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	<updated>2026-04-09T02:43:50Z</updated>
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		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=6553</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=6553"/>
		<updated>2023-01-21T21:04:46Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* The Saharin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions are special organizations in Sundren. While there may be many organizations in the world, the Sundren factions have a large amount of power in Sundren. There are a variety of factions for all sorts of ambitions. Destroying evil, replacing the government, protecting nature, and getting rich are just a few faction goals. Your goals may not match precisely, but joining up with a larger organization yields several advantages:&lt;br /&gt;
&lt;br /&gt;
- DMs give special attention to factions in their plots.&lt;br /&gt;
&lt;br /&gt;
- There are special member-only faction forums on the Sundren Web site.&lt;br /&gt;
&lt;br /&gt;
- There are special faction-only stores, giving players access to rare, powerful goods.&lt;br /&gt;
&lt;br /&gt;
- Factions have ranks through which players can escalate. Higher ranking players yield more power and control over those with lower ranks. They also have access to more powerful items in the faction stores.&lt;br /&gt;
&lt;br /&gt;
- Within many factions exist sub-factions. Sub-factions are smaller organizations with similar purposes as their parent faction. They are considered allies and partners to the parent factions. They share faction forum access and some resources as well.&lt;br /&gt;
&lt;br /&gt;
=The Sundarian Empire=&lt;br /&gt;
It is the advent of a new age.&lt;br /&gt;
&lt;br /&gt;
With an earth-shattering crack, the falling City of Sundren had brought with it changes to the valley beyond what most could see. While the Day of Broken Blades was a fading light, the settlement of the City was a new dawn that signaled the coming of a new era of peace and prosperity for all who called Sundren Valley their home.&lt;br /&gt;
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==Condottieri==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
The noble families in both the Regional Council and the Senate seek out skilled individuals in both blade and word, elite fighters and diplomats to serve them in their dealings.&lt;br /&gt;
&lt;br /&gt;
Mercenaries sworn to noble service, the Condottieri are men and women acting as the arms, hands, and fingers of the noble families. While each adventurer serves his or her own particular family, they are viewed as a whole as noble servants. Sworn to service, these unique men and women answer to family problems, represent family interests where there is no familial member present, and fight their battles whether by word or blade.&lt;br /&gt;
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Learn [[Condottieri|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Vanitium==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
Lady Tehk of the Lance, sworn paladin of the Red Knight sought favor with her fellows for a purpose: to seek out the reason behind the blindness, and to remove it. A sworn faithful of the Red Knight, Lady Tehk rode off into the wilds of Sundren with a small cadre of knights, calling themselves the Vanitium. These knights are a small group even within the Triumvirate, and are seen mostly as foolish wanderers who chase the wind. Ridiculed by some, they are a priceless aid in the wilds. While they are seen rarely within civilized lands, the Vanitium protect explorers and travelers when they are come across in the wilds. Many a merchant or explorer has owed their lives to these questing knights, and they have a fearsome reputation as trackers and warriors.”&lt;br /&gt;
&lt;br /&gt;
A collection of goodly clerics and knights from a variety of faiths who seek out the meaning behind the Blindness of the Gods, and to work Their will through the valley. Unlike the old Arbiter’s Alliance, these young divine warriors do not necessarily adhere to the traditional means of knighthood and battle. Instead, the Vanitium welcomes all those who not only seek to work their gods’ will, but questions their faith and the faith of the more traditional and conservative orders. They are based within Sundren City, but are known to roam the wilds to not only protect travelers, but to seek out the meaning behind the gods&#039; blindness within the valley of Sundren.&lt;br /&gt;
&lt;br /&gt;
Learn [[Vanitium|MORE]]&lt;br /&gt;
&lt;br /&gt;
=The Aquoran Protectorate=&lt;br /&gt;
Aquor gains autonomy five years after the Day of Broken Blades, under the protection Felicia Pendraig and by extension the Zakharan Empire. The Zakaharans negotiate a deal with Felicia’s cousin, Evelyn Meriadoc, for immigration rights from Zakhara. As a result, Aquor has a rolling influx of Southern Continent merchants and coin, which diffuses through the country through the now protected roads of the Regional Council.&lt;br /&gt;
&lt;br /&gt;
With the return of Felicia Pendraig, the town has once again come under the rule of the noble family albeit with loyalties to a nation thousands of miles away. Felicia and her Zakharan troops took the town, with the help of River Highsun, turned it into a trading region for the entire country. Goods travel from the Port, Sundren City, and even Sestra to be traded for the rare furs, metals, and goods from the Spine. A simple taxation on the transactions has turned Aquor into a wealthy town once again, attracting mercantile interests of all kinds. Of course, this could not have happened without an intervening force. Avanthyr still takes a strong stance against both Thay as well as Sestra, and the Sundarian Empire too ostensibly refuses to conduct trade with Sestra straight out.&lt;br /&gt;
&lt;br /&gt;
==The Saharin (Non-Player Faction) ==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
What some call the Silent Peace made this feasible, with the Zakharans sworn to Felicia keeping the peace and profiting from the nexus of trade. The Saharin, as they call themselves, are sworn to the Pendraig family and its masters in the Southern Continent. Zakharan men and women who grew up in the wastes and deserts of their homeland, they hold unique views on everything from honor to hospitality. The cultural and racial differences between the and the residents of Sundren valley has at times caused distinct tensions, but the growing population cannot be ignored.&lt;br /&gt;
&lt;br /&gt;
What the Saharin do not lack, is skill and loyalty. Their lives are dedicated to the Pendraig family, and their blades are bound to keep the Silent Peace. Woe be to those who seek to violate the Peace, for the Saharin&#039;s curved blades wait patiently.&lt;br /&gt;
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Learn [[MORE]]&lt;br /&gt;
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==The Brightspears==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
While the Saharin are loyal to both Felicia and to their motherland Zakhara, the Brightspears are the Pendraig&#039;s alone. Derisively known as the &amp;quot;Burning Men,&amp;quot; they are the equivalent to the Condotierri in Aquor. Mercenaries sworn to the service of House Pendraig, the house uses them to maintain their influence both inside and out of Aquor.&lt;br /&gt;
&lt;br /&gt;
The Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
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Learn [[Brightspears|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Whurest Kazhunki==&lt;br /&gt;
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&amp;lt;center&amp;gt;http://i.imgur.com/syStw4a.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Whurest Dwarves&#039; investments made by their wise leader Dryn Stonewhisperer have borne fruit. With Aquor&#039;s rise in riches, so too has the dwarven hold risen in power and prestige. Well funded, Dryn has seen fit to outfit some of the hold&#039;s dwarves as elite units, forged to defend the hold&#039;s interests within the valley and beyond.&lt;br /&gt;
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These knights, or &#039;kazhunki&#039;, differ from their predecessors in temperament and ability in that they are the first organized military presence in Whurest since the Skullcleavers first swore allegiance to the Whurest Clan. No longer having to split their time between forging a life for themselves in the inhospitable North and fighting in the southern valley, these dwarven soldiers are entirely dedicated to the betterment of the hold and the protection of its interests in Sundren. While some dwarves may still hold to forgecraft and the like as per tradition, the Kazhunki are foremost Whurest&#039;s military arm in the Spine. &lt;br /&gt;
&lt;br /&gt;
Learn [[Whurest|MORE]]&lt;br /&gt;
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==Thayan Enclave==&lt;br /&gt;
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&lt;br /&gt;
At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are ambitious, resourceful, and talented are invited to join the Red Wizards. The Red Wizards send out envoys into the rest of Faerun, seeking customers for their lucrative magical businesses. One such envoy has established itself as an Enclave within Sundren.&lt;br /&gt;
&lt;br /&gt;
Learn [[Thayan Enclave|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Sestran Stratocracy=&lt;br /&gt;
Sestra undergoes a revolution, of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourishes in light of the Emperor&#039;s olive branch of peace. Datton cracks down on the fanatic tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires mysteriously vanish, Hashart&#039;s efforts come to fruition; the Black Hand as it was known in the past is completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Instead, Hashart&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
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==The Order of Rod and Star==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
The Order, usually referred to as the Black Cloaks outside formal occassions, has ties to both ruling power and the main military forces in Sestra. However, it&#039;s members (separate from official positions or status as nobility outside the order) hold no actual authority within Sestra. Descended from Korvus Tehk&#039;s Knights of the Black Gauntlet, as well as the Sestran Militia headed under both Dreadmaster Exitium and Marshal Datton, these men and women are dedicated to the preservation of not only their home, but the expansion of Sestran power and the Faiths it was built upon. Firmly holding the belief that discipline and obedience are the twin virtues that precede any other, the Black Cloaks represent the most devoted members of Sestran society to the tenants of Bane, Myrkul, and Sestran superiority.&lt;br /&gt;
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Learn [[Order of Rod and Star|MORE]]&lt;br /&gt;
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==The Sable Order==&lt;br /&gt;
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The Sable Order espouses a government ruled not by the Black Hand descended military, but by those native Sestrans who lived here before the takeover. Calling for rule by Sestran nobility, or in the alternative native Sestran families, the Order favors its members who can trace their lineage back to before the Invasion.&lt;br /&gt;
&lt;br /&gt;
The Order holds many members who worship Siamorphe, the goddess of nobility or divine right, and many former military men and women have joined their ranks in response to their inability to rise higher in the Sestran Guard as a result of their &#039;lack of loyalty&#039; to the Sestran cause and ideals.&lt;br /&gt;
&lt;br /&gt;
Its members hold ritualistic risings in rank, each having to be sponsored by another of the Order of a higher rank. As a result, each member is intensely loyal to their superiors who have mentored them to reach higher positions within. The Order espouses a right to rule that stems from Sestran ancestry, and is beginning to hold sway with those not within the military organization, or are not &#039;citizens&#039;. Many Chauntean farmers, craftsmen, and traders are finding opportunity with the Order&#039;s financial connections to large corporations such as Exigo.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Sable Order|MORE]]&lt;br /&gt;
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=The Ducal State of Avanthyr=&lt;br /&gt;
Following the Emperor&#039;s announcement and Avanthyr&#039;s declaration of independence, the Legion withdrew its troops and the Meriadoc family took control of the Port&#039;s civil governance and security, the latter made possible through partnership with the Northern Watch in conjunction with the Avanthyr militia. Founded by Esmond Aurelianus, the Watch supplemented the Port&#039;s newly minted militia to keep peace within the city while safeguarding its borders.&lt;br /&gt;
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Having no desire to reinstate the Arbiters&#039; system of government yet not wishing to relinquish their power as the city&#039;s founders, the Meriadocs now guide Avanthyr&#039;s future ruling as heads of state, supported by the Council of Ten, Supreme Tribunal, and General Assembly - a mixed government combining monarchy/aristocracy and democracy. The Duke serves as Avanthyr&#039;s head of state and chief executive and passed down the Meriadoc family tree.&lt;br /&gt;
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==The Northern Watch==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
The Northern Watch has grown from the small order of knights headed by Esmond Aurelianus into a full military force stationed within Avanthyr. While by no means as numerous as either Sestra&#039;s military forces nor the Legion, the Northern Watch serve as heavy cavalry to Avanthyr&#039;s own corpsmen by acting as both diplomatic emissaries as well as wartime commanders.&lt;br /&gt;
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The Watch holds many minor nobility and religiously inclined warriors, but by no means is it restricted to carrying a blade and riding a horse. The Watch officially accepts all members of good-aligned churches and unaffiliated worshipers, though the most common patron deities are that of Helm, Tyr and Torm. The Northern Watch is led first by it&#039;s Grandmaster and second by it&#039;s Council of Three.&lt;br /&gt;
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Learn [[The Northern Watch|MORE]]&lt;br /&gt;
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=The Unaligned Powers=&lt;br /&gt;
Not every organization sees it beneficial to tie themselves down to any one city-state. Those in the valley who hold their allegiance back choose so for their causes instead of governments. Whether it be for religion, coin or nature they can be where they&#039;re needed most.&lt;br /&gt;
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==The Eboncoin==&lt;br /&gt;
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The Eboncoin has always been a group shrouded in mystery, and that has hardly changed. The Eboncoin has steadily spread its tendrils throughout Port Avanthyr, claiming the trade-rich territory as its own. Smuggling into the country illegal goods, and siphoning organization&#039;s like Exigo&#039;s own resources out from under the noses of the authorities, the Eboncoin is jealous of any crossing into its territory without permission. Of course, what it considers its territory is sometimes up for dispute, but the &#039;Family&#039; is always willing to come to some sort of a deal.&lt;br /&gt;
&lt;br /&gt;
However, there are even rumors among those who work in the shadows every eve. Whispers of the Eboncoin having another purpose, a higher calling. While no one is able to pin down anything specific, there is a name that echoes in the black, empty night: The Guardare. Those who watch, it&#039;s said, have a great interest in the balance of power in the valley and seek to enforce it through any means possible.&lt;br /&gt;
&lt;br /&gt;
Learn [[Eboncoin Pact|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Magisterium==&lt;br /&gt;
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A remnant of Left Hand magi, the Magisterium was formed by those magi who sought to enact what they viewed as the true will of Mundus: Magical innovation tempered by control. Some call it a guild, others a cult, the Magisterium acts as both a binding on its mages and a magical collegiate on par with the greatest of magical schools. A strict hierarchy controls the guild as a whole, headed by a council of Masters. Beneath them, a blossoming school of magical invention is guided by its elders and is pushed to the boundaries of arcane theory and practice.&lt;br /&gt;
&lt;br /&gt;
The Magisterium&#039;s laws only govern those who adhere to its will; it holds no sway in the valley&#039;s city-states. But woe to those who cross the Magisterium, for its protective wings shelter those who call it home.&lt;br /&gt;
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Learn [[The Magisterium|MORE]]&lt;br /&gt;
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==The Blackwood Mercenaries==&lt;br /&gt;
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When the Hellstroms fell from power and their investments vanished overnight, the Blackwood saw this as a way to escape the majority share that Hellstrom used to control their activities. Ryzad Kalim, seeing his connections within the Hellstrom family now almost entirely worthless, used his own funds to buy out the stock invested in his own mercenary company. Quickly turning to their longtime partner, Exigo, the Blackwood Mercenaries are now an independent organization within the valley; their contracts span among the city-states.&lt;br /&gt;
&lt;br /&gt;
The Blackwood now work exclusively on the basis of guild contracts, no longer tied exclusively to Exigo or Hellstrom interests. As a result, the guild has seen an expansion of business in Sundren City, Avanthyr, Aquor, and even Sestra. Blackwood mercenaries are still known as some of the toughest mercenary guilds out there, but they are no longer a standing army of soldiers. Rather, the mercs seek out lucrative jobs that they can then bring back profits to their guild and seek greater benefits for &#039;retirement&#039;. Although, this is hardly the case for the majority of their men and women, as one can imagine for a violent profession.&lt;br /&gt;
&lt;br /&gt;
Learn [[Blackwood Company|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Triumvirate==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
The Triumvirate is a coalition of paladins, clerics, and warrior priests united by their faith in Tyr, Torm, and Ilmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley. With the events of the Day of Broken Blades, the Triumvirate is now a broken faction. No longer an army, a few scattered paladins and knights travel Sundren, seeking to right wrongs and serve their gods.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Triumvirate|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Tuatha Dé Dúlra==&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
Founded in the distant past, before Sundren&#039;s establishment of a nation, the Tuatha de Dula follow in the steps of their ancient teachers in their quest to understand, repair and nurture the mystical underpinnings of the land they have grown to love. Although all are welcome to participate in the fellowship, few are trusted with the deepest secrets of the Tuatha, sacred mysteries that the wisest of druids, shamans and sages still seek to unravel.&lt;br /&gt;
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Learn [[Tuatha|MORE]]&lt;br /&gt;
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==Cwn Annwn==&lt;br /&gt;
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The Cwn Annwn hail from the frozen forests of the Icewind Dale. The cold lands and tundra of the Spine nurture a fierce survival, and this collection of people hold the mantra &#039;survival of the fittest&#039; over all else. Brutal, vicious warriors and druids, the Cwn Annwn claim the lands untouched by man as their own.&lt;br /&gt;
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Learn [[Cwn Annwn|MORE]]&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=6552</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=6552"/>
		<updated>2023-01-21T21:04:04Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions are special organizations in Sundren. While there may be many organizations in the world, the Sundren factions have a large amount of power in Sundren. There are a variety of factions for all sorts of ambitions. Destroying evil, replacing the government, protecting nature, and getting rich are just a few faction goals. Your goals may not match precisely, but joining up with a larger organization yields several advantages:&lt;br /&gt;
&lt;br /&gt;
- DMs give special attention to factions in their plots.&lt;br /&gt;
&lt;br /&gt;
- There are special member-only faction forums on the Sundren Web site.&lt;br /&gt;
&lt;br /&gt;
- There are special faction-only stores, giving players access to rare, powerful goods.&lt;br /&gt;
&lt;br /&gt;
- Factions have ranks through which players can escalate. Higher ranking players yield more power and control over those with lower ranks. They also have access to more powerful items in the faction stores.&lt;br /&gt;
&lt;br /&gt;
- Within many factions exist sub-factions. Sub-factions are smaller organizations with similar purposes as their parent faction. They are considered allies and partners to the parent factions. They share faction forum access and some resources as well.&lt;br /&gt;
&lt;br /&gt;
=The Sundarian Empire=&lt;br /&gt;
It is the advent of a new age.&lt;br /&gt;
&lt;br /&gt;
With an earth-shattering crack, the falling City of Sundren had brought with it changes to the valley beyond what most could see. While the Day of Broken Blades was a fading light, the settlement of the City was a new dawn that signaled the coming of a new era of peace and prosperity for all who called Sundren Valley their home.&lt;br /&gt;
&lt;br /&gt;
==Condottieri==&lt;br /&gt;
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&amp;lt;center&amp;gt;http://i.imgur.com/YwZtn68.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The noble families in both the Regional Council and the Senate seek out skilled individuals in both blade and word, elite fighters and diplomats to serve them in their dealings.&lt;br /&gt;
&lt;br /&gt;
Mercenaries sworn to noble service, the Condottieri are men and women acting as the arms, hands, and fingers of the noble families. While each adventurer serves his or her own particular family, they are viewed as a whole as noble servants. Sworn to service, these unique men and women answer to family problems, represent family interests where there is no familial member present, and fight their battles whether by word or blade.&lt;br /&gt;
&lt;br /&gt;
Learn [[Condottieri|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Vanitium==&lt;br /&gt;
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Lady Tehk of the Lance, sworn paladin of the Red Knight sought favor with her fellows for a purpose: to seek out the reason behind the blindness, and to remove it. A sworn faithful of the Red Knight, Lady Tehk rode off into the wilds of Sundren with a small cadre of knights, calling themselves the Vanitium. These knights are a small group even within the Triumvirate, and are seen mostly as foolish wanderers who chase the wind. Ridiculed by some, they are a priceless aid in the wilds. While they are seen rarely within civilized lands, the Vanitium protect explorers and travelers when they are come across in the wilds. Many a merchant or explorer has owed their lives to these questing knights, and they have a fearsome reputation as trackers and warriors.”&lt;br /&gt;
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A collection of goodly clerics and knights from a variety of faiths who seek out the meaning behind the Blindness of the Gods, and to work Their will through the valley. Unlike the old Arbiter’s Alliance, these young divine warriors do not necessarily adhere to the traditional means of knighthood and battle. Instead, the Vanitium welcomes all those who not only seek to work their gods’ will, but questions their faith and the faith of the more traditional and conservative orders. They are based within Sundren City, but are known to roam the wilds to not only protect travelers, but to seek out the meaning behind the gods&#039; blindness within the valley of Sundren.&lt;br /&gt;
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Learn [[Vanitium|MORE]]&lt;br /&gt;
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=The Aquoran Protectorate=&lt;br /&gt;
Aquor gains autonomy five years after the Day of Broken Blades, under the protection Felicia Pendraig and by extension the Zakharan Empire. The Zakaharans negotiate a deal with Felicia’s cousin, Evelyn Meriadoc, for immigration rights from Zakhara. As a result, Aquor has a rolling influx of Southern Continent merchants and coin, which diffuses through the country through the now protected roads of the Regional Council.&lt;br /&gt;
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With the return of Felicia Pendraig, the town has once again come under the rule of the noble family albeit with loyalties to a nation thousands of miles away. Felicia and her Zakharan troops took the town, with the help of River Highsun, turned it into a trading region for the entire country. Goods travel from the Port, Sundren City, and even Sestra to be traded for the rare furs, metals, and goods from the Spine. A simple taxation on the transactions has turned Aquor into a wealthy town once again, attracting mercantile interests of all kinds. Of course, this could not have happened without an intervening force. Avanthyr still takes a strong stance against both Thay as well as Sestra, and the Sundarian Empire too ostensibly refuses to conduct trade with Sestra straight out.&lt;br /&gt;
