.176.187.113</name></author>
	</entry>
</feed>