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==The Saharin==&lt;br /&gt;
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What some call the Silent Peace made this feasible, with the Zakharans sworn to Felicia keeping the peace and profiting from the nexus of trade. The Saharin, as they call themselves, are sworn to the Pendraig family and its masters in the Southern Continent. Zakharan men and women who grew up in the wastes and deserts of their homeland, they hold unique views on everything from honor to hospitality. The cultural and racial differences between the and the residents of Sundren valley has at times caused distinct tensions, but the growing population cannot be ignored.&lt;br /&gt;
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What the Saharin do not lack, is skill and loyalty. Their lives are dedicated to the Pendraig family, and their blades are bound to keep the Silent Peace. Woe be to those who seek to violate the Peace, for the Saharin&#039;s curved blades wait patiently.&lt;br /&gt;
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Learn [[MORE]]&lt;br /&gt;
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==The Brightspears==&lt;br /&gt;
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While the Saharin are loyal to both Felicia and to their motherland Zakhara, the Brightspears are the Pendraig&#039;s alone. Derisively known as the &amp;quot;Burning Men,&amp;quot; they are the equivalent to the Condotierri in Aquor. Mercenaries sworn to the service of House Pendraig, the house uses them to maintain their influence both inside and out of Aquor.&lt;br /&gt;
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The Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
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==The Whurest Kazhunki==&lt;br /&gt;
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The Whurest Dwarves&#039; investments made by their wise leader Dryn Stonewhisperer have borne fruit. With Aquor&#039;s rise in riches, so too has the dwarven hold risen in power and prestige. Well funded, Dryn has seen fit to outfit some of the hold&#039;s dwarves as elite units, forged to defend the hold&#039;s interests within the valley and beyond.&lt;br /&gt;
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These knights, or &#039;kazhunki&#039;, differ from their predecessors in temperament and ability in that they are the first organized military presence in Whurest since the Skullcleavers first swore allegiance to the Whurest Clan. No longer having to split their time between forging a life for themselves in the inhospitable North and fighting in the southern valley, these dwarven soldiers are entirely dedicated to the betterment of the hold and the protection of its interests in Sundren. While some dwarves may still hold to forgecraft and the like as per tradition, the Kazhunki are foremost Whurest&#039;s military arm in the Spine. &lt;br /&gt;
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==Thayan Enclave==&lt;br /&gt;
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At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are ambitious, resourceful, and talented are invited to join the Red Wizards. The Red Wizards send out envoys into the rest of Faerun, seeking customers for their lucrative magical businesses. One such envoy has established itself as an Enclave within Sundren.&lt;br /&gt;
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Learn [[Thayan Enclave|MORE]]&lt;br /&gt;
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=The Sestran Stratocracy=&lt;br /&gt;
Sestra undergoes a revolution, of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourishes in light of the Emperor&#039;s olive branch of peace. Datton cracks down on the fanatic tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires mysteriously vanish, Hashart&#039;s efforts come to fruition; the Black Hand as it was known in the past is completely eradicated.&lt;br /&gt;
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Instead, Hashart&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
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==The Order of Rod and Star==&lt;br /&gt;
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The Order, usually referred to as the Black Cloaks outside formal occassions, has ties to both ruling power and the main military forces in Sestra. However, it&#039;s members (separate from official positions or status as nobility outside the order) hold no actual authority within Sestra. Descended from Korvus Tehk&#039;s Knights of the Black Gauntlet, as well as the Sestran Militia headed under both Dreadmaster Exitium and Marshal Datton, these men and women are dedicated to the preservation of not only their home, but the expansion of Sestran power and the Faiths it was built upon. Firmly holding the belief that discipline and obedience are the twin virtues that precede any other, the Black Cloaks represent the most devoted members of Sestran society to the tenants of Bane, Myrkul, and Sestran superiority.&lt;br /&gt;
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==The Sable Order==&lt;br /&gt;
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The Sable Order espouses a government ruled not by the Black Hand descended military, but by those native Sestrans who lived here before the takeover. Calling for rule by Sestran nobility, or in the alternative native Sestran families, the Order favors its members who can trace their lineage back to before the Invasion.&lt;br /&gt;
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The Order holds many members who worship Siamorphe, the goddess of nobility or divine right, and many former military men and women have joined their ranks in response to their inability to rise higher in the Sestran Guard as a result of their &#039;lack of loyalty&#039; to the Sestran cause and ideals.&lt;br /&gt;
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Its members hold ritualistic risings in rank, each having to be sponsored by another of the Order of a higher rank. As a result, each member is intensely loyal to their superiors who have mentored them to reach higher positions within. The Order espouses a right to rule that stems from Sestran ancestry, and is beginning to hold sway with those not within the military organization, or are not &#039;citizens&#039;. Many Chauntean farmers, craftsmen, and traders are finding opportunity with the Order&#039;s financial connections to large corporations such as Exigo.&lt;br /&gt;
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Learn [[The Sable Order|MORE]]&lt;br /&gt;
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=The Ducal State of Avanthyr=&lt;br /&gt;
Following the Emperor&#039;s announcement and Avanthyr&#039;s declaration of independence, the Legion withdrew its troops and the Meriadoc family took control of the Port&#039;s civil governance and security, the latter made possible through partnership with the Northern Watch in conjunction with the Avanthyr militia. Founded by Esmond Aurelianus, the Watch supplemented the Port&#039;s newly minted militia to keep peace within the city while safeguarding its borders.&lt;br /&gt;
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Having no desire to reinstate the Arbiters&#039; system of government yet not wishing to relinquish their power as the city&#039;s founders, the Meriadocs now guide Avanthyr&#039;s future ruling as heads of state, supported by the Council of Ten, Supreme Tribunal, and General Assembly - a mixed government combining monarchy/aristocracy and democracy. The Duke serves as Avanthyr&#039;s head of state and chief executive and passed down the Meriadoc family tree.&lt;br /&gt;
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==The Northern Watch==&lt;br /&gt;
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The Northern Watch has grown from the small order of knights headed by Esmond Aurelianus into a full military force stationed within Avanthyr. While by no means as numerous as either Sestra&#039;s military forces nor the Legion, the Northern Watch serve as heavy cavalry to Avanthyr&#039;s own corpsmen by acting as both diplomatic emissaries as well as wartime commanders.&lt;br /&gt;
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The Watch holds many minor nobility and religiously inclined warriors, but by no means is it restricted to carrying a blade and riding a horse. The Watch officially accepts all members of good-aligned churches and unaffiliated worshipers, though the most common patron deities are that of Helm, Tyr and Torm. The Northern Watch is led first by it&#039;s Grandmaster and second by it&#039;s Council of Three.&lt;br /&gt;
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=The Unaligned Powers=&lt;br /&gt;
Not every organization sees it beneficial to tie themselves down to any one city-state. Those in the valley who hold their allegiance back choose so for their causes instead of governments. Whether it be for religion, coin or nature they can be where they&#039;re needed most.&lt;br /&gt;
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==The Eboncoin==&lt;br /&gt;
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The Eboncoin has always been a group shrouded in mystery, and that has hardly changed. The Eboncoin has steadily spread its tendrils throughout Port Avanthyr, claiming the trade-rich territory as its own. Smuggling into the country illegal goods, and siphoning organization&#039;s like Exigo&#039;s own resources out from under the noses of the authorities, the Eboncoin is jealous of any crossing into its territory without permission. Of course, what it considers its territory is sometimes up for dispute, but the &#039;Family&#039; is always willing to come to some sort of a deal.&lt;br /&gt;
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However, there are even rumors among those who work in the shadows every eve. Whispers of the Eboncoin having another purpose, a higher calling. While no one is able to pin down anything specific, there is a name that echoes in the black, empty night: The Guardare. Those who watch, it&#039;s said, have a great interest in the balance of power in the valley and seek to enforce it through any means possible.&lt;br /&gt;
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==The Magisterium==&lt;br /&gt;
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A remnant of Left Hand magi, the Magisterium was formed by those magi who sought to enact what they viewed as the true will of Mundus: Magical innovation tempered by control. Some call it a guild, others a cult, the Magisterium acts as both a binding on its mages and a magical collegiate on par with the greatest of magical schools. A strict hierarchy controls the guild as a whole, headed by a council of Masters. Beneath them, a blossoming school of magical invention is guided by its elders and is pushed to the boundaries of arcane theory and practice.&lt;br /&gt;
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The Magisterium&#039;s laws only govern those who adhere to its will; it holds no sway in the valley&#039;s city-states. But woe to those who cross the Magisterium, for its protective wings shelter those who call it home.&lt;br /&gt;
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==The Blackwood Mercenaries==&lt;br /&gt;
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When the Hellstroms fell from power and their investments vanished overnight, the Blackwood saw this as a way to escape the majority share that Hellstrom used to control their activities. Ryzad Kalim, seeing his connections within the Hellstrom family now almost entirely worthless, used his own funds to buy out the stock invested in his own mercenary company. Quickly turning to their longtime partner, Exigo, the Blackwood Mercenaries are now an independent organization within the valley; their contracts span among the city-states.&lt;br /&gt;
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The Blackwood now work exclusively on the basis of guild contracts, no longer tied exclusively to Exigo or Hellstrom interests. As a result, the guild has seen an expansion of business in Sundren City, Avanthyr, Aquor, and even Sestra. Blackwood mercenaries are still known as some of the toughest mercenary guilds out there, but they are no longer a standing army of soldiers. Rather, the mercs seek out lucrative jobs that they can then bring back profits to their guild and seek greater benefits for &#039;retirement&#039;. Although, this is hardly the case for the majority of their men and women, as one can imagine for a violent profession.&lt;br /&gt;
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==The Triumvirate==&lt;br /&gt;
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The Triumvirate is a coalition of paladins, clerics, and warrior priests united by their faith in Tyr, Torm, and Ilmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley. With the events of the Day of Broken Blades, the Triumvirate is now a broken faction. No longer an army, a few scattered paladins and knights travel Sundren, seeking to right wrongs and serve their gods.&lt;br /&gt;
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==Tuatha Dé Dúlra==&lt;br /&gt;
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Founded in the distant past, before Sundren&#039;s establishment of a nation, the Tuatha de Dula follow in the steps of their ancient teachers in their quest to understand, repair and nurture the mystical underpinnings of the land they have grown to love. Although all are welcome to participate in the fellowship, few are trusted with the deepest secrets of the Tuatha, sacred mysteries that the wisest of druids, shamans and sages still seek to unravel.&lt;br /&gt;
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==Cwn Annwn==&lt;br /&gt;
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The Cwn Annwn hail from the frozen forests of the Icewind Dale. The cold lands and tundra of the Spine nurture a fierce survival, and this collection of people hold the mantra &#039;survival of the fittest&#039; over all else. Brutal, vicious warriors and druids, the Cwn Annwn claim the lands untouched by man as their own.&lt;br /&gt;
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Learn [[Cwn Annwn|MORE]]&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Tuatha&amp;diff=6551</id>
		<title>Tuatha</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Tuatha&amp;diff=6551"/>
		<updated>2022-12-17T21:54:50Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Ranks */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Tuatha Dé Dúlra&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(The People of the Land)&#039;&#039;&lt;br /&gt;
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=Summary=&lt;br /&gt;
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Founded in the distant past, before Sundren&#039;s establishment of a nation, the Tuatha de Dula follow in the steps of their ancient teachers in their quest to understand, repair and nurture the mystical underpinnings of the land they have grown to love. Although all are welcome to participate in the fellowship, few are trusted with the deepest secrets of the Tuatha, sacred mysteries that the wisest of druids, shamans and sages still seek to unravel.&lt;br /&gt;
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Individual outlooks among the Tuatha vary, from the cool indifference of some Sylvanites to the crusader-like fervor of Mielikki&#039;s Forestarms to the fascination with the destructive phase of the cycle that compels some members to chase after the likes of Talos and Umberlee. Yet a single sacred calling unites them: the land of Sundren is a focal point on the face of Chauntea, its ley-lines thrumming with sacred power since corrupted. It must be healthy and whole. Anything that corrupts the cycles that keep it so must be neutralized and given to the land to reclaim. On this, there can be no compromise.&lt;br /&gt;
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=Origin/History=&lt;br /&gt;
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The name Sundren came in with Mundus and his Thayan counterparts, but the land itself existed long before its discovery and exploitation. Even before the orcs and gnolls built their savage civilization, say some, another people roamed the land. Their footsteps carved the vales; their sleeping-places formed caves cut deep into the earth, and swales where forests could grow strong and tall. These people are the Tuatha Siúd a Bhí, and legend says it is they who seeded the virgin forests that would become the Mossdale and Viridale. They, whose touch infused the land with magic. They, who lifted a few feral humanoids out of ignorance and first taught the ways of the shaman.&lt;br /&gt;
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Scholars tend to scoff at these myths, and until recently evidence has been scant. However, as the Year of Wild Magic passed and the Valley&#039;s most drawn-out period of upheaval began, one truth became clear: this slice of ground nestled between the mountains of the Spine was something exceptional. Its forests grew taller and thicker than the soil should permit. Its farmland, small in area, could still feed a nation when free of disease. Its mountains held deep veins of adamantine and mithril, the rarest of metals, and a new wonder unique to the Valley. The settlers called it Sundrite, and it would one day cause the city of Sundren to take flight like the Netherese citadels of old. But how had all this come to be?&lt;br /&gt;
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The surviving teachings of the Tuatha Siúd a Bhí, passed word-for-word from generation to generation, tell of gleaming lines of power obvious to all who can See, points where Mystra&#039;s Weave and Chauntea&#039;s body cross and exist in harmony. These ley lines are a symptom and a symbol of Sundren&#039;s inherently magical nature, say the teachings, and can make the land a wondrous place for plant, beast and man. But these teachings also warn of the potential for abuse, and of the symptoms – storms that rage without ending, groans and shudders from within the earth, the wilting and corruption of wildlife. Signs that the land is badly sick.&lt;br /&gt;
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So the Tuatha passed these teachings, and existed in quiet harmony with the Valley, even as settlers built their first cities. When the Bloodmaim waged their first war, slaying the three Harbingers at the Shaharan Hills, the Tuatha watched. When Icewind Dale shuddered at the touch of corrupt magics, the Tuatha send some of their own to the resulting conclave, advised patience, and watched. When the Coterie stole [[Genum&#039;s Cube]], and the forces of darkness unleashed a captive avatar of Shar, the Tuatha shifted ley lines away from the chaos and watched. When the Necropolis seethed with undead, when a good man fell to another and when the Lord of Bones was finally [[Death of Kelemvor|reborn]], the Tuatha watched. And even when the city of Sundren tore itself from the land to escape certain doom at the hands of the Bloodmaim host, the Tuatha salvaged what they could of broken and wilted ley lines, and watched.&lt;br /&gt;
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It was, however, the events of the [[Second Sundering]] that would eventually prove to the Blessed that there was no more room for the patience of the elder ones. Without action, overt and deliberate, the corruption of the ley lines would continue, the land would fester with sickness and blood-curses, and all they had sworn to protect would decay, die and rise anew as a parody of itself. Chauntea Herself could be threatened by the corruption of such a focal point of magic and life.&lt;br /&gt;
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The first point of awakening came with the demise of the Grove. Although the Tuatha had watched and approved of the Keeper&#039;s activities, and those of the Faerie Queen and her court, and even those like Stormheart and the Son of Storms – the fall of the Grove was a shock. Virulent plague swept what had once been their most powerful and stable line of power off the map, and replaced it with pulsing vileness that began to corrupt the forest for miles around. The Tuatha acted in secret to contain the damage, yet there was no denying this had been a loss for them.&lt;br /&gt;
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More importantly, however, the rise of Sundren City was not without cost, a cost unseen to most of city&#039;s shining knights and soldiers. Like a hammer striking a plate of pottery, the expulsion of arcane power twisted and severed many important connections that had given the land its life. Grimly, the Tuatha surveyed the land where the city had risen, and found no signs of life. Where reclamation should have taken over, the first stages coaxing weeds and tiny rodents to live, there was only blackness and the lingering sensation of brokenness. The Second Sundering had earned its name.&lt;br /&gt;
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Even in revelation, the Tuatha acted with the caution of their ancient teachers. Small supply dumps grew into larger ones; informants settled into new cities and took up normal jobs; the Awakened creatures that patrolled the forests shifted to new territories, away from feral and half-mad fellows that would attack anything that moved. And for the first time in generations, the Tuatha would reach out beyond their own circles to court the young, the impetuous, the wanderers and adventurers. The time for silent watching had passed; the time for action had come.&lt;br /&gt;
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=Objectives=&lt;br /&gt;
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All else dims in comparison to the struggle for Sundren&#039;s soul. If the Black Hand were to stop threatening the health of the land, to stop corrupting the ley-lines, the Tuatha would gladly step aside and let them dominate the cities of Sundren. If the Exigo would cease plundering without regard to the sustainability of their actions, and listen to the wisdom of the Tuatha, they might even be counted as allies. However, at present, the [[Exigo Syndicate|Exigo]] are viewed with cool hostility by the Tuatha, as are their Thayan counterparts. The Black Hand earns enmity much worse – the activities of the new Blood God&#039;s vampires and the presence of the Citadel of the Seven on the largest focus of ley-lines in the entire valley earns them a quiet loathing from the Tuatha. Individual reaction may vary, but as long as the health of the Valley is threatened, the Tuatha will rarely see these factions as anything but enemies.&lt;br /&gt;
&lt;br /&gt;
A necessary part of maintaining the Valley, beyond returning those that sicken it to the earth or to dust, is educating those that remain. Here, individual attitudes vary even more dramatically. Some see the settlers of Sundren, and even of Icewind Dale, as a malign influence that deserves to be chased out. Others cherish the lives and works of the good races, claiming that these can be valuable parts of the natural cycle – that cities are hives for humans, and a good city is a blessing to the land instead of a curse.&lt;br /&gt;
&lt;br /&gt;
=Ranks=&lt;br /&gt;
&lt;br /&gt;
Acolyte&amp;lt;br&amp;gt;&lt;br /&gt;
Spéir&amp;lt;br&amp;gt;&lt;br /&gt;
Talamh&amp;lt;br&amp;gt;&lt;br /&gt;
Seer&amp;lt;br&amp;gt;&lt;br /&gt;
Fáidh&amp;lt;br&amp;gt;&lt;br /&gt;
Blessed of the Siúd&amp;lt;br&amp;gt;&lt;br /&gt;
The Airgetlam&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Base of Operations=&lt;br /&gt;
&lt;br /&gt;
The Tuatha view the centralized nature of the old Grove as a weakness, rather than a strength. It permitted a single stroke to demolish all organized activity on the part of nature&#039;s children for more than a year, and in the process created a great and threatening corruption. Thus, the Tuatha operate in small packs, or even in solitude. They are rarely found far away from a convergence of ley-lines, however; these places are not only sacred to the Tuatha, but important to sensing the health of the land. Shrines at these points, as well as nearby allied temples, offer shelter and supply to their more overt members.&lt;br /&gt;
&lt;br /&gt;
=Leadership=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avara the Blessed&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
One of the oldest Tuatha, second only to the passed Palindras, Avara has seen the valley&#039;s growth in its entirety. Some among the Tuatha even say that she knew Mundus when he first came to the valley, and brokered a truce with his Hands. No one is exactly sure how old she is, but she has been the firm roots of the Tuatha since their beginning, and is the current Airgetlam. She teaches with wisdom and patience, and has insight into the ley that is surpassed by none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greagrios Whiteflame&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A former warrior of Silvanus, Greagrios is one of the younger Tuatha to lead. He has forged himself willpower over a lifetime of training, meditation, and battle against the corruption of the ley, and is the leading energy behind its health. He is knowledgeable about a great deal of lore behind the Tuatha, but guards it sternly if the acolyte is too easy-going and relaxed. If the Tuatha had a battle commander, it would be him, as he lead the fight against the forces of corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this aged warrior of the Tuatha fell in the heart of the Black Citadel, pushing his apprentices forward to destroy the Nexus heart that beat within.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Julandias&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
A peaceful man, known for his large oaken frame, Julandias has been called the most peaceful and the most temperate of the Tuatha. A former follower of Eldath, the goddess of quiet places, he cares for the land&#039;s health and life more in the traditional role of a druid.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6550</id>
		<title>Brightspears</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6550"/>
		<updated>2022-12-17T21:35:58Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
Inspired by her family&#039;s past, Felicia Pendraig created a group of mercenaries beholden to her family and her family alone. While her ties to Zakhara are strong, she employs these &#039;Brightspears&#039; in her own family&#039;s dealings within Aquor and other locations around the valley. In order for the Peace to remain ostensibly neutral, the Saharin police it, but the Brightspears maintain the Pendraigs&#039; influences outside of Aquor as well.&lt;br /&gt;
&lt;br /&gt;
Also known widely as the &amp;quot;Red Cloaks,&amp;quot; the Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
&lt;br /&gt;
Under Telmerin Pendraig, House Pendraig drove strong recruitment to the organization. Such was the fanatical loyalty that Telmerin inspired among the Brightspears that more than one has given their life in defense of the charismatic lord. The circumstances of each of these sacrifices - coupled with salacious rumors and gossip - have earned the Brightspears a derisive moniker, the &amp;quot;Burning Men.&amp;quot; To name the Brightspears as such to their face is considered a grievous insult. &lt;br /&gt;
&lt;br /&gt;
With Telmerin&#039;s death, the Brightspears now turn to Lady Diane for guidance. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Members come from all walks of life, usually boasting talents that would earn them recognition by the nobility. Artists, diplomats, fighters and mages are all sought after for their unique skills.&lt;br /&gt;
* Loyal to House Pendraig and Aquor&lt;br /&gt;
* No Alignment Restrictions&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
With Aquor&#039;s independence and the founding of the [[Silent Peace|Silent Peace]], Aquor officially became neutral territory. Within Aquor, strict enforcement of this policy fell to the Saharin. As neutral arbiters attempting to maintain peace among factions both native to Aquor and those foreign dignitaries from across the Sundered Valley, the Saharin soon earned themselves a great deal of ire. Although historians suggest this enmity was not deserved, discontent against the Saharin began to inspire rumors that the Zakharan faction was actually an occupying force and that House Pendraig was nothing but their puppet government.&lt;br /&gt;
&lt;br /&gt;
In order to preserve House Pendraig&#039;s position and to temporarily distance herself politically from the Saharin, Felicia Pendraig moved to create an organization that would be loyal to her and her house alone. Thus, the Brightspears were formed. So named for the flaming spears wielded by the mercenary company&#039;s first soldiers, the Brightspears soon drew admiration from across the valley as talented agents of House Pendraig, skilled in both blade, spell, and oratory.&lt;br /&gt;
&lt;br /&gt;
While the Brightspears were created by Felicia and are now overseen by Lady Diane during their respective rules, it was during Telmerin Pendraig&#039;s ascendance that they truly became a force to be reckoned with. The young Pendraig lord was a natural leader who inspired those under his command and uncovered many unknown talents that would rise to prominence within the mercenary company&#039;s ranks. So beloved was he that for a time the Brightspears became known as &amp;quot;Telmerin&#039;s Spears.&amp;quot; Famously, the previous Brightspears Commander gave his life defending Telmerin from a young red dragon, whose dying gasp saw a last stream of fire engulf the Commander in Telmerin&#039;s place.&lt;br /&gt;
&lt;br /&gt;
Despite Telmerin&#039;s meteoric rise, not all spoke of him fondly. There were at least two novices who set themselves ablaze after their romantic affections were supposedly spurned by Telmerin, who was widely known as a charmer and philanderer. Further, one of the Brightspears&#039; barracks burned to the ground, reportedly because the sentinels were in such desperate straits to secure Telermin&#039;s location that they did not pay enough attention to keeping the flames at bay (the lord himself was rumored to have been patronizing a brothel). These tales among others soon earned the Brightspears a new name: the &amp;quot;Burning Men.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Despite all of this, Telmerin enjoyed the loyalty of almost all the Brightspears until his death at the hands of an unidentified illness. Many still mourn his passing, with some going so far as to suspect a conspiracy and assassination. There has never been concrete evidence uncovered to support these claims but that has not stopped the current Vice Commander of the Brightspears, Tashara, from devoting all her time and energies to uncovering the truth.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Aquor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Both within and outside of Aquor, the Brightspears are House Pendraig&#039;s eyes and ears, their sword and shield. The Saharin maintain the Silent Peace, but it is the Brightspears that unofficially oversee an uneasy paradigm between the many factions of Aquor itself. Brightspear emissaries entreat the Thayan Enclave and the Whurest dwarves under the direction of House Pendraig to ensure Aquor prospers. Lady Diane has increasingly come to rely upon them to defuse tensions with the Saharin as well, whose loyalties to Zakhara draw suspicion and wariness to their every move.&lt;br /&gt;
&lt;br /&gt;
Outside of Aquor, the Brightspears are the face of House Pendraig. The best of their leal diplomats are dispatched to Sestra and Avanthyr to negotiate trade. They are always accompanied by the best of the Brightspears&#039; warriors, who wear the sigil of their namesake flaming spear proudly across their red cloaks and tabards.&lt;br /&gt;
&lt;br /&gt;
A fanatical element of the Red Cloaks believe Telmerin Pendraig&#039;s death was not caused by illness, but rather foul play. This secret sect works behind the scenes to investigate the circumstances of the young lord&#039;s passing, convinced that some conspiracy - orchestrated by rival factions within Aquor - is at hand. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Records indicate that the first formal Brightspear rankings were proposed by an Aquoran poet who rose quickly within the organization. While the flowery language was certainly evocative, new members found their meaning inscrutable. Therefore, a simpler nomenclature was adopted to ensure subordinates knew to whom they should report. The formal titles remain in use but are limited mostly to ceremony; they are reflected below after their more recognizable colloquial titles.&lt;br /&gt;
&lt;br /&gt;
*First Lance, the &amp;quot;Bright Flame&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Lance Captain, the &amp;quot;Spear Upon the Point&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Spear Sergeant, the &amp;quot;Shield Against the Tide&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Bright Sentinel, the &amp;quot;Torches in the Dark&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Spear Sentinel, the &amp;quot;Spears of Pendraig&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Novice, the &amp;quot;First Spears&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
*&#039;&#039;&#039;1389&#039;&#039;&#039; - The [[Silent Peace|Silent Peace]].&lt;br /&gt;
*&#039;&#039;&#039;1390&#039;&#039;&#039; - Felicia Pendraig establishes the Brightspears to secure House Pendraig&#039;s position in Aquor. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1405&#039;&#039;&#039; - The Brightspears construct their first base of operations in Aquor&#039;s outskirts. The poet Tolonius writes an epic to celebrate the Brightspears&#039; ascendance.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Lady Diane gives birth to Telmerin Pendraig.&lt;br /&gt;
*&#039;&#039;&#039;1420&#039;&#039;&#039; - Felicia Pendraig &amp;quot;abdicates&amp;quot; her position as head of House Pendraig, though many suggest that she is still the true power in Aquor behind Lady Diane. &lt;br /&gt;
*&#039;&#039;&#039;1424&#039;&#039;&#039; - Telmerin Pendraig comes of age and earns the loyalty of the Brightspears with a feat of ingenuity, expelling the spy and traitor Danicus Kell.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - High Commander Galand Thorne sacrifices his own life to save Telmerin. Telmerin honors Galand&#039;s sacrifice with a month-long vigil.&lt;br /&gt;
*&#039;&#039;&#039;1430&#039;&#039;&#039; - Telmerin is given unofficial stewardship over the Brightspears, appointing High Commander Orenn Zhane and Vice Commander Tashara to their positions.&lt;br /&gt;
*&#039;&#039;&#039;1431&#039;&#039;&#039; - The first Brightspears barracks burns down in an accidental fire.&lt;br /&gt;
*&#039;&#039;&#039;1433&#039;&#039;&#039; - Telmerin dies to a mysterious illness.&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Telmerin Pendraig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot speak the name Brightspears without recognizing the contributions Lord Telmerin Pendraig made to the organization&#039;s rise. Under his unofficial stewardship, the Brightspears saw their ranks swell three-times over. While the man&#039;s character is indubitably colored, there can be no question that he has earned the unwavering loyalty of his men. His death continues to cast a great shadow over the organization, which - although filled to the brim with resounding talent - now finds itself lacking a true leader capable of bringing them all together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Commander Orenn Zhane, the Bright Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While he is a renowned spearman of unquestioned skill, some among Aquor suggest that Orenn Zhane was no more than Telmerin Pendraig&#039;s lackey and hound, who excelled better at following orders than giving them. Indeed, while the Brightspears found unified purpose under Lord Telmerin&#039;s guidance, Zhane has struggled to keep the Brightspears in line, lacking the charisma to keep the Brightspears&#039; disparate personalities in a working whole. Still, as he was appointed to his position with Telmerin&#039;s recommendation, few are willing to challenge him openly for leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice Commander Tashara, the Spear Upon the Point&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rumors swirl that Vice Commander Tashara was once engaged in an illicit affair with Telmerin Pendraig. With his death, many feel emboldened to claim that she was elevated to Vice Commander for that relationship, pointing to her utter lack of combat ability, martial, magical or otherwise. Even so, Tashara has thus far successfully navigated these treacherous political waters, deftly swatting aside multiple efforts to unseat her. She was aided in this effort by the faction of Brightspears who suspect Telmerin was murdered and has promised to do all she can to unveil the truth of the matter.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6549</id>
		<title>Brightspears</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6549"/>
		<updated>2022-12-17T21:33:39Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
Inspired by her family&#039;s past, Felicia Pendraig created a group of mercenaries beholden to her family and her family alone. While her ties to Zakhara are strong, she employs these &#039;Brightspears&#039; in her own family&#039;s dealings within Aquor and other locations around the valley. In order for the Peace to remain ostensibly neutral, the Saharin police it, but the Brightspears maintain the Pendraigs&#039; influences outside of Aquor as well.&lt;br /&gt;
&lt;br /&gt;
Also known widely as the &amp;quot;Red Cloaks,&amp;quot; the Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
&lt;br /&gt;
Under Telmerin Pendraig, House Pendraig drove strong recruitment to the organization. Such was the fanatical loyalty that Telmerin inspired among the Brightspears that more than one has given their life in defense of the charismatic lord. The circumstances of each of these sacrifices - coupled with salacious rumors and gossip - have earned the Brightspears a derisive moniker, the &amp;quot;Burning Men.&amp;quot; To name the Brightspears as such to their face is considered a grievous insult. &lt;br /&gt;
&lt;br /&gt;
With Telmerin&#039;s death, the Brightspears now turn to Lady Diane for guidance. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Members come from all walks of life, usually boasting talents that would earn them recognition by the nobility. Artists, diplomats, fighters and mages are all sought after for their unique skills.&lt;br /&gt;
* Loyal to House Pendraig and Aquor&lt;br /&gt;
* No Alignment Restrictions&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
With Aquor&#039;s independence and the founding of the [[Silent Peace|Silent Peace]], Aquor officially became neutral territory. Within Aquor, strict enforcement of this policy fell to the Saharin. As neutral arbiters attempting to maintain peace among factions both native to Aquor and those foreign dignitaries from across the Sundered Valley, the Saharin soon earned themselves a great deal of ire. Although historians suggest this enmity was not deserved, discontent against the Saharin began to inspire rumors that the Zakharan faction was actually an occupying force and that House Pendraig was nothing but their puppet government.&lt;br /&gt;
&lt;br /&gt;
In order to preserve House Pendraig&#039;s position and to temporarily distance herself politically from the Saharin, Felicia Pendraig moved to create an organization that would be loyal to her and her house alone. Thus, the Brightspears were formed. So named for the flaming spears wielded by the mercenary company&#039;s first soldiers, the Brightspears soon drew admiration from across the valley as talented agents of House Pendraig, skilled in both blade, spell, and oratory.&lt;br /&gt;
&lt;br /&gt;
While the Brightspears were created by Felicia and overseen by Lady Diane during their respective rules, it was not until Telmerin Pendraig&#039;s ascendance that they truly became a force to be reckoned with. The young Pendraig lord was a natural leader who inspired those under his command and uncovered many unknown talents that would rise to prominence within the mercenary company&#039;s ranks. So beloved was he that for a time the Brightspears became known as &amp;quot;Telmerin&#039;s Spears.&amp;quot; Famously, the previous Brightspears Commander gave his life defending Telmerin from a young red dragon, whose dying gasp saw a last stream of fire engulf the Commander in Telmerin&#039;s place.&lt;br /&gt;
&lt;br /&gt;
Despite Telmerin&#039;s meteoric rise, not all spoke of him fondly. There were at least two novices who set themselves ablaze after their romantic affections were supposedly spurned by Telmerin, who was widely known as a charmer and philanderer. Further, one of the Brightspears&#039; barracks burned to the ground, reportedly because the sentinels were in such desperate straits to secure Telermin&#039;s location that they did not pay enough attention to keeping the flames at bay (the lord himself was rumored to have been patronizing a brothel). These tales among others soon earned the Brightspears a new name: the &amp;quot;Burning Men.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Despite all of this, Telmerin enjoyed the loyalty of almost all the Brightspears until his death at the hands of an unidentified illness. Many still mourn his passing, with some going so far as to suspect a conspiracy and assassination. There has never been concrete evidence uncovered to support these claims but that has not stopped the current Vice Commander of the Brightspears, Tashara, from devoting all her time and energies to uncovering the truth.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Aquor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Both within and outside of Aquor, the Brightspears are House Pendraig&#039;s eyes and ears, their sword and shield. The Saharin maintain the Silent Peace, but it is the Brightspears that unofficially oversee an uneasy paradigm between the many factions of Aquor itself. Brightspear emissaries entreat the Thayan Enclave and the Whurest dwarves under the direction of House Pendraig to ensure Aquor prospers. Lady Diane has increasingly come to rely upon them to defuse tensions with the Saharin as well, whose loyalties to Zakhara draw suspicion and wariness to their every move.&lt;br /&gt;
&lt;br /&gt;
Outside of Aquor, the Brightspears are the face of House Pendraig. The best of their leal diplomats are dispatched to Sestra and Avanthyr to negotiate trade. They are always accompanied by the best of the Brightspears&#039; warriors, who wear the sigil of their namesake flaming spear proudly across their red cloaks and tabards.&lt;br /&gt;
&lt;br /&gt;
A fanatical element of the Red Cloaks believe Telmerin Pendraig&#039;s death was not caused by illness, but rather foul play. This secret sect works behind the scenes to investigate the circumstances of the young lord&#039;s passing, convinced that some conspiracy - orchestrated by rival factions within Aquor - is at hand. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Records indicate that the first formal Brightspear rankings were proposed by an Aquoran poet who rose quickly within the organization. While the flowery language was certainly evocative, new members found their meaning inscrutable. Therefore, a simpler nomenclature was adopted to ensure subordinates knew to whom they should report. The formal titles remain in use but are limited mostly to ceremony; they are reflected below after their more recognizable colloquial titles.&lt;br /&gt;
&lt;br /&gt;
*First Lance, the &amp;quot;Bright Flame&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Lance Captain, the &amp;quot;Spear Upon the Point&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Spear Sergeant, the &amp;quot;Shield Against the Tide&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Bright Sentinel, the &amp;quot;Torches in the Dark&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Spear Sentinel, the &amp;quot;Spears of Pendraig&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Novice, the &amp;quot;First Spears&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
*&#039;&#039;&#039;1389&#039;&#039;&#039; - The [[Silent Peace|Silent Peace]].&lt;br /&gt;
*&#039;&#039;&#039;1390&#039;&#039;&#039; - Felicia Pendraig establishes the Brightspears to secure House Pendraig&#039;s position in Aquor. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1405&#039;&#039;&#039; - The Brightspears construct their first base of operations in Aquor&#039;s outskirts. The poet Tolonius writes an epic to celebrate the Brightspears&#039; ascendance.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Lady Diane gives birth to Telmerin Pendraig.&lt;br /&gt;
*&#039;&#039;&#039;1420&#039;&#039;&#039; - Felicia Pendraig &amp;quot;abdicates&amp;quot; her position as head of House Pendraig, though many suggest that she is still the true power in Aquor behind Lady Diane. &lt;br /&gt;
*&#039;&#039;&#039;1424&#039;&#039;&#039; - Telmerin Pendraig comes of age and earns the loyalty of the Brightspears with a feat of ingenuity, expelling the spy and traitor Danicus Kell.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - High Commander Galand Thorne sacrifices his own life to save Telmerin. Telmerin honors Galand&#039;s sacrifice with a month-long vigil.&lt;br /&gt;
*&#039;&#039;&#039;1430&#039;&#039;&#039; - Telmerin is given unofficial stewardship over the Brightspears, appointing High Commander Orenn Zhane and Vice Commander Tashara to their positions.&lt;br /&gt;
*&#039;&#039;&#039;1431&#039;&#039;&#039; - The first Brightspears barracks burns down in an accidental fire.&lt;br /&gt;
*&#039;&#039;&#039;1433&#039;&#039;&#039; - Telmerin dies to a mysterious illness.&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Telmerin Pendraig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot speak the name Brightspears without recognizing the contributions Lord Telmerin Pendraig made to the organization&#039;s rise. Under his unofficial stewardship, the Brightspears saw their ranks swell three-times over. While the man&#039;s character is indubitably colored, there can be no question that he has earned the unwavering loyalty of his men. His death continues to cast a great shadow over the organization, which - although filled to the brim with resounding talent - now finds itself lacking a true leader capable of bringing them all together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Commander Orenn Zhane, the Bright Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While he is a renowned spearman of unquestioned skill, some among Aquor suggest that Orenn Zhane was no more than Telmerin Pendraig&#039;s lackey and hound, who excelled better at following orders than giving them. Indeed, while the Brightspears found unified purpose under Lord Telmerin&#039;s guidance, Zhane has struggled to keep the Brightspears in line, lacking the charisma to keep the Brightspears&#039; disparate personalities in a working whole. Still, as he was appointed to his position with Telmerin&#039;s recommendation, few are willing to challenge him openly for leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice Commander Tashara, the Spear Upon the Point&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rumors swirl that Vice Commander Tashara was once engaged in an illicit affair with Telmerin Pendraig. With his death, many feel emboldened to claim that she was elevated to Vice Commander for that relationship, pointing to her utter lack of combat ability, martial, magical or otherwise. Even so, Tashara has thus far successfully navigated these treacherous political waters, deftly swatting aside multiple efforts to unseat her. She was aided in this effort by the faction of Brightspears who suspect Telmerin was murdered and has promised to do all she can to unveil the truth of the matter.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6548</id>
		<title>Brightspears</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Brightspears&amp;diff=6548"/>
		<updated>2022-12-17T21:31:16Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
Inspired by her family&#039;s past, Felicia Pendraig created a group of mercenaries beholden to her family and her family alone. While her ties to Zakhara are strong, she employs these &#039;Brightspears&#039; in her own family&#039;s dealings within Aquor and other locations around the valley. In order for the Peace to remain ostensibly neutral, the Saharin police it, but the Brightspears maintain the Pendraigs&#039; influences outside of Aquor as well.&lt;br /&gt;
&lt;br /&gt;
Also known widely as the &amp;quot;Red Cloaks,&amp;quot; the Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
&lt;br /&gt;
Under Telmerin Pendraig, House Pendraig drove strong recruitment to the organization. Such was the fanatical loyalty that Telmerin inspired among the Brightspears that more than one has given their life in defense of the charismatic lord. The circumstances of each of these sacrifices - coupled with salacious rumors and gossip - have earned the Brightspears a derisive moniker, the &amp;quot;Burning Men.&amp;quot; To name the Brightspears as such to their face is considered a grievous insult. &lt;br /&gt;
&lt;br /&gt;
With Telmerin&#039;s death, the Brightspears now turn to Lady Diane for guidance. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Members come from all walks of life, usually boasting talents that would earn them recognition by the nobility. Artists, diplomats, fighters and mages are all sought after for their unique skills.&lt;br /&gt;
* Loyal to House Pendraig and Aquor&lt;br /&gt;
* No Alignment Restrictions&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
With Aquor&#039;s independence and the founding of the [[Silent Peace|Silent Peace]], Aquor officially became neutral territory. Within Aquor, strict enforcement of this policy fell to the Saharin. As neutral arbiters attempting to maintain peace among factions both native to Aquor and those foreign dignitaries from across the Sundered Valley, the Saharin soon earned themselves a great deal of ire. Although historians suggest this enmity was not deserved, discontent against the Saharin began to inspire rumors that the Zakharan faction was actually an occupying force and that House Pendraig was nothing but their puppet government.&lt;br /&gt;
&lt;br /&gt;
In order to preserve House Pendraig&#039;s position and to temporarily distance herself politically from the Saharin, Felicia Pendraig moved to create an organization that would be loyal to her and her house alone. Thus, the Brightspears were formed. So named for the flaming spears wielded by the mercenary company&#039;s first soldiers, the Brightspears soon drew admiration from across the valley as talented agents of House Pendraig, skilled in both blade, spell, and oratory.&lt;br /&gt;
&lt;br /&gt;
While the Brightspears were created by Felicia and overseen by Lady Diane during their respective rules, it was not until Telmerin Pendraig&#039;s ascendance that they truly became a force to be reckoned with. The young Pendraig lord was a natural leader who inspired those under his command and uncovered many unknown talents that would rise to prominence within the mercenary company&#039;s ranks. So beloved was he that for a time the Brightspears became known as &amp;quot;Telmerin&#039;s Spears.&amp;quot; Famously, the previous Brightspears Commander gave his life defending Telmerin from a young red dragon, whose dying gasp saw a last stream of fire engulf the Commander in Telmerin&#039;s place.&lt;br /&gt;
&lt;br /&gt;
Despite Telmerin&#039;s meteoric rise, not all spoke of him fondly. There were at least two novices who set themselves ablaze after their romantic affections were supposedly spurned by Telmerin, who was widely known as a charmer and philanderer. Further, one of the Brightspears&#039; barracks burned to the ground, reportedly because the sentinels were in such desperate straits to secure Telermin&#039;s location that they did not pay enough attention to keeping the flames at bay (the lord himself was rumored to have been patronizing a brothel). These tales among others soon earned the Brightspears a new name: the &amp;quot;Burning Men.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Despite all of this, Telmerin enjoyed the loyalty of almost all the Brightspears until his death at the hands of an unidentified illness. Many still mourn his passing, with some going so far as to suspect a conspiracy and assassination. There has never been concrete evidence uncovered to support these claims but that has not stopped the current Vice Commander of the Brightspears, Tashara, from devoting all her time and energies to uncovering the truth.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Aquor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
Both within and outside of Aquor, the Brightspears are House Pendraig&#039;s eyes and ears, their sword and shield. The Saharin maintain the Silent Peace, but it is the Brightspears that unofficially oversee an uneasy paradigm between the many factions of Aquor itself. Brightspear emissaries entreat the Thayan Enclave and the Whurest dwarves under the direction of House Pendraig to ensure Aquor prospers. Lady Diane has increasingly come to rely upon them to defuse tensions with the Saharin as well, whose loyalties to Zakhara draw suspicion and wariness to their every move.&lt;br /&gt;
&lt;br /&gt;
Outside of Aquor, the Brightspears are the face of House Pendraig. The best of their leal diplomats are dispatched to Sestra and Avanthyr to negotiate trade. They are always accompanied by the best of the Brightspears&#039; warriors, who wear the sigil of their namesake flaming spear proudly across their red cloaks and tabards.&lt;br /&gt;
&lt;br /&gt;
A fanatical element of the Red Cloaks believe Telmerin Pendraig&#039;s death was not caused by illness, but rather foul play. This secret sect works behind the scenes to investigate the circumstances of the young lord&#039;s passing, convinced that some conspiracy - orchestrated by rival factions within Aquor - is at hand. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Records indicate that the first formal Brightspear rankings were proposed by an Aquoran poet who rose quickly within the organization. While the flowery language was certainly evocative, new members found their meaning inscrutable. Therefore, a simpler nomenclature was adopted to ensure subordinates knew to whom they should report. The formal titles remain in use but are limited mostly to ceremony; they are reflected below after their more recognizable colloquial titles.&lt;br /&gt;
&lt;br /&gt;
*First Lance, the &amp;quot;Bright Flame&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Lance Captain, the &amp;quot;Spear Upon the Point&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Vanguard Captain, the &amp;quot;Shield Against the Tide&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Bright Sentinel, the &amp;quot;Torches in the Dark&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Spear Sentinel, the &amp;quot;Spears of Pendraig&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Novice, the &amp;quot;First Spears&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
*&#039;&#039;&#039;1389&#039;&#039;&#039; - The [[Silent Peace|Silent Peace]].&lt;br /&gt;
*&#039;&#039;&#039;1390&#039;&#039;&#039; - Felicia Pendraig establishes the Brightspears to secure House Pendraig&#039;s position in Aquor. &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1405&#039;&#039;&#039; - The Brightspears construct their first base of operations in Aquor&#039;s outskirts. The poet Tolonius writes an epic to celebrate the Brightspears&#039; ascendance.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Lady Diane gives birth to Telmerin Pendraig.&lt;br /&gt;
*&#039;&#039;&#039;1420&#039;&#039;&#039; - Felicia Pendraig &amp;quot;abdicates&amp;quot; her position as head of House Pendraig, though many suggest that she is still the true power in Aquor behind Lady Diane. &lt;br /&gt;
*&#039;&#039;&#039;1424&#039;&#039;&#039; - Telmerin Pendraig comes of age and earns the loyalty of the Brightspears with a feat of ingenuity, expelling the spy and traitor Danicus Kell.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - High Commander Galand Thorne sacrifices his own life to save Telmerin. Telmerin honors Galand&#039;s sacrifice with a month-long vigil.&lt;br /&gt;
*&#039;&#039;&#039;1430&#039;&#039;&#039; - Telmerin is given unofficial stewardship over the Brightspears, appointing High Commander Orenn Zhane and Vice Commander Tashara to their positions.&lt;br /&gt;
*&#039;&#039;&#039;1431&#039;&#039;&#039; - The first Brightspears barracks burns down in an accidental fire.&lt;br /&gt;
*&#039;&#039;&#039;1433&#039;&#039;&#039; - Telmerin dies to a mysterious illness.&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Telmerin Pendraig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One cannot speak the name Brightspears without recognizing the contributions Lord Telmerin Pendraig made to the organization&#039;s rise. Under his unofficial stewardship, the Brightspears saw their ranks swell three-times over. While the man&#039;s character is indubitably colored, there can be no question that he has earned the unwavering loyalty of his men. His death continues to cast a great shadow over the organization, which - although filled to the brim with resounding talent - now finds itself lacking a true leader capable of bringing them all together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Commander Orenn Zhane, the Bright Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While he is a renowned spearman of unquestioned skill, some among Aquor suggest that Orenn Zhane was no more than Telmerin Pendraig&#039;s lackey and hound, who excelled better at following orders than giving them. Indeed, while the Brightspears found unified purpose under Lord Telmerin&#039;s guidance, Zhane has struggled to keep the Brightspears in line, lacking the charisma to keep the Brightspears&#039; disparate personalities in a working whole. Still, as he was appointed to his position with Telmerin&#039;s recommendation, few are willing to challenge him openly for leadership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice Commander Tashara, the Spear Upon the Point&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rumors swirl that Vice Commander Tashara was once engaged in an illicit affair with Telmerin Pendraig. With his death, many feel emboldened to claim that she was elevated to Vice Commander for that relationship, pointing to her utter lack of combat ability, martial, magical or otherwise. Even so, Tashara has thus far successfully navigated these treacherous political waters, deftly swatting aside multiple efforts to unseat her. She was aided in this effort by the faction of Brightspears who suspect Telmerin was murdered and has promised to do all she can to unveil the truth of the matter.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vanitium&amp;diff=6547</id>
		<title>Vanitium</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vanitium&amp;diff=6547"/>
		<updated>2022-12-17T21:28:22Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;The gods may be blind but your vile deeds are plain to see.&amp;quot;&#039;&#039; -- Lady Tehk of the Lance accusing Magistrate Harrod of necromancy.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Lady Tehk of the Lance, sworn paladin of the Red Knight sought favor with her fellows for a united purpose: to seek out the reason behind the [[Blinding of the Gods]] and to undo its effects. A sworn faithful of the Red Knight, Lady Tehk rode off into the wilds of Sundren with a small cadre of knights, calling themselves the Vanitium. These knights are a small group even within the Triumvirate and are seen mostly as foolish wanderers who chase the wind. Ridiculed by some, they are a priceless aid in the wilds. While they are seen rarely within civilized lands, the Vanitium protects explorers and travelers when they come across them in the wilds. Many travelers owe their lives to these questing knights; the Vanitium have a fearsome reputation as trackers and warriors.&lt;br /&gt;
&lt;br /&gt;
The Vanitium, or &amp;quot;Truth Seekers,&amp;quot; are a collection of goodly clerics and knights from a variety of faiths who seek out the meaning behind the Blinding of the Gods, and work Their will through the valley. Unlike the old Arbiter’s Alliance, these young divine warriors do not necessarily adhere to the traditional means of knighthood and battle. Instead, the Vanitium welcomes all those who not only seek to work their gods’ will but question their faith and the faith of the more traditional and conservative orders. They are based within Sundren City but are known to roam the wilds to not only protect travelers but to seek out the meaning behind the gods&#039; blindness within the valley of Sundren.&lt;br /&gt;
&lt;br /&gt;
A controversial figure, Lady Tehk&#039;s efforts to uncover the mystery of the Blinding of the Gods have earned her respect and derision in equal measure. While the majority of the organization is loyal to her, elements of the Vanitium believe the group should rededicate its focus to aiding the needy and serving as road wardens and peacekeepers across the valley. This &amp;quot;Brotherhood in Blindfolds&amp;quot; routinely petition Lady Tehk to abandon her quest but their appeals have thus far fallen on deaf ears.  &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Righteous, virtuous, and compassionate. How mercifully they treat evildoers varies widely depending on their personal views. &lt;br /&gt;
* Most members have some class levels as Fighters, Paladins, Clerics, and Rangers.&lt;br /&gt;
* LG, NG, CG&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
When those of faith first became aware of the Blinding of the Gods and its inevitable consequences, Lady Tehk was among the few who were neither surprised nor despairing. It is said she was the first to join the summit called by the Triumvirate and the last to leave. Dissatisfied with her compatriots&#039; willingness to accept their new circumstances, Lady Tehk resolved to do what no others would: seek the truth. Someone or something had stolen from the righteous their ability to detect malice and corruption; Lady Tehk could not allow that to stand unanswered.&lt;br /&gt;
&lt;br /&gt;
Together with the few like-minded champions she was able to rally to her cause, she rode out into Sundren&#039;s wilderness. They were guided first by instinct, and then by divine providence. When at last zeal and passion could take them no further, Lady Tehk received a momentous vision from an unknown source. She has never managed to put to words the true extent of what was seen from this prophecy, but her heralds have managed to scribe a few lines that they say now guide the order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shadow behind the light.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;A veil draped over sight.&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;A curse of aimless might.&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;A gift of restful night.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seek your questions among the stars.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Find the answers in places far.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Know the truth in shades and hues.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Hope eternal springs anew.&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Although most outside the Vanitium find these claims dubious - indeed, even the Triumvirate at large view Lady Tehk with various degrees of skepticism - Lady Tehk continues to argue that these words have guided her to several pieces of the puzzle. Whether she is close to assembling the entirety of that mystery remains unknown, perhaps even to her.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sundren City, Castrum&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
The search for the truth behind the Blinding of the Gods is paramount among the Vanitium&#039;s goals. Through the decades, this effort has been mostly frustrating and fruitless but some say the Vanitium has made strides in recent days. Many in Sundren City have witnessed several closely-guarded relics being transported to the Vanitium&#039;s headquarters for safekeeping.  Whether this is true and just how far they have come if so is a secret known only to Lady Tehk and her most trusted confidants. &lt;br /&gt;
&lt;br /&gt;
Beyond their holy quest, the Vanitium have become unofficial road wardens and pathfinders in the wilds for travelers and merchants across the valley. Their routine patrols have eliminated entire gangs of bandits and highwaymen, and many a lost noble owes their safe homecoming to the Vanitium&#039;s efforts.&lt;br /&gt;
&lt;br /&gt;
Maintaining the Vanitium&#039;s relations with the Triumvirate and Sundren City has become an increasingly difficult task. Tensions between the Vanitium and the Triumvirate have worsened in recent days as some within the order suspect that the Brotherhood in Blindfolds is a front for Triumvirate influence. The Triumvirate repudiates this suggestion.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
&lt;br /&gt;
Lady Tehk leads the Vanitium as both Knight-Paragon and the Herald of Truth. Her fellow Truth Seekers are divided into hierarchies based on their dedication to the search for the truth.&lt;br /&gt;
&lt;br /&gt;
*Knight of the Lance&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight Seeker&amp;lt;br&amp;gt;&lt;br /&gt;
*Sperare, &amp;quot;to Hope&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Scire, &amp;quot;to &amp;quot;Know&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Invenire, &amp;quot;to Find&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Aspirant, &amp;quot;To Seek&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Brother/Sister&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
*&#039;&#039;&#039;1394&#039;&#039;&#039; - The [[Blinding of the Gods]] steals the ability for clerics and paladins to detect good and evil in the valley of Sundren. The Triumvirate hosts a summit in the Temple of Lathander to counsel. Lady Tehk emerges with newfound resolve to find the truth behind the Blinding.&lt;br /&gt;
*&#039;&#039;&#039;1395&#039;&#039;&#039; - Lady Tehk forms the Vanitium with likeminded paladins, intent on solving the great mystery.&lt;br /&gt;
*&#039;&#039;&#039;1397&#039;&#039;&#039; - As the Vanitium&#039;s efforts lead them all across the Sundered Valley, their good deeds earn them a sterling reputation and warm welcomes from most travelers.&lt;br /&gt;
*&#039;&#039;&#039;1401&#039;&#039;&#039; - Lady Tehk&#039;s efforts lead her to uncovering a necromancer by the name of Harrod. She successfully brings him to justice, much to the relief and gratitude of a small settlement outside Avanthyr.&lt;br /&gt;
*&#039;&#039;&#039;1414&#039;&#039;&#039; - Lady Tehk&#039;s zealous pursuit of her quest leads her to withdraw from the rest of the world around her. The Vanitium&#039;s standing in Sundren City sinks further. A sub-faction within the Vanitium organize under the moniker &amp;quot;The Brothers in Blindfolds&amp;quot; to advocate for reevaluation of the organization&#039;s goals.&lt;br /&gt;
*&#039;&#039;&#039;1419&#039;&#039;&#039; - Just as she is almost convinced to abandon her pursuit of the truth behind the Blinding of the Gods, Lady Tehk receives a mysterious vision. She redoubles her efforts and recruits more righteous knights to her cause.&lt;br /&gt;
*&#039;&#039;&#039;1420 - 1430&#039;&#039;&#039; - Rumors suggest the Vanitium are making progress on their search as several closely-guarded relics are returned to Vanitium headquarters in Sundren City for safekeeping.&lt;br /&gt;
*&#039;&#039;&#039;1431&#039;&#039;&#039; - The Brothers in Blindfolds lead a peaceful - but ultimately unsuccessful - bid to remove Lady Tehk from her position as Knight-Paragon.&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady Tekh of the Lance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born to a minor aasimar son of the House Val’Tess, Lady Tehk faced a life that was planned out for her from beginning to end. However, that changed when her father, a Helmite Roadwarden, was killed on patrol by a band of ruthless brigands. Swearing an oath of vengeance to Hoar, Lady Tehk rode out and sought to join the brigands. &lt;br /&gt;
&lt;br /&gt;
She dreamed one night, after learning of their hideouts and numbers, as well as how to survive in the wilds. Her dream revealed a perfect plan to draw them out and take her vengeance. When she awoke, she crept away and notified the Wardens who staged an ambush, slaughtering the brigands and taking their leader captive. He hung on the Sundren gallows to her great satisfaction, and Lady Tehk’s oath was fulfilled.&lt;br /&gt;
&lt;br /&gt;
Following that episode, she swore herself to the Red Knight, who she believes gave her the divine inspiration that allowed for her oath to be fulfilled. Since then, she has ridden under the Red Knight’s banner, a paladin of both war and cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrin Hart, the Redeemer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A half-elf cleric of Ilmater and a trusted advisor of Lady Tekh. He serves as a tempering influence on the Knight-Paragon and is a renowned healer. While his efforts to convert the apostate Harrod from necromancy ultimately failed, his unbending determination in seeing that a genuine effort be made to return Harrow to the light earned him the honorific &amp;quot;Corrin the Redeemer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brother Stalwart&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leader of the Brotherhood in Blindfolds, Brother Stalwart has lost faith in Lady Tekh&#039;s divine investigation and he now openly advocates for the Vanitium to abandon the endeavor, feeling that the organization might do greater good directed to more tangible efforts. As a small splinter group within the Vanitium, the Knight-Paragon previously dismissed the Brotherhood as a threat. That may be changing as Brother Stalwart grows bolder in his attempts to unseat her from leadership of the Vanitium.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rules&amp;diff=6513</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rules&amp;diff=6513"/>
		<updated>2022-10-11T19:16:24Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Transferring Items/Muling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you for your interest in playing on Sundren, a Neverwinter Nights 2 persistent world.  In order to make the playing experience more uniform and fair for our players, we have established the following rules.  Please familiarize yourself by these rules, and abide by them at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Please contact a DM if you have any questions about any of the following rules.&lt;br /&gt;
&lt;br /&gt;
===Death Penalty===&lt;br /&gt;
- XP may not be refunded for deaths that occur during lag, server crashing, etc. You may contact a DM if an issue like this occurs, but a resurrection is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
- Anyone who uses a signus to resurrect from a non-PVP death can retain their IC memory of the event. This will enable you to remember where you and your party died, should there be a total party wipeout (TPK).&lt;br /&gt;
&lt;br /&gt;
- Any players who metagame for the purpose of resurrection, whether getting one or giving one, will &#039;&#039;&#039;be taken back to level 3.&#039;&#039;&#039; No players should send tells to locate corpses. Additionally, using the Sending spell while dead is not allowed.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
Farming is defined as repeatedly traveling across a particular zone, killing enemies for gaining XP, items, and/or gold. Players should spend &#039;&#039;&#039;no more than three hours fighting in a hostile area&#039;&#039;&#039; without breaking for at least an hour to &amp;quot;rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Particularly, Sundren DMs will keep an eye out for the following farming behaviors:&lt;br /&gt;
&lt;br /&gt;
- Killing unchallenging foes that grant no XP&lt;br /&gt;
&lt;br /&gt;
- Getting extraordinarilly wealthy from repeatedly killing foes&lt;br /&gt;
&lt;br /&gt;
- Killing foes alone (soloing) excessively, which adds no role play value to our community&lt;br /&gt;
&lt;br /&gt;
Sundren may not always have a large playerbase online. However, if you are caught excessively farming, there will be repercussions.&lt;br /&gt;
&lt;br /&gt;
===Character Recreation===&lt;br /&gt;
Players have the ability to recreate their characters from scratch, but XP, gold, and items may not be transferred.&lt;br /&gt;
&lt;br /&gt;
===PvP/CvC===&lt;br /&gt;
-PvP combat is permitted everywhere in Sundren. However, you should &#039;&#039;&#039;consult with a DM before attacking in cities, towns, or highly-populated areas.&#039;&#039;&#039; Witnesses and guards might intervene, and it would be unfair to all parties involved to allow unintelligent, un-possessed NPCs to represent reactions to a violent conflict.&lt;br /&gt;
&lt;br /&gt;
-Players &#039;&#039;&#039;must set the person they are attacking hostile.&#039;&#039;&#039; No exceptions. Because of engine mechanics, failure to do so may cause unfair advantages in combat. Nobody is allowed to PVP without Hostile set.&lt;br /&gt;
&lt;br /&gt;
-Deaths resulting from PVP combat &#039;&#039;&#039;do not incur an experience penalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Players must have an in-character reason to attack the person. &amp;quot;My char hates people&amp;quot; is not a valid reason. Retroactively creating excuses for killing characters or deliberately seeking out PVP without valid reason is considered griefing and will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
-Please &#039;&#039;&#039;do not engage in PVP if your target is in combat with NPCs&#039;&#039;&#039; unless you are affiliated with the NPCs&#039; faction. The AI is not smart enough to know there are two targets to attack instead of one, which creates an unrealistic match. If you are part of their faction, they wouldn&#039;t attack you, so the rule is moot.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Buffing&amp;quot; or &#039;&#039;&#039;preparing for battle is considered a hostile action.&#039;&#039;&#039; Should a possible opponent begin buffing, you may immediately flag them hostile and begin PVP, bypassing any need for making them aware of impending attacks.&lt;br /&gt;
&lt;br /&gt;
-Players may not use &#039;&#039;&#039;area transitions&#039;&#039;&#039; or other metagame knowledge to their advantage in PVP. For example, laying traps on or near an area transition, even with a road nearby, is not an option. This does not apply if there is a natural IC &amp;quot;bottleneck,&amp;quot; such as a narrow hallway, gate, doorway, etc.&lt;br /&gt;
&lt;br /&gt;
-A player who &#039;&#039;&#039;flees through an area transition&#039;&#039;&#039; has left the conflict. When this occurs, the PVP event is considered over. You may use tells to ask the flee-er if they wish to continue the conflict. You may start a new PVP event if you encounter this person again later, but a reasonable amount of time must pass between these events (unless both players consent to continue). Never use the Follow tool or the Player Finder to track them down.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Players do not have the right of refusal on PVP.&#039;&#039;&#039; If you feel the aggressor is being abusive, talk it out with them to understand their motives OOCly. We encourage players to consider the feelings of all parties involved while making PVP decisions, but the aggressor may, in the end, still assault the defender if it is warranted in-character. Neither level difference nor &amp;quot;carebearing&amp;quot; qualify as reasons to avoid PVP on Sundren, but we believe it is important to remember the feelings of everyone involved.&lt;br /&gt;
If you still feel their PVP is unwarranted, contact a DM.&lt;br /&gt;
&lt;br /&gt;
-Death from PVP will result in a &#039;&#039;&#039;memory loss&#039;&#039;&#039; unless the victim is raised or resurrected by another character at the location of their death immediately following the PVP event. Players may not contact other players OOCly for a resurrection, especially to retain memory of the conflict.&lt;br /&gt;
Players who use a signus or respawn from the FEN lose all memory of the conflict and events leading up to it that might &amp;quot;finger&amp;quot; the villain. The purpose of this is so assassins and murders don&#039;t have their dead targets coming back and ratting them out. Respawning is a courtesy that should not cost our characters in-character consequences.&lt;br /&gt;
&lt;br /&gt;
-We do offer a &#039;&#039;&#039;subdual&#039;&#039;&#039; tool for players, where losing brings you to 1HP instead of death. This tool is meant to be used in-character--only use it if you do not mean to kill the person.&lt;br /&gt;
Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved. Subdued players must allow the victor to perform actions freely to their unconscious selves, including robbery and carrying their body somewhere else. Please see robbery rules below.&lt;br /&gt;
&lt;br /&gt;
-Abusing PVP by repeatedly killing a character within a short period is considered &#039;&#039;&#039;griefing.&#039;&#039;&#039; Nor will we tolerate players who seek out PVP with OOC reasons. We do not consider level differences as griefing.&lt;br /&gt;
Characters who win in PVP may not seek out the character they beat for PVP again for a 2 week period. However, if the loser seeks out the winner, the winner may react hostilely.&lt;br /&gt;
&lt;br /&gt;
-Characters that are subdued or killed must allow the victor access to their inventory, but with restrictions, for OOC griefing reasons. Victors may take all of the victim&#039;s gold OR a single item from their inventory (this includes worn and unworn items). Players are NOT allowed to ask &amp;quot;stats&amp;quot; on items; simply take whichever item your character thinks looks the most expensive or powerful. Players concerned about losing all their gold should be reminded about our in-game banking system.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Level discrepency has no bearing&#039;&#039;&#039; on PVP. High levelers can PVP with low levelers.&lt;br /&gt;
&lt;br /&gt;
===Pickpocketing===&lt;br /&gt;
Pick pocketing is not to be abused, repeatedly stealing from someone is considered harassment and abusive behavior.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Stealth is a sensitive topic for many players. While we&#039;d love to make people use stealth 100% realistically, asking so would hamper the effeciveness of stealth-based classes. At Sundren, we try to balance gameplay with realism in our approach to stealth.&lt;br /&gt;
&lt;br /&gt;
-Roll Requests: The staff has reassessed its view on the game engine stealth mechanics. &#039;&#039;&#039;Do not request hide or move silently rolls, nor supply your own spot or listen checks.&#039;&#039;&#039; The stealther simply uses his stealth mode. So long as he attempted to hide outside of the target&#039;s line of sight, the game will roll spot and listen automatically.&lt;br /&gt;
You may request a listen roll for &#039;&#039;&#039;invisibility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Line of Sight: &#039;&#039;&#039;No one may spot stealthers without line of sight on the target.&#039;&#039;&#039; Even if the game engine makes your spot roll succeed, you cannot ICly point the stealthed character out if they are using full cover. Some examples include:&lt;br /&gt;
* Stealthed character that has FULL cover (fully behind a wall from your position)&lt;br /&gt;
&lt;br /&gt;
* Stealthed character is behind you (consider peripheral vision to be a full 180 degrees, centered in the direction you are pointing)&lt;br /&gt;
&lt;br /&gt;
-Proper Use of Stealth: Players who have successfully entered stealth mode may not spend any significant portion of time stealthed without using cover or concealment from &#039;&#039;&#039;in-game objects.&#039;&#039;&#039; Stealthed players may stay in stealth mode when moving from the cover or concealment of one object to another within reason, but never in full view of another PC or NPC they don&#039;t wish to be seen by. Shadows (at least twice the size of the stealthing character), nooks in walls, large rocks, and crates are all examples of in-game objects that provide partial cover. Sundren does not allow crowds of people as an excuse for granting cover unless DM supervised, since it is too easy to exploit.&lt;br /&gt;
* Example 1: Stealthed Player moves from hiding behind a barrel and skirts the edges of the room to gain cover behind a large peice of furniture. This is acceptable.&lt;br /&gt;
&lt;br /&gt;
* Example 2: Stealthed Player moves from the hiding behind a rock through the middle of Exigo campfire to hide behind a wagon. This is not acceptable.&lt;br /&gt;
&lt;br /&gt;
-Speaking while Stealthed: Stealthed characters who speak run the risk of automatically failing their move silent rolls. Anyone who overhears a stealthed character speak publicly, whether using the /say or /whisper channel, will be alerted to their presence. However, emotes done in these channels do not count.&lt;br /&gt;
&lt;br /&gt;
-Metagaming Against Stealth: Players being spied upon &#039;&#039;&#039;may NOT use OOC information to avoid IC topics.&#039;&#039;&#039; For example, if Ryan the Rogue emotes aloud, *Creeps up into the bushes to eavesdrop*, the eavesdrop targets cannot suddenly switch languages, topics, or location. They may request skill check rolls, but may not use his emote against him unless he is seen / heard.&lt;br /&gt;
&lt;br /&gt;
-Sight Spells: True Sight / Dragon Sight / See Invisibility do NOT help someone spot a stealthed character. Stealth is not invisibility, and no spell grants X-Ray vision through cover. Only spells that specifically grant +spot / +listen can aid your attemps to see a stealthed character.&lt;br /&gt;
&lt;br /&gt;
-HIPS Use: HIPS can be used at any time to enter stealth mode. However, the stealthed character must immediately seek some form of cover after using HIPS (see Proper Use of Stealth).&lt;br /&gt;
Additionally, PnP rules state differences for HIPS between rangers, assassins, and shadow dancers. On Sundren, &#039;&#039;&#039;all classes use the same rules for HIPS&#039;&#039;&#039; for simplicity, unless a DM states otherwise. Even rangers and rogues can use shadows twice their size to activate HIPS.&lt;br /&gt;
&lt;br /&gt;
-HIPS (non-combat): HIPS is acceptable for spying, but it is a means to slip out of detection when you are being observed. It is NOT an excuse to stand in front of someone and &amp;quot;be invisible.&amp;quot; Once HIPS is activated, you must immediately seek cover, as detailed above. You may not use HIPS to walk around &amp;quot;invisibly&amp;quot; to pick-pocket other characters.&lt;br /&gt;
&lt;br /&gt;
-HIPS (NPC combat): HIPS can be very frustrating in combat situations. To balance realism, fun, and fairness, we want to eliminate &amp;quot;HIPS spamming.&amp;quot; &#039;&#039;&#039;Characters may not use HIPS more than three times per encounter&#039;&#039;&#039; against NPC&#039;s.&lt;br /&gt;
 &lt;br /&gt;
-HIPS (PVP combat): There are no HiPS restrictions for PVP. Players have the option to run away; monsters don&#039;t. That being said, HiPS archers are discouraged from abusing HiPS in a repetitive fashion. If the player you&#039;re fighting is too strong to defeat otherwise, then you probably shouldn&#039;t be firing arrows at him.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&#039;&#039;&#039;You may not use OOC bottlenecks&#039;&#039;&#039; to gain advantage with traps. However, if there is an in-game bottleneck, you may use this to strategically place traps.&lt;br /&gt;
* Example 1: A ranger is involved in CvC. He knows his pursuit will come at him from the world map. He places traps directly in front of their transition point. This is not allowed.&lt;br /&gt;
&lt;br /&gt;
* Example 2: A ranger is involved in CvC. He knows his pursuit will come at him from the northern road. He places his traps on the road, knowing that few people will venture off-road into the grass. This is allowed.&lt;br /&gt;
&lt;br /&gt;
===Turning Traitor on Your Faction===&lt;br /&gt;
Sundren uses a wide variety of factions to further its plotlines. Characters are encouraged to join and take advantage of the benefits of any given faction, including stores, prestige, and power.&lt;br /&gt;
&lt;br /&gt;
Sundren will do its best to support double-agents and traitors, and we don&#039;t seek to discourage this type of roleplay. But, there are implications for other characters in your faction when this is done. As such, the process must be fully thought through and not subject to whims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must submit a request in the Sundren Character Request forum and get DM approval&#039;&#039;&#039; if you wish to be a double-agent for a faction. You may seek in-game approval from a general or senior DM for these actions if they are spur-of-the-moment and a result of roleplay, but the request must later be documented on the forum by the player.&lt;br /&gt;
&lt;br /&gt;
===Metagaming===&lt;br /&gt;
Meta-gaming is the use of information obtained out of character in character. This is unfair to other role players and if problems arise a DM will handle the situation.&lt;br /&gt;
&lt;br /&gt;
===Ninja Looting===&lt;br /&gt;
Ninja looting is defined as following someone else, letting them fight in combat while you pick up all loot right under their nose, keeping it for yourself. This will cost heavy XP deductions if anyone is caught doing so.&lt;br /&gt;
&lt;br /&gt;
===Out of Character===&lt;br /&gt;
OOC or out of character talk can be disruptive to gameplay, Sundren is a roleplay server and people are expected to stay in character at all times, the occasional comment is fine but we ask that it is kept to a minimum (or preferably, use tells/party chat). &lt;br /&gt;
&lt;br /&gt;
All OOC chat needs to be defined somehow, using brackets or otherwise. &lt;br /&gt;
&lt;br /&gt;
E.g., // AFK or (( Be right back! ))&lt;br /&gt;
&lt;br /&gt;
===Transferring Items/Muling===&lt;br /&gt;
Transferring items from one character you own to another is not permissible under any circumstances, as this is considered exploitation. Also, hoarding items on a particular character/account is not permitted.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Infractions for muling items will be as follows: 1st infraction will result in loss of involved Characters and 72 hour ban (if deemed excessive total vault wipe), 2nd infraction will result in a total vault wipe and 30 day ban, a third infraction will result in a permanent ban.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Administrator Supremacy===&lt;br /&gt;
Server administrators and dungeon masters make decisions for the good of the server. Their word on something is final unless appealed to another official who will then review the situation and decide to reinforce or abolish the decision previously made.&lt;br /&gt;
&lt;br /&gt;
If you believe you have been treated unfairly by a member of our staff, please post a courteous topic in the Help Requests forums. If you need to speak with someone privately, send a private message to any of our senior staff.&lt;br /&gt;
&lt;br /&gt;
Insulting DMs or staff members, whether publically or in-game, is not a good way to get help. They are regular people just like everyone else who want to have fun.&lt;br /&gt;
&lt;br /&gt;
===Harassment Policy===&lt;br /&gt;
Harassment of another player will never be tolerated, for any reason. If someone is harassing you please contact a member of our staff and provide screenshots of the incident.&lt;br /&gt;
&lt;br /&gt;
===Sexual and Offensive Situations===&lt;br /&gt;
- Sundren is a mature-content server.  Yet certain topics are often troublesome, distasteful, and more a negative to the community of players than a positive.  Sexual abuse, child molestation, and rape should be avoided in stories and role play interactions, even in character backgrounds.  If you are creating a background and aren&#039;t sure if its appropriate then it probably isn&#039;t. But feel free to create a character request with the DM team to review concepts that you feel might be questionable but fun to play out.&lt;br /&gt;
&lt;br /&gt;
- Being a community of global players means different values and perspectives may arise.  Be a good player, try not to trigger or be triggered by others and stay in character.  Practice empathy, there is another person on the other side of the screen trying to enjoy themselves as well. And give people the benefit of the doubt, they may not have meant to offend and merely see themselves playing out their character.  If you find someone&#039;s role play to be too much, too hostile and offensive, contact them in tells and ask them to tone it down, that you are uncomfortable with what is being presented.  Be an adult and work out conflicts between one another the best you can.  If you continue to have an issue with a player then please contact a DM, or Admin, and the staff will attempt to address the issue.&lt;br /&gt;
&lt;br /&gt;
- Romance is a theme that can add a lot to a character&#039;s story or a plot.  Yet sexual situations often play into some of the concerns listed above, them being seen as troublesome or distasteful.  Any sort of erotic role play should only be done between two consenting players, done in a private setting and &#039;&#039;&#039;NOT in a public&#039;&#039;&#039; setting. The DM staff will not provide any sort of items nor story to enhance erotic role play. While themes around romance and love are very much acceptable, that of erotic role play is more so discouraged. &lt;br /&gt;
&lt;br /&gt;
- Pregnancy - While Sundren is a mature-content server there are some areas in which care must be taken. Pregnancy and childbirth fall into that area; as a result pregnancy should now result in the retirement (Total retirement from play) of the pregnant PC, unless otherwise permitted by a DM.  Playing a character who is a parent is fine.  Playing a child character is not, all characters must be of age per their races&#039; defined coming of age or older.&lt;br /&gt;
&lt;br /&gt;
===Cheating &amp;amp; Exploiting===&lt;br /&gt;
Cheating and exploiting bugs in the server or general game mechanics will not be tolerated, and is bannable if you are caught deliberately doing so. This extends to using multiple CD Keys/Usernames to log in more than one character at a time, even if you are not muling/transferring items.&lt;br /&gt;
&lt;br /&gt;
===Griefing===&lt;br /&gt;
Griefing is the physical component of harassment which includes killing without cause, repeatedly killing or repeatedly pick pocketing a player. This will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
===Naming Policy===&lt;br /&gt;
The following is a general set of instructions for naming characters. It is by no means comprehensive and your best judgement and common sense should be used. If you are unsure whether the name you are contemplating would be allowed, then it probably either needs (at a minimum) DM approval or won’t be allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Nicknames are allowed in the character description, but must be &amp;lt;pre-approved or granted by a DM as part of RP before being put into the first or last name slot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Titles (Lord, King, Prince, Baron, etc) are not allowed in the name field unless granted by a DM;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No names of famous fantasy characters, especially those relevant in Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
-Names should be properly cased, where appropriate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: JoNhNnY or XJohnnyX&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Mac Dougle or MacDougle&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Derogatory / racial terms are not permitted;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No odd characters, including &amp;quot;, ( or ), { or }, [ or ]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No periods where they don’t abbreviate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not Acceptable: .Johnny or Johnny.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins Jr.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Elves are allowed ‘ in their name, within reason:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Ti’re’ni’rv’ghr’it&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Tir’ene&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No numbers:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Bob Perkins 2 or Bob 2-Feathers&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins II or Bob Two-Feathers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a PC has a question about whether or not they meet the standard when naming a PC, they should contact a DM or post on the forum in the help section. Anyone caught using a title will have to remake and may not be refunded their items and XP if the DM believes the player knew the rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Existing PCs with titles, as of 13 May 08, are grandfathered in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sundren DMs are the final word on the naming policy&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rules&amp;diff=6512</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rules&amp;diff=6512"/>
		<updated>2022-10-11T19:15:34Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Transferring Items/Muling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you for your interest in playing on Sundren, a Neverwinter Nights 2 persistent world.  In order to make the playing experience more uniform and fair for our players, we have established the following rules.  Please familiarize yourself by these rules, and abide by them at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Please contact a DM if you have any questions about any of the following rules.&lt;br /&gt;
&lt;br /&gt;
===Death Penalty===&lt;br /&gt;
- XP may not be refunded for deaths that occur during lag, server crashing, etc. You may contact a DM if an issue like this occurs, but a resurrection is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
- Anyone who uses a signus to resurrect from a non-PVP death can retain their IC memory of the event. This will enable you to remember where you and your party died, should there be a total party wipeout (TPK).&lt;br /&gt;
&lt;br /&gt;
- Any players who metagame for the purpose of resurrection, whether getting one or giving one, will &#039;&#039;&#039;be taken back to level 3.&#039;&#039;&#039; No players should send tells to locate corpses. Additionally, using the Sending spell while dead is not allowed.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
Farming is defined as repeatedly traveling across a particular zone, killing enemies for gaining XP, items, and/or gold. Players should spend &#039;&#039;&#039;no more than three hours fighting in a hostile area&#039;&#039;&#039; without breaking for at least an hour to &amp;quot;rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Particularly, Sundren DMs will keep an eye out for the following farming behaviors:&lt;br /&gt;
&lt;br /&gt;
- Killing unchallenging foes that grant no XP&lt;br /&gt;
&lt;br /&gt;
- Getting extraordinarilly wealthy from repeatedly killing foes&lt;br /&gt;
&lt;br /&gt;
- Killing foes alone (soloing) excessively, which adds no role play value to our community&lt;br /&gt;
&lt;br /&gt;
Sundren may not always have a large playerbase online. However, if you are caught excessively farming, there will be repercussions.&lt;br /&gt;
&lt;br /&gt;
===Character Recreation===&lt;br /&gt;
Players have the ability to recreate their characters from scratch, but XP, gold, and items may not be transferred.&lt;br /&gt;
&lt;br /&gt;
===PvP/CvC===&lt;br /&gt;
-PvP combat is permitted everywhere in Sundren. However, you should &#039;&#039;&#039;consult with a DM before attacking in cities, towns, or highly-populated areas.&#039;&#039;&#039; Witnesses and guards might intervene, and it would be unfair to all parties involved to allow unintelligent, un-possessed NPCs to represent reactions to a violent conflict.&lt;br /&gt;
&lt;br /&gt;
-Players &#039;&#039;&#039;must set the person they are attacking hostile.&#039;&#039;&#039; No exceptions. Because of engine mechanics, failure to do so may cause unfair advantages in combat. Nobody is allowed to PVP without Hostile set.&lt;br /&gt;
&lt;br /&gt;
-Deaths resulting from PVP combat &#039;&#039;&#039;do not incur an experience penalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Players must have an in-character reason to attack the person. &amp;quot;My char hates people&amp;quot; is not a valid reason. Retroactively creating excuses for killing characters or deliberately seeking out PVP without valid reason is considered griefing and will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
-Please &#039;&#039;&#039;do not engage in PVP if your target is in combat with NPCs&#039;&#039;&#039; unless you are affiliated with the NPCs&#039; faction. The AI is not smart enough to know there are two targets to attack instead of one, which creates an unrealistic match. If you are part of their faction, they wouldn&#039;t attack you, so the rule is moot.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Buffing&amp;quot; or &#039;&#039;&#039;preparing for battle is considered a hostile action.&#039;&#039;&#039; Should a possible opponent begin buffing, you may immediately flag them hostile and begin PVP, bypassing any need for making them aware of impending attacks.&lt;br /&gt;
&lt;br /&gt;
-Players may not use &#039;&#039;&#039;area transitions&#039;&#039;&#039; or other metagame knowledge to their advantage in PVP. For example, laying traps on or near an area transition, even with a road nearby, is not an option. This does not apply if there is a natural IC &amp;quot;bottleneck,&amp;quot; such as a narrow hallway, gate, doorway, etc.&lt;br /&gt;
&lt;br /&gt;
-A player who &#039;&#039;&#039;flees through an area transition&#039;&#039;&#039; has left the conflict. When this occurs, the PVP event is considered over. You may use tells to ask the flee-er if they wish to continue the conflict. You may start a new PVP event if you encounter this person again later, but a reasonable amount of time must pass between these events (unless both players consent to continue). Never use the Follow tool or the Player Finder to track them down.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Players do not have the right of refusal on PVP.&#039;&#039;&#039; If you feel the aggressor is being abusive, talk it out with them to understand their motives OOCly. We encourage players to consider the feelings of all parties involved while making PVP decisions, but the aggressor may, in the end, still assault the defender if it is warranted in-character. Neither level difference nor &amp;quot;carebearing&amp;quot; qualify as reasons to avoid PVP on Sundren, but we believe it is important to remember the feelings of everyone involved.&lt;br /&gt;
If you still feel their PVP is unwarranted, contact a DM.&lt;br /&gt;
&lt;br /&gt;
-Death from PVP will result in a &#039;&#039;&#039;memory loss&#039;&#039;&#039; unless the victim is raised or resurrected by another character at the location of their death immediately following the PVP event. Players may not contact other players OOCly for a resurrection, especially to retain memory of the conflict.&lt;br /&gt;
Players who use a signus or respawn from the FEN lose all memory of the conflict and events leading up to it that might &amp;quot;finger&amp;quot; the villain. The purpose of this is so assassins and murders don&#039;t have their dead targets coming back and ratting them out. Respawning is a courtesy that should not cost our characters in-character consequences.&lt;br /&gt;
&lt;br /&gt;
-We do offer a &#039;&#039;&#039;subdual&#039;&#039;&#039; tool for players, where losing brings you to 1HP instead of death. This tool is meant to be used in-character--only use it if you do not mean to kill the person.&lt;br /&gt;
Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved. Subdued players must allow the victor to perform actions freely to their unconscious selves, including robbery and carrying their body somewhere else. Please see robbery rules below.&lt;br /&gt;
&lt;br /&gt;
-Abusing PVP by repeatedly killing a character within a short period is considered &#039;&#039;&#039;griefing.&#039;&#039;&#039; Nor will we tolerate players who seek out PVP with OOC reasons. We do not consider level differences as griefing.&lt;br /&gt;
Characters who win in PVP may not seek out the character they beat for PVP again for a 2 week period. However, if the loser seeks out the winner, the winner may react hostilely.&lt;br /&gt;
&lt;br /&gt;
-Characters that are subdued or killed must allow the victor access to their inventory, but with restrictions, for OOC griefing reasons. Victors may take all of the victim&#039;s gold OR a single item from their inventory (this includes worn and unworn items). Players are NOT allowed to ask &amp;quot;stats&amp;quot; on items; simply take whichever item your character thinks looks the most expensive or powerful. Players concerned about losing all their gold should be reminded about our in-game banking system.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Level discrepency has no bearing&#039;&#039;&#039; on PVP. High levelers can PVP with low levelers.&lt;br /&gt;
&lt;br /&gt;
===Pickpocketing===&lt;br /&gt;
Pick pocketing is not to be abused, repeatedly stealing from someone is considered harassment and abusive behavior.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Stealth is a sensitive topic for many players. While we&#039;d love to make people use stealth 100% realistically, asking so would hamper the effeciveness of stealth-based classes. At Sundren, we try to balance gameplay with realism in our approach to stealth.&lt;br /&gt;
&lt;br /&gt;
-Roll Requests: The staff has reassessed its view on the game engine stealth mechanics. &#039;&#039;&#039;Do not request hide or move silently rolls, nor supply your own spot or listen checks.&#039;&#039;&#039; The stealther simply uses his stealth mode. So long as he attempted to hide outside of the target&#039;s line of sight, the game will roll spot and listen automatically.&lt;br /&gt;
You may request a listen roll for &#039;&#039;&#039;invisibility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Line of Sight: &#039;&#039;&#039;No one may spot stealthers without line of sight on the target.&#039;&#039;&#039; Even if the game engine makes your spot roll succeed, you cannot ICly point the stealthed character out if they are using full cover. Some examples include:&lt;br /&gt;
* Stealthed character that has FULL cover (fully behind a wall from your position)&lt;br /&gt;
&lt;br /&gt;
* Stealthed character is behind you (consider peripheral vision to be a full 180 degrees, centered in the direction you are pointing)&lt;br /&gt;
&lt;br /&gt;
-Proper Use of Stealth: Players who have successfully entered stealth mode may not spend any significant portion of time stealthed without using cover or concealment from &#039;&#039;&#039;in-game objects.&#039;&#039;&#039; Stealthed players may stay in stealth mode when moving from the cover or concealment of one object to another within reason, but never in full view of another PC or NPC they don&#039;t wish to be seen by. Shadows (at least twice the size of the stealthing character), nooks in walls, large rocks, and crates are all examples of in-game objects that provide partial cover. Sundren does not allow crowds of people as an excuse for granting cover unless DM supervised, since it is too easy to exploit.&lt;br /&gt;
* Example 1: Stealthed Player moves from hiding behind a barrel and skirts the edges of the room to gain cover behind a large peice of furniture. This is acceptable.&lt;br /&gt;
&lt;br /&gt;
* Example 2: Stealthed Player moves from the hiding behind a rock through the middle of Exigo campfire to hide behind a wagon. This is not acceptable.&lt;br /&gt;
&lt;br /&gt;
-Speaking while Stealthed: Stealthed characters who speak run the risk of automatically failing their move silent rolls. Anyone who overhears a stealthed character speak publicly, whether using the /say or /whisper channel, will be alerted to their presence. However, emotes done in these channels do not count.&lt;br /&gt;
&lt;br /&gt;
-Metagaming Against Stealth: Players being spied upon &#039;&#039;&#039;may NOT use OOC information to avoid IC topics.&#039;&#039;&#039; For example, if Ryan the Rogue emotes aloud, *Creeps up into the bushes to eavesdrop*, the eavesdrop targets cannot suddenly switch languages, topics, or location. They may request skill check rolls, but may not use his emote against him unless he is seen / heard.&lt;br /&gt;
&lt;br /&gt;
-Sight Spells: True Sight / Dragon Sight / See Invisibility do NOT help someone spot a stealthed character. Stealth is not invisibility, and no spell grants X-Ray vision through cover. Only spells that specifically grant +spot / +listen can aid your attemps to see a stealthed character.&lt;br /&gt;
&lt;br /&gt;
-HIPS Use: HIPS can be used at any time to enter stealth mode. However, the stealthed character must immediately seek some form of cover after using HIPS (see Proper Use of Stealth).&lt;br /&gt;
Additionally, PnP rules state differences for HIPS between rangers, assassins, and shadow dancers. On Sundren, &#039;&#039;&#039;all classes use the same rules for HIPS&#039;&#039;&#039; for simplicity, unless a DM states otherwise. Even rangers and rogues can use shadows twice their size to activate HIPS.&lt;br /&gt;
&lt;br /&gt;
-HIPS (non-combat): HIPS is acceptable for spying, but it is a means to slip out of detection when you are being observed. It is NOT an excuse to stand in front of someone and &amp;quot;be invisible.&amp;quot; Once HIPS is activated, you must immediately seek cover, as detailed above. You may not use HIPS to walk around &amp;quot;invisibly&amp;quot; to pick-pocket other characters.&lt;br /&gt;
&lt;br /&gt;
-HIPS (NPC combat): HIPS can be very frustrating in combat situations. To balance realism, fun, and fairness, we want to eliminate &amp;quot;HIPS spamming.&amp;quot; &#039;&#039;&#039;Characters may not use HIPS more than three times per encounter&#039;&#039;&#039; against NPC&#039;s.&lt;br /&gt;
 &lt;br /&gt;
-HIPS (PVP combat): There are no HiPS restrictions for PVP. Players have the option to run away; monsters don&#039;t. That being said, HiPS archers are discouraged from abusing HiPS in a repetitive fashion. If the player you&#039;re fighting is too strong to defeat otherwise, then you probably shouldn&#039;t be firing arrows at him.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&#039;&#039;&#039;You may not use OOC bottlenecks&#039;&#039;&#039; to gain advantage with traps. However, if there is an in-game bottleneck, you may use this to strategically place traps.&lt;br /&gt;
* Example 1: A ranger is involved in CvC. He knows his pursuit will come at him from the world map. He places traps directly in front of their transition point. This is not allowed.&lt;br /&gt;
&lt;br /&gt;
* Example 2: A ranger is involved in CvC. He knows his pursuit will come at him from the northern road. He places his traps on the road, knowing that few people will venture off-road into the grass. This is allowed.&lt;br /&gt;
&lt;br /&gt;
===Turning Traitor on Your Faction===&lt;br /&gt;
Sundren uses a wide variety of factions to further its plotlines. Characters are encouraged to join and take advantage of the benefits of any given faction, including stores, prestige, and power.&lt;br /&gt;
&lt;br /&gt;
Sundren will do its best to support double-agents and traitors, and we don&#039;t seek to discourage this type of roleplay. But, there are implications for other characters in your faction when this is done. As such, the process must be fully thought through and not subject to whims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must submit a request in the Sundren Character Request forum and get DM approval&#039;&#039;&#039; if you wish to be a double-agent for a faction. You may seek in-game approval from a general or senior DM for these actions if they are spur-of-the-moment and a result of roleplay, but the request must later be documented on the forum by the player.&lt;br /&gt;
&lt;br /&gt;
===Metagaming===&lt;br /&gt;
Meta-gaming is the use of information obtained out of character in character. This is unfair to other role players and if problems arise a DM will handle the situation.&lt;br /&gt;
&lt;br /&gt;
===Ninja Looting===&lt;br /&gt;
Ninja looting is defined as following someone else, letting them fight in combat while you pick up all loot right under their nose, keeping it for yourself. This will cost heavy XP deductions if anyone is caught doing so.&lt;br /&gt;
&lt;br /&gt;
===Out of Character===&lt;br /&gt;
OOC or out of character talk can be disruptive to gameplay, Sundren is a roleplay server and people are expected to stay in character at all times, the occasional comment is fine but we ask that it is kept to a minimum (or preferably, use tells/party chat). &lt;br /&gt;
&lt;br /&gt;
All OOC chat needs to be defined somehow, using brackets or otherwise. &lt;br /&gt;
&lt;br /&gt;
E.g., // AFK or (( Be right back! ))&lt;br /&gt;
&lt;br /&gt;
===Transferring Items/Muling===&lt;br /&gt;
Transferring items from one character you own to another is not permissible under any circumstances, as this is considered exploitation. Also, hoarding items on a particular character/account is not permitted.&lt;br /&gt;
&lt;br /&gt;
Infractions for muling items will be as follows: 1st infraction will result in loss of involved Characters and 72 hour ban (if deemed excessive total vault wipe), 2nd infraction will result in a total vault wipe and 30 day ban, a third infraction will result in a permanent ban.&lt;br /&gt;
&lt;br /&gt;
===Administrator Supremacy===&lt;br /&gt;
Server administrators and dungeon masters make decisions for the good of the server. Their word on something is final unless appealed to another official who will then review the situation and decide to reinforce or abolish the decision previously made.&lt;br /&gt;
&lt;br /&gt;
If you believe you have been treated unfairly by a member of our staff, please post a courteous topic in the Help Requests forums. If you need to speak with someone privately, send a private message to any of our senior staff.&lt;br /&gt;
&lt;br /&gt;
Insulting DMs or staff members, whether publically or in-game, is not a good way to get help. They are regular people just like everyone else who want to have fun.&lt;br /&gt;
&lt;br /&gt;
===Harassment Policy===&lt;br /&gt;
Harassment of another player will never be tolerated, for any reason. If someone is harassing you please contact a member of our staff and provide screenshots of the incident.&lt;br /&gt;
&lt;br /&gt;
===Sexual and Offensive Situations===&lt;br /&gt;
- Sundren is a mature-content server.  Yet certain topics are often troublesome, distasteful, and more a negative to the community of players than a positive.  Sexual abuse, child molestation, and rape should be avoided in stories and role play interactions, even in character backgrounds.  If you are creating a background and aren&#039;t sure if its appropriate then it probably isn&#039;t. But feel free to create a character request with the DM team to review concepts that you feel might be questionable but fun to play out.&lt;br /&gt;
&lt;br /&gt;
- Being a community of global players means different values and perspectives may arise.  Be a good player, try not to trigger or be triggered by others and stay in character.  Practice empathy, there is another person on the other side of the screen trying to enjoy themselves as well. And give people the benefit of the doubt, they may not have meant to offend and merely see themselves playing out their character.  If you find someone&#039;s role play to be too much, too hostile and offensive, contact them in tells and ask them to tone it down, that you are uncomfortable with what is being presented.  Be an adult and work out conflicts between one another the best you can.  If you continue to have an issue with a player then please contact a DM, or Admin, and the staff will attempt to address the issue.&lt;br /&gt;
&lt;br /&gt;
- Romance is a theme that can add a lot to a character&#039;s story or a plot.  Yet sexual situations often play into some of the concerns listed above, them being seen as troublesome or distasteful.  Any sort of erotic role play should only be done between two consenting players, done in a private setting and &#039;&#039;&#039;NOT in a public&#039;&#039;&#039; setting. The DM staff will not provide any sort of items nor story to enhance erotic role play. While themes around romance and love are very much acceptable, that of erotic role play is more so discouraged. &lt;br /&gt;
&lt;br /&gt;
- Pregnancy - While Sundren is a mature-content server there are some areas in which care must be taken. Pregnancy and childbirth fall into that area; as a result pregnancy should now result in the retirement (Total retirement from play) of the pregnant PC, unless otherwise permitted by a DM.  Playing a character who is a parent is fine.  Playing a child character is not, all characters must be of age per their races&#039; defined coming of age or older.&lt;br /&gt;
&lt;br /&gt;
===Cheating &amp;amp; Exploiting===&lt;br /&gt;
Cheating and exploiting bugs in the server or general game mechanics will not be tolerated, and is bannable if you are caught deliberately doing so. This extends to using multiple CD Keys/Usernames to log in more than one character at a time, even if you are not muling/transferring items.&lt;br /&gt;
&lt;br /&gt;
===Griefing===&lt;br /&gt;
Griefing is the physical component of harassment which includes killing without cause, repeatedly killing or repeatedly pick pocketing a player. This will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
===Naming Policy===&lt;br /&gt;
The following is a general set of instructions for naming characters. It is by no means comprehensive and your best judgement and common sense should be used. If you are unsure whether the name you are contemplating would be allowed, then it probably either needs (at a minimum) DM approval or won’t be allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Nicknames are allowed in the character description, but must be &amp;lt;pre-approved or granted by a DM as part of RP before being put into the first or last name slot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Titles (Lord, King, Prince, Baron, etc) are not allowed in the name field unless granted by a DM;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No names of famous fantasy characters, especially those relevant in Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
-Names should be properly cased, where appropriate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: JoNhNnY or XJohnnyX&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Mac Dougle or MacDougle&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Derogatory / racial terms are not permitted;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No odd characters, including &amp;quot;, ( or ), { or }, [ or ]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No periods where they don’t abbreviate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not Acceptable: .Johnny or Johnny.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins Jr.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Elves are allowed ‘ in their name, within reason:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Ti’re’ni’rv’ghr’it&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Tir’ene&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No numbers:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Bob Perkins 2 or Bob 2-Feathers&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins II or Bob Two-Feathers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a PC has a question about whether or not they meet the standard when naming a PC, they should contact a DM or post on the forum in the help section. Anyone caught using a title will have to remake and may not be refunded their items and XP if the DM believes the player knew the rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Existing PCs with titles, as of 13 May 08, are grandfathered in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sundren DMs are the final word on the naming policy&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rules&amp;diff=6511</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rules&amp;diff=6511"/>
		<updated>2022-10-10T03:49:03Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Cheating &amp;amp; Exploiting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you for your interest in playing on Sundren, a Neverwinter Nights 2 persistent world.  In order to make the playing experience more uniform and fair for our players, we have established the following rules.  Please familiarize yourself by these rules, and abide by them at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Please contact a DM if you have any questions about any of the following rules.&lt;br /&gt;
&lt;br /&gt;
===Death Penalty===&lt;br /&gt;
- XP may not be refunded for deaths that occur during lag, server crashing, etc. You may contact a DM if an issue like this occurs, but a resurrection is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
- Anyone who uses a signus to resurrect from a non-PVP death can retain their IC memory of the event. This will enable you to remember where you and your party died, should there be a total party wipeout (TPK).&lt;br /&gt;
&lt;br /&gt;
- Any players who metagame for the purpose of resurrection, whether getting one or giving one, will &#039;&#039;&#039;be taken back to level 3.&#039;&#039;&#039; No players should send tells to locate corpses. Additionally, using the Sending spell while dead is not allowed.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
Farming is defined as repeatedly traveling across a particular zone, killing enemies for gaining XP, items, and/or gold. Players should spend &#039;&#039;&#039;no more than three hours fighting in a hostile area&#039;&#039;&#039; without breaking for at least an hour to &amp;quot;rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Particularly, Sundren DMs will keep an eye out for the following farming behaviors:&lt;br /&gt;
&lt;br /&gt;
- Killing unchallenging foes that grant no XP&lt;br /&gt;
&lt;br /&gt;
- Getting extraordinarilly wealthy from repeatedly killing foes&lt;br /&gt;
&lt;br /&gt;
- Killing foes alone (soloing) excessively, which adds no role play value to our community&lt;br /&gt;
&lt;br /&gt;
Sundren may not always have a large playerbase online. However, if you are caught excessively farming, there will be repercussions.&lt;br /&gt;
&lt;br /&gt;
===Character Recreation===&lt;br /&gt;
Players have the ability to recreate their characters from scratch, but XP, gold, and items may not be transferred.&lt;br /&gt;
&lt;br /&gt;
===PvP/CvC===&lt;br /&gt;
-PvP combat is permitted everywhere in Sundren. However, you should &#039;&#039;&#039;consult with a DM before attacking in cities, towns, or highly-populated areas.&#039;&#039;&#039; Witnesses and guards might intervene, and it would be unfair to all parties involved to allow unintelligent, un-possessed NPCs to represent reactions to a violent conflict.&lt;br /&gt;
&lt;br /&gt;
-Players &#039;&#039;&#039;must set the person they are attacking hostile.&#039;&#039;&#039; No exceptions. Because of engine mechanics, failure to do so may cause unfair advantages in combat. Nobody is allowed to PVP without Hostile set.&lt;br /&gt;
&lt;br /&gt;
-Deaths resulting from PVP combat &#039;&#039;&#039;do not incur an experience penalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Players must have an in-character reason to attack the person. &amp;quot;My char hates people&amp;quot; is not a valid reason. Retroactively creating excuses for killing characters or deliberately seeking out PVP without valid reason is considered griefing and will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
-Please &#039;&#039;&#039;do not engage in PVP if your target is in combat with NPCs&#039;&#039;&#039; unless you are affiliated with the NPCs&#039; faction. The AI is not smart enough to know there are two targets to attack instead of one, which creates an unrealistic match. If you are part of their faction, they wouldn&#039;t attack you, so the rule is moot.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Buffing&amp;quot; or &#039;&#039;&#039;preparing for battle is considered a hostile action.&#039;&#039;&#039; Should a possible opponent begin buffing, you may immediately flag them hostile and begin PVP, bypassing any need for making them aware of impending attacks.&lt;br /&gt;
&lt;br /&gt;
-Players may not use &#039;&#039;&#039;area transitions&#039;&#039;&#039; or other metagame knowledge to their advantage in PVP. For example, laying traps on or near an area transition, even with a road nearby, is not an option. This does not apply if there is a natural IC &amp;quot;bottleneck,&amp;quot; such as a narrow hallway, gate, doorway, etc.&lt;br /&gt;
&lt;br /&gt;
-A player who &#039;&#039;&#039;flees through an area transition&#039;&#039;&#039; has left the conflict. When this occurs, the PVP event is considered over. You may use tells to ask the flee-er if they wish to continue the conflict. You may start a new PVP event if you encounter this person again later, but a reasonable amount of time must pass between these events (unless both players consent to continue). Never use the Follow tool or the Player Finder to track them down.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Players do not have the right of refusal on PVP.&#039;&#039;&#039; If you feel the aggressor is being abusive, talk it out with them to understand their motives OOCly. We encourage players to consider the feelings of all parties involved while making PVP decisions, but the aggressor may, in the end, still assault the defender if it is warranted in-character. Neither level difference nor &amp;quot;carebearing&amp;quot; qualify as reasons to avoid PVP on Sundren, but we believe it is important to remember the feelings of everyone involved.&lt;br /&gt;
If you still feel their PVP is unwarranted, contact a DM.&lt;br /&gt;
&lt;br /&gt;
-Death from PVP will result in a &#039;&#039;&#039;memory loss&#039;&#039;&#039; unless the victim is raised or resurrected by another character at the location of their death immediately following the PVP event. Players may not contact other players OOCly for a resurrection, especially to retain memory of the conflict.&lt;br /&gt;
Players who use a signus or respawn from the FEN lose all memory of the conflict and events leading up to it that might &amp;quot;finger&amp;quot; the villain. The purpose of this is so assassins and murders don&#039;t have their dead targets coming back and ratting them out. Respawning is a courtesy that should not cost our characters in-character consequences.&lt;br /&gt;
&lt;br /&gt;
-We do offer a &#039;&#039;&#039;subdual&#039;&#039;&#039; tool for players, where losing brings you to 1HP instead of death. This tool is meant to be used in-character--only use it if you do not mean to kill the person.&lt;br /&gt;
Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved. Subdued players must allow the victor to perform actions freely to their unconscious selves, including robbery and carrying their body somewhere else. Please see robbery rules below.&lt;br /&gt;
&lt;br /&gt;
-Abusing PVP by repeatedly killing a character within a short period is considered &#039;&#039;&#039;griefing.&#039;&#039;&#039; Nor will we tolerate players who seek out PVP with OOC reasons. We do not consider level differences as griefing.&lt;br /&gt;
Characters who win in PVP may not seek out the character they beat for PVP again for a 2 week period. However, if the loser seeks out the winner, the winner may react hostilely.&lt;br /&gt;
&lt;br /&gt;
-Characters that are subdued or killed must allow the victor access to their inventory, but with restrictions, for OOC griefing reasons. Victors may take all of the victim&#039;s gold OR a single item from their inventory (this includes worn and unworn items). Players are NOT allowed to ask &amp;quot;stats&amp;quot; on items; simply take whichever item your character thinks looks the most expensive or powerful. Players concerned about losing all their gold should be reminded about our in-game banking system.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Level discrepency has no bearing&#039;&#039;&#039; on PVP. High levelers can PVP with low levelers.&lt;br /&gt;
&lt;br /&gt;
===Pickpocketing===&lt;br /&gt;
Pick pocketing is not to be abused, repeatedly stealing from someone is considered harassment and abusive behavior.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Stealth is a sensitive topic for many players. While we&#039;d love to make people use stealth 100% realistically, asking so would hamper the effeciveness of stealth-based classes. At Sundren, we try to balance gameplay with realism in our approach to stealth.&lt;br /&gt;
&lt;br /&gt;
-Roll Requests: The staff has reassessed its view on the game engine stealth mechanics. &#039;&#039;&#039;Do not request hide or move silently rolls, nor supply your own spot or listen checks.&#039;&#039;&#039; The stealther simply uses his stealth mode. So long as he attempted to hide outside of the target&#039;s line of sight, the game will roll spot and listen automatically.&lt;br /&gt;
You may request a listen roll for &#039;&#039;&#039;invisibility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Line of Sight: &#039;&#039;&#039;No one may spot stealthers without line of sight on the target.&#039;&#039;&#039; Even if the game engine makes your spot roll succeed, you cannot ICly point the stealthed character out if they are using full cover. Some examples include:&lt;br /&gt;
* Stealthed character that has FULL cover (fully behind a wall from your position)&lt;br /&gt;
&lt;br /&gt;
* Stealthed character is behind you (consider peripheral vision to be a full 180 degrees, centered in the direction you are pointing)&lt;br /&gt;
&lt;br /&gt;
-Proper Use of Stealth: Players who have successfully entered stealth mode may not spend any significant portion of time stealthed without using cover or concealment from &#039;&#039;&#039;in-game objects.&#039;&#039;&#039; Stealthed players may stay in stealth mode when moving from the cover or concealment of one object to another within reason, but never in full view of another PC or NPC they don&#039;t wish to be seen by. Shadows (at least twice the size of the stealthing character), nooks in walls, large rocks, and crates are all examples of in-game objects that provide partial cover. Sundren does not allow crowds of people as an excuse for granting cover unless DM supervised, since it is too easy to exploit.&lt;br /&gt;
* Example 1: Stealthed Player moves from hiding behind a barrel and skirts the edges of the room to gain cover behind a large peice of furniture. This is acceptable.&lt;br /&gt;
&lt;br /&gt;
* Example 2: Stealthed Player moves from the hiding behind a rock through the middle of Exigo campfire to hide behind a wagon. This is not acceptable.&lt;br /&gt;
&lt;br /&gt;
-Speaking while Stealthed: Stealthed characters who speak run the risk of automatically failing their move silent rolls. Anyone who overhears a stealthed character speak publicly, whether using the /say or /whisper channel, will be alerted to their presence. However, emotes done in these channels do not count.&lt;br /&gt;
&lt;br /&gt;
-Metagaming Against Stealth: Players being spied upon &#039;&#039;&#039;may NOT use OOC information to avoid IC topics.&#039;&#039;&#039; For example, if Ryan the Rogue emotes aloud, *Creeps up into the bushes to eavesdrop*, the eavesdrop targets cannot suddenly switch languages, topics, or location. They may request skill check rolls, but may not use his emote against him unless he is seen / heard.&lt;br /&gt;
&lt;br /&gt;
-Sight Spells: True Sight / Dragon Sight / See Invisibility do NOT help someone spot a stealthed character. Stealth is not invisibility, and no spell grants X-Ray vision through cover. Only spells that specifically grant +spot / +listen can aid your attemps to see a stealthed character.&lt;br /&gt;
&lt;br /&gt;
-HIPS Use: HIPS can be used at any time to enter stealth mode. However, the stealthed character must immediately seek some form of cover after using HIPS (see Proper Use of Stealth).&lt;br /&gt;
Additionally, PnP rules state differences for HIPS between rangers, assassins, and shadow dancers. On Sundren, &#039;&#039;&#039;all classes use the same rules for HIPS&#039;&#039;&#039; for simplicity, unless a DM states otherwise. Even rangers and rogues can use shadows twice their size to activate HIPS.&lt;br /&gt;
&lt;br /&gt;
-HIPS (non-combat): HIPS is acceptable for spying, but it is a means to slip out of detection when you are being observed. It is NOT an excuse to stand in front of someone and &amp;quot;be invisible.&amp;quot; Once HIPS is activated, you must immediately seek cover, as detailed above. You may not use HIPS to walk around &amp;quot;invisibly&amp;quot; to pick-pocket other characters.&lt;br /&gt;
&lt;br /&gt;
-HIPS (NPC combat): HIPS can be very frustrating in combat situations. To balance realism, fun, and fairness, we want to eliminate &amp;quot;HIPS spamming.&amp;quot; &#039;&#039;&#039;Characters may not use HIPS more than three times per encounter&#039;&#039;&#039; against NPC&#039;s.&lt;br /&gt;
 &lt;br /&gt;
-HIPS (PVP combat): There are no HiPS restrictions for PVP. Players have the option to run away; monsters don&#039;t. That being said, HiPS archers are discouraged from abusing HiPS in a repetitive fashion. If the player you&#039;re fighting is too strong to defeat otherwise, then you probably shouldn&#039;t be firing arrows at him.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&#039;&#039;&#039;You may not use OOC bottlenecks&#039;&#039;&#039; to gain advantage with traps. However, if there is an in-game bottleneck, you may use this to strategically place traps.&lt;br /&gt;
* Example 1: A ranger is involved in CvC. He knows his pursuit will come at him from the world map. He places traps directly in front of their transition point. This is not allowed.&lt;br /&gt;
&lt;br /&gt;
* Example 2: A ranger is involved in CvC. He knows his pursuit will come at him from the northern road. He places his traps on the road, knowing that few people will venture off-road into the grass. This is allowed.&lt;br /&gt;
&lt;br /&gt;
===Turning Traitor on Your Faction===&lt;br /&gt;
Sundren uses a wide variety of factions to further its plotlines. Characters are encouraged to join and take advantage of the benefits of any given faction, including stores, prestige, and power.&lt;br /&gt;
&lt;br /&gt;
Sundren will do its best to support double-agents and traitors, and we don&#039;t seek to discourage this type of roleplay. But, there are implications for other characters in your faction when this is done. As such, the process must be fully thought through and not subject to whims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must submit a request in the Sundren Character Request forum and get DM approval&#039;&#039;&#039; if you wish to be a double-agent for a faction. You may seek in-game approval from a general or senior DM for these actions if they are spur-of-the-moment and a result of roleplay, but the request must later be documented on the forum by the player.&lt;br /&gt;
&lt;br /&gt;
===Metagaming===&lt;br /&gt;
Meta-gaming is the use of information obtained out of character in character. This is unfair to other role players and if problems arise a DM will handle the situation.&lt;br /&gt;
&lt;br /&gt;
===Ninja Looting===&lt;br /&gt;
Ninja looting is defined as following someone else, letting them fight in combat while you pick up all loot right under their nose, keeping it for yourself. This will cost heavy XP deductions if anyone is caught doing so.&lt;br /&gt;
&lt;br /&gt;
===Out of Character===&lt;br /&gt;
OOC or out of character talk can be disruptive to gameplay, Sundren is a roleplay server and people are expected to stay in character at all times, the occasional comment is fine but we ask that it is kept to a minimum (or preferably, use tells/party chat). &lt;br /&gt;
&lt;br /&gt;
All OOC chat needs to be defined somehow, using brackets or otherwise. &lt;br /&gt;
&lt;br /&gt;
E.g., // AFK or (( Be right back! ))&lt;br /&gt;
&lt;br /&gt;
===Transferring Items/Muling===&lt;br /&gt;
Transferring items from one character you own to another is not permissible under any circumstances, as this is considered exploitation. Also, hoarding items on a particular character/account is not permitted.&lt;br /&gt;
&lt;br /&gt;
===Administrator Supremacy===&lt;br /&gt;
Server administrators and dungeon masters make decisions for the good of the server. Their word on something is final unless appealed to another official who will then review the situation and decide to reinforce or abolish the decision previously made.&lt;br /&gt;
&lt;br /&gt;
If you believe you have been treated unfairly by a member of our staff, please post a courteous topic in the Help Requests forums. If you need to speak with someone privately, send a private message to any of our senior staff.&lt;br /&gt;
&lt;br /&gt;
Insulting DMs or staff members, whether publically or in-game, is not a good way to get help. They are regular people just like everyone else who want to have fun.&lt;br /&gt;
&lt;br /&gt;
===Harassment Policy===&lt;br /&gt;
Harassment of another player will never be tolerated, for any reason. If someone is harassing you please contact a member of our staff and provide screenshots of the incident.&lt;br /&gt;
&lt;br /&gt;
===Sexual and Offensive Situations===&lt;br /&gt;
- Sundren is a mature-content server.  Yet certain topics are often troublesome, distasteful, and more a negative to the community of players than a positive.  Sexual abuse, child molestation, and rape should be avoided in stories and role play interactions, even in character backgrounds.  If you are creating a background and aren&#039;t sure if its appropriate then it probably isn&#039;t. But feel free to create a character request with the DM team to review concepts that you feel might be questionable but fun to play out.&lt;br /&gt;
&lt;br /&gt;
- Being a community of global players means different values and perspectives may arise.  Be a good player, try not to trigger or be triggered by others and stay in character.  Practice empathy, there is another person on the other side of the screen trying to enjoy themselves as well. And give people the benefit of the doubt, they may not have meant to offend and merely see themselves playing out their character.  If you find someone&#039;s role play to be too much, too hostile and offensive, contact them in tells and ask them to tone it down, that you are uncomfortable with what is being presented.  Be an adult and work out conflicts between one another the best you can.  If you continue to have an issue with a player then please contact a DM, or Admin, and the staff will attempt to address the issue.&lt;br /&gt;
&lt;br /&gt;
- Romance is a theme that can add a lot to a character&#039;s story or a plot.  Yet sexual situations often play into some of the concerns listed above, them being seen as troublesome or distasteful.  Any sort of erotic role play should only be done between two consenting players, done in a private setting and &#039;&#039;&#039;NOT in a public&#039;&#039;&#039; setting. The DM staff will not provide any sort of items nor story to enhance erotic role play. While themes around romance and love are very much acceptable, that of erotic role play is more so discouraged. &lt;br /&gt;
&lt;br /&gt;
- Pregnancy - While Sundren is a mature-content server there are some areas in which care must be taken. Pregnancy and childbirth fall into that area; as a result pregnancy should now result in the retirement (Total retirement from play) of the pregnant PC, unless otherwise permitted by a DM.  Playing a character who is a parent is fine.  Playing a child character is not, all characters must be of age per their races&#039; defined coming of age or older.&lt;br /&gt;
&lt;br /&gt;
===Cheating &amp;amp; Exploiting===&lt;br /&gt;
Cheating and exploiting bugs in the server or general game mechanics will not be tolerated, and is bannable if you are caught deliberately doing so. This extends to using multiple CD Keys/Usernames to log in more than one character at a time, even if you are not muling/transferring items.&lt;br /&gt;
&lt;br /&gt;
===Griefing===&lt;br /&gt;
Griefing is the physical component of harassment which includes killing without cause, repeatedly killing or repeatedly pick pocketing a player. This will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
===Naming Policy===&lt;br /&gt;
The following is a general set of instructions for naming characters. It is by no means comprehensive and your best judgement and common sense should be used. If you are unsure whether the name you are contemplating would be allowed, then it probably either needs (at a minimum) DM approval or won’t be allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Nicknames are allowed in the character description, but must be &amp;lt;pre-approved or granted by a DM as part of RP before being put into the first or last name slot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Titles (Lord, King, Prince, Baron, etc) are not allowed in the name field unless granted by a DM;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No names of famous fantasy characters, especially those relevant in Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
-Names should be properly cased, where appropriate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: JoNhNnY or XJohnnyX&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Mac Dougle or MacDougle&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Derogatory / racial terms are not permitted;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No odd characters, including &amp;quot;, ( or ), { or }, [ or ]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No periods where they don’t abbreviate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not Acceptable: .Johnny or Johnny.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins Jr.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Elves are allowed ‘ in their name, within reason:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Ti’re’ni’rv’ghr’it&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Tir’ene&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No numbers:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Bob Perkins 2 or Bob 2-Feathers&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins II or Bob Two-Feathers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a PC has a question about whether or not they meet the standard when naming a PC, they should contact a DM or post on the forum in the help section. Anyone caught using a title will have to remake and may not be refunded their items and XP if the DM believes the player knew the rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Existing PCs with titles, as of 13 May 08, are grandfathered in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sundren DMs are the final word on the naming policy&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Mystic_Theurge&amp;diff=6506</id>
		<title>Mystic Theurge</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Mystic_Theurge&amp;diff=6506"/>
		<updated>2022-10-01T15:47:32Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mystic Theurge==&lt;br /&gt;
(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)&lt;br /&gt;
&lt;br /&gt;
(LIMITATIONS: Sorcerer, Favored Soul and Spirit Shaman will not gain new spells known when levelling up as a Mystic Theurge, but any missing spells can be added as soon as you level up in aforementioned classes again.)&lt;br /&gt;
&lt;br /&gt;
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.&lt;br /&gt;
&lt;br /&gt;
Mystic theurges tend to be fascinated with magic in whatever form it takes. They&#039;re always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity&#039;s agenda.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a mystic theurge, a character must meet the following criteria:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Knowledge: Arcana 5 ranks, Knowledge: Religion 5 ranks. &lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Able to cast 2nd-level arcane spells and 2nd-level divine spells.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Deciper Script&lt;br /&gt;
* Heal&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Lore&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d4&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Saves:&#039;&#039;&#039; Will&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Mystic Theurges gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Mystic Theurges gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int modifier per level&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; When a new mystic theurge level is gained, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.&lt;br /&gt;
&lt;br /&gt;
* For example, a 3rd-level cleric/3rd-level wizard who takes a level in mystic theurge has the same access to spells as a 4th-level cleric and a 4th-level wizard. But she continues to turn undead as a 3rd-level cleric, and her wizard familiar won&#039;t gain any new abilities.&lt;br /&gt;
&lt;br /&gt;
* If a character had more than one arcane spellcasting class or more than one divine spellcasting class before she became a mystic theurge, she must decide to which class she adds each level of mystic theurge for the purpose of determining spells per day.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6504</id>
		<title>New Invocations</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6504"/>
		<updated>2022-09-18T20:35:33Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* New Warlock Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Warlock Invocations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning Master:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 8&lt;br /&gt;
&lt;br /&gt;
The Warlock has gained enough strength through the pact forged with their Patron to summon a powerful outsider to do their bidding. This strength of the summoned outsider increases at 18th and 20th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Armor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 1&lt;br /&gt;
&lt;br /&gt;
You can cast mage armor on yourself at will, without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chains of Carceri:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 6&lt;br /&gt;
&lt;br /&gt;
You can cast Hold Monster at will “ targeting a celestial, fiend, or elemental“ without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloak of Flies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
You can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction. It lasts until you&#039;re incapacitated or you dismiss it. Any creature that starts its turn in the aura takes acid damage equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;s Call:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Greater&lt;br /&gt;
Spell Level Equivalent: 4&lt;br /&gt;
&lt;br /&gt;
This spell functions as the Sending spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Comfort:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
You and nearby allies are protected as if by the endure elements spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insidious Allure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
A faint and subtle glamor envelops you. When you call upon this invocation you become magnetic to others, attracting their eyes to you. You gain a +6 bonus on Disguise, Gather Information and Perform checks for a period of 24 hours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifedrinker&#039;&#039;&#039;&lt;br /&gt;
Invocation Type: Greater&lt;br /&gt;
Spell Level Equivalent: 5&lt;br /&gt;
&lt;br /&gt;
You add an amount of Negative Energy damage to your weapon equal to your Charisma modifier, and also gain +1 vampiric regeneration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Touch&#039;&#039;&#039;&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
This invocation works as the Heroism spell, but can only be used on the caster. You gain a +2 morale bonus on Attacks, Saves, and Skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiendish Might&#039;&#039;&#039;&lt;br /&gt;
Invocation Type: Greater&lt;br /&gt;
Spell Level Equivalent: 4&lt;br /&gt;
&lt;br /&gt;
The caster summons evil energy from the Lower Planes and imbues himself with its might. The caster gains +2 Str, Con, &amp;amp; Dex. The casters spell resistance increases by +2 as well. The Ability Score increases by +1 at caster level 9th, and 18th to a maximum of +4.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rules&amp;diff=6502</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rules&amp;diff=6502"/>
		<updated>2022-09-18T19:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you for your interest in playing on Sundren, a Neverwinter Nights 2 persistent world.  In order to make the playing experience more uniform and fair for our players, we have established the following rules.  Please familiarize yourself by these rules, and abide by them at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Please contact a DM if you have any questions about any of the following rules.&lt;br /&gt;
&lt;br /&gt;
===Death Penalty===&lt;br /&gt;
- XP may not be refunded for deaths that occur during lag, server crashing, etc. You may contact a DM if an issue like this occurs, but a resurrection is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
- Anyone who uses a signus to resurrect from a non-PVP death can retain their IC memory of the event. This will enable you to remember where you and your party died, should there be a total party wipeout (TPK).&lt;br /&gt;
&lt;br /&gt;
- Any players who metagame for the purpose of resurrection, whether getting one or giving one, will &#039;&#039;&#039;be taken back to level 3.&#039;&#039;&#039; No players should send tells to locate corpses. Additionally, using the Sending spell while dead is not allowed.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
Farming is defined as repeatedly traveling across a particular zone, killing enemies for gaining XP, items, and/or gold. Players should spend &#039;&#039;&#039;no more than three hours fighting in a hostile area&#039;&#039;&#039; without breaking for at least an hour to &amp;quot;rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Particularly, Sundren DMs will keep an eye out for the following farming behaviors:&lt;br /&gt;
&lt;br /&gt;
- Killing unchallenging foes that grant no XP&lt;br /&gt;
&lt;br /&gt;
- Getting extraordinarilly wealthy from repeatedly killing foes&lt;br /&gt;
&lt;br /&gt;
- Killing foes alone (soloing) excessively, which adds no role play value to our community&lt;br /&gt;
&lt;br /&gt;
Sundren may not always have a large playerbase online. However, if you are caught excessively farming, there will be repercussions.&lt;br /&gt;
&lt;br /&gt;
===Character Recreation===&lt;br /&gt;
Players have the ability to recreate their characters from scratch, but XP, gold, and items may not be transferred.&lt;br /&gt;
&lt;br /&gt;
===PvP/CvC===&lt;br /&gt;
-PvP combat is permitted everywhere in Sundren. However, you should &#039;&#039;&#039;consult with a DM before attacking in cities, towns, or highly-populated areas.&#039;&#039;&#039; Witnesses and guards might intervene, and it would be unfair to all parties involved to allow unintelligent, un-possessed NPCs to represent reactions to a violent conflict.&lt;br /&gt;
&lt;br /&gt;
-Players &#039;&#039;&#039;must set the person they are attacking hostile.&#039;&#039;&#039; No exceptions. Because of engine mechanics, failure to do so may cause unfair advantages in combat. Nobody is allowed to PVP without Hostile set.&lt;br /&gt;
&lt;br /&gt;
-Deaths resulting from PVP combat &#039;&#039;&#039;do not incur an experience penalty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Players must have an in-character reason to attack the person. &amp;quot;My char hates people&amp;quot; is not a valid reason. Retroactively creating excuses for killing characters or deliberately seeking out PVP without valid reason is considered griefing and will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
-Please &#039;&#039;&#039;do not engage in PVP if your target is in combat with NPCs&#039;&#039;&#039; unless you are affiliated with the NPCs&#039; faction. The AI is not smart enough to know there are two targets to attack instead of one, which creates an unrealistic match. If you are part of their faction, they wouldn&#039;t attack you, so the rule is moot.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Buffing&amp;quot; or &#039;&#039;&#039;preparing for battle is considered a hostile action.&#039;&#039;&#039; Should a possible opponent begin buffing, you may immediately flag them hostile and begin PVP, bypassing any need for making them aware of impending attacks.&lt;br /&gt;
&lt;br /&gt;
-Players may not use &#039;&#039;&#039;area transitions&#039;&#039;&#039; or other metagame knowledge to their advantage in PVP. For example, laying traps on or near an area transition, even with a road nearby, is not an option. This does not apply if there is a natural IC &amp;quot;bottleneck,&amp;quot; such as a narrow hallway, gate, doorway, etc.&lt;br /&gt;
&lt;br /&gt;
-A player who &#039;&#039;&#039;flees through an area transition&#039;&#039;&#039; has left the conflict. When this occurs, the PVP event is considered over. You may use tells to ask the flee-er if they wish to continue the conflict. You may start a new PVP event if you encounter this person again later, but a reasonable amount of time must pass between these events (unless both players consent to continue). Never use the Follow tool or the Player Finder to track them down.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Players do not have the right of refusal on PVP.&#039;&#039;&#039; If you feel the aggressor is being abusive, talk it out with them to understand their motives OOCly. We encourage players to consider the feelings of all parties involved while making PVP decisions, but the aggressor may, in the end, still assault the defender if it is warranted in-character. Neither level difference nor &amp;quot;carebearing&amp;quot; qualify as reasons to avoid PVP on Sundren, but we believe it is important to remember the feelings of everyone involved.&lt;br /&gt;
If you still feel their PVP is unwarranted, contact a DM.&lt;br /&gt;
&lt;br /&gt;
-Death from PVP will result in a &#039;&#039;&#039;memory loss&#039;&#039;&#039; unless the victim is raised or resurrected by another character at the location of their death immediately following the PVP event. Players may not contact other players OOCly for a resurrection, especially to retain memory of the conflict.&lt;br /&gt;
Players who use a signus or respawn from the FEN lose all memory of the conflict and events leading up to it that might &amp;quot;finger&amp;quot; the villain. The purpose of this is so assassins and murders don&#039;t have their dead targets coming back and ratting them out. Respawning is a courtesy that should not cost our characters in-character consequences.&lt;br /&gt;
&lt;br /&gt;
-We do offer a &#039;&#039;&#039;subdual&#039;&#039;&#039; tool for players, where losing brings you to 1HP instead of death. This tool is meant to be used in-character--only use it if you do not mean to kill the person.&lt;br /&gt;
Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved. Subdued players must allow the victor to perform actions freely to their unconscious selves, including robbery and carrying their body somewhere else. Please see robbery rules below.&lt;br /&gt;
&lt;br /&gt;
-Abusing PVP by repeatedly killing a character within a short period is considered &#039;&#039;&#039;griefing.&#039;&#039;&#039; Nor will we tolerate players who seek out PVP with OOC reasons. We do not consider level differences as griefing.&lt;br /&gt;
Characters who win in PVP may not seek out the character they beat for PVP again for a 2 week period. However, if the loser seeks out the winner, the winner may react hostilely.&lt;br /&gt;
&lt;br /&gt;
-Characters that are subdued or killed must allow the victor access to their inventory, but with restrictions, for OOC griefing reasons. Victors may take all of the victim&#039;s gold OR a single item from their inventory (this includes worn and unworn items). Players are NOT allowed to ask &amp;quot;stats&amp;quot; on items; simply take whichever item your character thinks looks the most expensive or powerful. Players concerned about losing all their gold should be reminded about our in-game banking system.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Level discrepency has no bearing&#039;&#039;&#039; on PVP. High levelers can PVP with low levelers.&lt;br /&gt;
&lt;br /&gt;
===Pickpocketing===&lt;br /&gt;
Pick pocketing is not to be abused, repeatedly stealing from someone is considered harassment and abusive behavior.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Stealth is a sensitive topic for many players. While we&#039;d love to make people use stealth 100% realistically, asking so would hamper the effeciveness of stealth-based classes. At Sundren, we try to balance gameplay with realism in our approach to stealth.&lt;br /&gt;
&lt;br /&gt;
-Roll Requests: The staff has reassessed its view on the game engine stealth mechanics. &#039;&#039;&#039;Do not request hide or move silently rolls, nor supply your own spot or listen checks.&#039;&#039;&#039; The stealther simply uses his stealth mode. So long as he attempted to hide outside of the target&#039;s line of sight, the game will roll spot and listen automatically.&lt;br /&gt;
You may request a listen roll for &#039;&#039;&#039;invisibility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Line of Sight: &#039;&#039;&#039;No one may spot stealthers without line of sight on the target.&#039;&#039;&#039; Even if the game engine makes your spot roll succeed, you cannot ICly point the stealthed character out if they are using full cover. Some examples include:&lt;br /&gt;
* Stealthed character that has FULL cover (fully behind a wall from your position)&lt;br /&gt;
&lt;br /&gt;
* Stealthed character is behind you (consider peripheral vision to be a full 180 degrees, centered in the direction you are pointing)&lt;br /&gt;
&lt;br /&gt;
-Proper Use of Stealth: Players who have successfully entered stealth mode may not spend any significant portion of time stealthed without using cover or concealment from &#039;&#039;&#039;in-game objects.&#039;&#039;&#039; Stealthed players may stay in stealth mode when moving from the cover or concealment of one object to another within reason, but never in full view of another PC or NPC they don&#039;t wish to be seen by. Shadows (at least twice the size of the stealthing character), nooks in walls, large rocks, and crates are all examples of in-game objects that provide partial cover. Sundren does not allow crowds of people as an excuse for granting cover unless DM supervised, since it is too easy to exploit.&lt;br /&gt;
* Example 1: Stealthed Player moves from hiding behind a barrel and skirts the edges of the room to gain cover behind a large peice of furniture. This is acceptable.&lt;br /&gt;
&lt;br /&gt;
* Example 2: Stealthed Player moves from the hiding behind a rock through the middle of Exigo campfire to hide behind a wagon. This is not acceptable.&lt;br /&gt;
&lt;br /&gt;
-Speaking while Stealthed: Stealthed characters who speak run the risk of automatically failing their move silent rolls. Anyone who overhears a stealthed character speak publicly, whether using the /say or /whisper channel, will be alerted to their presence. However, emotes done in these channels do not count.&lt;br /&gt;
&lt;br /&gt;
-Metagaming Against Stealth: Players being spied upon &#039;&#039;&#039;may NOT use OOC information to avoid IC topics.&#039;&#039;&#039; For example, if Ryan the Rogue emotes aloud, *Creeps up into the bushes to eavesdrop*, the eavesdrop targets cannot suddenly switch languages, topics, or location. They may request skill check rolls, but may not use his emote against him unless he is seen / heard.&lt;br /&gt;
&lt;br /&gt;
-Sight Spells: True Sight / Dragon Sight / See Invisibility do NOT help someone spot a stealthed character. Stealth is not invisibility, and no spell grants X-Ray vision through cover. Only spells that specifically grant +spot / +listen can aid your attemps to see a stealthed character.&lt;br /&gt;
&lt;br /&gt;
-HIPS Use: HIPS can be used at any time to enter stealth mode. However, the stealthed character must immediately seek some form of cover after using HIPS (see Proper Use of Stealth).&lt;br /&gt;
Additionally, PnP rules state differences for HIPS between rangers, assassins, and shadow dancers. On Sundren, &#039;&#039;&#039;all classes use the same rules for HIPS&#039;&#039;&#039; for simplicity, unless a DM states otherwise. Even rangers and rogues can use shadows twice their size to activate HIPS.&lt;br /&gt;
&lt;br /&gt;
-HIPS (non-combat): HIPS is acceptable for spying, but it is a means to slip out of detection when you are being observed. It is NOT an excuse to stand in front of someone and &amp;quot;be invisible.&amp;quot; Once HIPS is activated, you must immediately seek cover, as detailed above. You may not use HIPS to walk around &amp;quot;invisibly&amp;quot; to pick-pocket other characters.&lt;br /&gt;
&lt;br /&gt;
-HIPS (NPC combat): HIPS can be very frustrating in combat situations. To balance realism, fun, and fairness, we want to eliminate &amp;quot;HIPS spamming.&amp;quot; &#039;&#039;&#039;Characters may not use HIPS more than three times per encounter&#039;&#039;&#039; against NPC&#039;s.&lt;br /&gt;
 &lt;br /&gt;
-HIPS (PVP combat): There are no HiPS restrictions for PVP. Players have the option to run away; monsters don&#039;t. That being said, HiPS archers are discouraged from abusing HiPS in a repetitive fashion. If the player you&#039;re fighting is too strong to defeat otherwise, then you probably shouldn&#039;t be firing arrows at him.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&#039;&#039;&#039;You may not use OOC bottlenecks&#039;&#039;&#039; to gain advantage with traps. However, if there is an in-game bottleneck, you may use this to strategically place traps.&lt;br /&gt;
* Example 1: A ranger is involved in CvC. He knows his pursuit will come at him from the world map. He places traps directly in front of their transition point. This is not allowed.&lt;br /&gt;
&lt;br /&gt;
* Example 2: A ranger is involved in CvC. He knows his pursuit will come at him from the northern road. He places his traps on the road, knowing that few people will venture off-road into the grass. This is allowed.&lt;br /&gt;
&lt;br /&gt;
===Turning Traitor on Your Faction===&lt;br /&gt;
Sundren uses a wide variety of factions to further its plotlines. Characters are encouraged to join and take advantage of the benefits of any given faction, including stores, prestige, and power.&lt;br /&gt;
&lt;br /&gt;
Sundren will do its best to support double-agents and traitors, and we don&#039;t seek to discourage this type of roleplay. But, there are implications for other characters in your faction when this is done. As such, the process must be fully thought through and not subject to whims.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You must submit a request in the Sundren Character Request forum and get DM approval&#039;&#039;&#039; if you wish to be a double-agent for a faction. You may seek in-game approval from a general or senior DM for these actions if they are spur-of-the-moment and a result of roleplay, but the request must later be documented on the forum by the player.&lt;br /&gt;
&lt;br /&gt;
===Metagaming===&lt;br /&gt;
Meta-gaming is the use of information obtained out of character in character. This is unfair to other role players and if problems arise a DM will handle the situation.&lt;br /&gt;
&lt;br /&gt;
===Ninja Looting===&lt;br /&gt;
Ninja looting is defined as following someone else, letting them fight in combat while you pick up all loot right under their nose, keeping it for yourself. This will cost heavy XP deductions if anyone is caught doing so.&lt;br /&gt;
&lt;br /&gt;
===Out of Character===&lt;br /&gt;
OOC or out of character talk can be disruptive to gameplay, Sundren is a roleplay server and people are expected to stay in character at all times, the occasional comment is fine but we ask that it is kept to a minimum (or preferably, use tells/party chat). &lt;br /&gt;
&lt;br /&gt;
All OOC chat needs to be defined somehow, using brackets or otherwise. &lt;br /&gt;
&lt;br /&gt;
E.g., // AFK or (( Be right back! ))&lt;br /&gt;
&lt;br /&gt;
===Transferring Items/Muling===&lt;br /&gt;
Transferring items from one character you own to another is not permissible under any circumstances, as this is considered exploitation. Also, hoarding items on a particular character/account is not permitted.&lt;br /&gt;
&lt;br /&gt;
===Administrator Supremacy===&lt;br /&gt;
Server administrators and dungeon masters make decisions for the good of the server. Their word on something is final unless appealed to another official who will then review the situation and decide to reinforce or abolish the decision previously made.&lt;br /&gt;
&lt;br /&gt;
If you believe you have been treated unfairly by a member of our staff, please post a courteous topic in the Help Requests forums. If you need to speak with someone privately, send a private message to any of our senior staff.&lt;br /&gt;
&lt;br /&gt;
Insulting DMs or staff members, whether publically or in-game, is not a good way to get help. They are regular people just like everyone else who want to have fun.&lt;br /&gt;
&lt;br /&gt;
===Harassment Policy===&lt;br /&gt;
Harassment of another player will never be tolerated, for any reason. If someone is harassing you please contact a member of our staff and provide screenshots of the incident.&lt;br /&gt;
&lt;br /&gt;
===Sexual and Offensive Situations===&lt;br /&gt;
- Sundren is a mature-content server.  Yet certain topics are often troublesome, distasteful, and more a negative to the community of players than a positive.  Sexual abuse, child molestation, and rape should be avoided in stories and role play interactions, even in character backgrounds.  If you are creating a background and aren&#039;t sure if its appropriate then it probably isn&#039;t. But feel free to create a character request with the DM team to review concepts that you feel might be questionable but fun to play out.&lt;br /&gt;
&lt;br /&gt;
- Being a community of global players means different values and perspectives may arise.  Be a good player, try not to trigger or be triggered by others and stay in character.  Practice empathy, there is another person on the other side of the screen trying to enjoy themselves as well. And give people the benefit of the doubt, they may not have meant to offend and merely see themselves playing out their character.  If you find someone&#039;s role play to be too much, too hostile and offensive, contact them in tells and ask them to tone it down, that you are uncomfortable with what is being presented.  Be an adult and work out conflicts between one another the best you can.  If you continue to have an issue with a player then please contact a DM, or Admin, and the staff will attempt to address the issue.&lt;br /&gt;
&lt;br /&gt;
- Romance is a theme that can add a lot to a character&#039;s story or a plot.  Yet sexual situations often play into some of the concerns listed above, them being seen as troublesome or distasteful.  Any sort of erotic role play should only be done between two consenting players, done in a private setting and &#039;&#039;&#039;NOT in a public&#039;&#039;&#039; setting. The DM staff will not provide any sort of items nor story to enhance erotic role play. While themes around romance and love are very much acceptable, that of erotic role play is more so discouraged. &lt;br /&gt;
&lt;br /&gt;
- Pregnancy - While Sundren is a mature-content server there are some areas in which care must be taken. Pregnancy and childbirth fall into that area; as a result pregnancy should now result in the retirement (Total retirement from play) of the pregnant PC, unless otherwise permitted by a DM.  Playing a character who is a parent is fine.  Playing a child character is not, all characters must be of age per their races&#039; defined coming of age or older.&lt;br /&gt;
&lt;br /&gt;
===Cheating &amp;amp; Exploiting===&lt;br /&gt;
Cheating and exploiting bugs in the server or general game mechanics will not be tolerated, and is bannable if you are caught deliberately doing so.&lt;br /&gt;
&lt;br /&gt;
===Griefing===&lt;br /&gt;
Griefing is the physical component of harassment which includes killing without cause, repeatedly killing or repeatedly pick pocketing a player. This will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
===Naming Policy===&lt;br /&gt;
The following is a general set of instructions for naming characters. It is by no means comprehensive and your best judgement and common sense should be used. If you are unsure whether the name you are contemplating would be allowed, then it probably either needs (at a minimum) DM approval or won’t be allowed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Nicknames are allowed in the character description, but must be &amp;lt;pre-approved or granted by a DM as part of RP before being put into the first or last name slot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Titles (Lord, King, Prince, Baron, etc) are not allowed in the name field unless granted by a DM;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No names of famous fantasy characters, especially those relevant in Forgotten Realms.&lt;br /&gt;
&lt;br /&gt;
-Names should be properly cased, where appropriate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: JoNhNnY or XJohnnyX&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Mac Dougle or MacDougle&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Derogatory / racial terms are not permitted;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No odd characters, including &amp;quot;, ( or ), { or }, [ or ]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No periods where they don’t abbreviate:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not Acceptable: .Johnny or Johnny.&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins Jr.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Elves are allowed ‘ in their name, within reason:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Ti’re’ni’rv’ghr’it&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Tir’ene&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No numbers:&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Not acceptable: Bob Perkins 2 or Bob 2-Feathers&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Acceptable: Bob Perkins II or Bob Two-Feathers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a PC has a question about whether or not they meet the standard when naming a PC, they should contact a DM or post on the forum in the help section. Anyone caught using a title will have to remake and may not be refunded their items and XP if the DM believes the player knew the rule.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Existing PCs with titles, as of 13 May 08, are grandfathered in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sundren DMs are the final word on the naming policy&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6474</id>
		<title>Order of Rod and Star</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6474"/>
		<updated>2022-09-11T02:43:58Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
What remains of the Black Hand of Bane&#039;s legacy in Sundren must surely reside amongst the Order of Rod and Star, informally known as the &#039;&#039;Black Cloaks&#039;&#039; of Sestra. The Rod and Star are a militant organization whose devotees count the expansion of Sestra&#039;s military influence in the valley as chief among their goals. They are soldiers, tacticians and masters of warfare. While other militaries may be larger in number, none can confidently claim that their armies are better-trained than the Sestran hosts and many of it&#039;s prominent members count themselves among the rank of the Rod and Star.&lt;br /&gt;
&lt;br /&gt;
Recognizing that a military cannot be fed or geared without a strong economy, the Black Cloaks reluctantly coexist with the Sable Order. Tension rises where the two orders&#039; aims conflict; in recent years, the mandate of conscription instituted in Sestra (with full support of the Order) has come under particularly heavy criticism. The current Exarch has yet to make any comments on the matter but the Rod and Star are adamant that the mandate should stand.&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Usually Fighters, Blackguards, and Clerics of the Dead Three&lt;br /&gt;
* Strong sense of duty and pride.&lt;br /&gt;
* Comfortable in strict hierarchies&lt;br /&gt;
* Typically LE, LN, NE, N&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
The fanatical elements of the Black Hand may have been driven out by Marshal Hashart Datton after the Declaration of Silent Peace and the waning of Colibrus&#039; influence in Duskfall, but the worship of Bane and the Dead Three would never die. Datton himself was a devout follower of Bane until the last of his days and his leadership ensured that those faithful to the Lord of Darkness would always have a place of power in Sestra. This Order was begun by members of the Knights of the Black Gauntlet after the death of former Sestran military leader Korvus Tehk. The Order was originally comprised of prominent members of the Banite Clergy, Administration, and Korvus&#039; Knights as means to consolidate power and influence within the government and Military with coordinated goals. Today they serve as a staunch counterpoint to the city&#039;s ambitious economic exapansions supported by the Sable Order. They believe it is among their duties to ensure the people know that no matter how wealthy a citizen of Sestra could become, they would always know their place. &lt;br /&gt;
&lt;br /&gt;
The Rod and Star&#039;s soldiers were trained by its leaders to become exceptional, supremely disciplined warriors. Draped in their namesake black cloaks, they are widely feared - but more than that, they are generally respected by Sestra&#039;s populace. The order counts many members among the Sestran Guard leadership and the populace see crime answered swiftly and to the letter of the law, without question and without exception. Anyone able to carve out an existence under this new world order knew that they could rely on the law, as cruel as it may sometimes be. And so, even the mandate of conscription , many families in Sestra have taken a cold comfort in knowing that their sacrifice would ensure the city&#039;s safety and stability. &lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Order of Rod and Star work toward the expansion of Sestra&#039;s military capabilities and influence. It is a poorly-hidden secret that the Black Cloaks have ambitions for the domination of the entire valley under the Sestran banner.&lt;br /&gt;
&lt;br /&gt;
Alas, fending off the Sable Order&#039;s lobbying and denunciation of Sestra&#039;s mandate of conscription has become a primary objective of the Rod and Star alongside their insistence on planning further expansion within the Valley by means of force and martial influence. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
*Grand Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Banneret&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight of Order&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight Obedient&amp;lt;br&amp;gt;&lt;br /&gt;
*Armiger&amp;lt;br&amp;gt;&lt;br /&gt;
*Adept&amp;lt;br&amp;gt;&lt;br /&gt;
*Neophyte&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. Elements of the leadership take advantage of Marshal Hashart Datton&#039;s actions to excise the more fanatical and tyrannical elements of the Black Hand to garner support.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1402&#039;&#039;&#039; - Hashart Datton, seeing the need for a balance to rising external influence, quietly throws support behind Regus Drach, an aspiring military leader and pupil of the aged and departing Korvus Tehk.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Regus Drach is promoted to General of the Sestran military. He formally establishes the Order of Rod and Star.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1409&#039;&#039;&#039; - The Rod and Star, headed by Drach, help to influence Datton&#039;s institute of Sestra&#039;s Conscription Mandate, much to the chagrin of the Sable Order&lt;br /&gt;
*&#039;&#039;&#039;1413&#039;&#039;&#039; - Members of the Order of Rod and Star put down a nascent rebellion in Sestra. Hashart Datton rewards the order with cloaks as black as midnight, soon to be adopted as part of the Rod and Star&#039;s formal uniform.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1417&#039;&#039;&#039; - Regus Drach earns the title of Grand Marshal upon winning a series of border skirmishes against nomad barbarians.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - The Rod and Star are behind an initiative to strictly regulate - but not ban - necromancy in Sestra.&lt;br /&gt;
*&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He appoints Regus Drach to the Exalted Ministry as Minister of War&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Marshal Regus Drach, Minister of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regus Drach has been a man of many faces, always opportune to his needs. As a soldier, he was loyal, efficient, and dutiful. Elevated to a command position at the age of one and twenty, he became charismatic and inspiring. His men followed him into battle willingly, assured that Regus would lead them to victory. Regus proved them right. He has never lost a military conflict. Promoted time and again, there was no question that he would ascend to his current position as Grand Marshal. For a time, there was even some suspicion that he ought to be named the next Exarch. Here, he readily acquired a politician&#039;s demeanor, charming and wooing his allies and opponents alike. With the ascension of Wyman Zuul, however, Regus&#039; hopes for Sestra&#039;s throne have waned. It remains to be seen what face Regus will don next, and whether his appointment to the Exalted Ministry will satisfy a man whose rise seemed pre-ordained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Resa de Baudelaire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A scion of House de Baudelaire, Resa is something of a wild card within the Rod and Star. Were it not for her father&#039;s influence, some suspect the young de Baudelaire would have been expelled from the Order long ago. She has earned a small but loyal following within the order, however, and her ambition suggests she will not be content to remain at a mid-tier command position for long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Grozdan Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twin brother to Dragomir Mossglow of the Sable Order, Grozdan is determined to prove himself to be the superior contestant to inherit his house. He has ascended the ranks of the Rod and Star quickly, but now finds a dangerous opponent in Major Resa de Baudelaire, who seems determined to quash him beneath her boot.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6473</id>
		<title>Order of Rod and Star</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6473"/>
		<updated>2022-09-11T02:40:42Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
What remains of the Black Hand of Bane&#039;s legacy in Sundren must surely reside amongst the Order of Rod and Star, informally known as the &#039;&#039;Black Cloaks&#039;&#039; of Sestra. The Rod and Star are a militant organization whose devotees count the expansion of Sestra&#039;s military influence in the valley as chief among their goals. They are soldiers, tacticians and masters of warfare. While other militaries may be larger in number, none can confidently claim that their armies are better-trained than the Sestran hosts and many of it&#039;s prominent members count themselves among the rank of the Rod and Star.&lt;br /&gt;
&lt;br /&gt;
Recognizing that a military cannot be fed or geared without a strong economy, the Black Cloaks reluctantly coexist with the Sable Order. Tension rises where the two orders&#039; aims conflict; in recent years, the mandate of conscription instituted in Sestra (with full support of the Order) has come under particularly heavy criticism. The current Exarch has yet to make any comments on the matter but the Rod and Star are adamant that the mandate should stand.&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Usually Fighters, Blackguards, and Clerics of the Dead Three&lt;br /&gt;
* Strong sense of duty and pride.&lt;br /&gt;
* Comfortable in strict hierarchies&lt;br /&gt;
* Typically LE, LN, NE, N&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
The fanatical elements of the Black Hand may have been driven out by Marshal Hashart Datton after the Declaration of Silent Peace and the waning of Colibrus&#039; influence in Duskfall, but the worship of Bane and the Dead Three would never die. Datton himself was a devout follower of Bane until the last of his days and his leadership ensured that those faithful to the Lord of Darkness would always have a place of power in Sestra. This Order was begun by members of the Knights of the Black Gauntlet after the death of former Sestran military leader Korvus Tehk. The Order was originally comprised of prominent members of the Banite Clergy, Administration, and Korvus&#039; Knights as means to consolidate power and influence within the government and Military with coordinated goals. Today they serve as a staunch counterpoint to the city&#039;s ambitious economic exapansions supported by the Sable Order. They believe it is among their duties to ensure the people know that no matter how wealthy a citizen of Sestra could become, they would always know their place. &lt;br /&gt;
&lt;br /&gt;
The Rod and Star&#039;s soldiers were trained by its leaders to become exceptional, supremely disciplined warriors. Draped in their namesake black cloaks, they are widely feared - but more than that, they are generally respected by Sestra&#039;s populace. The order counts many members among the Sestran Guard leadership and the populace see crime answered swiftly and to the letter of the law, without question and without exception. Anyone able to carve out an existence under this new world order knew that they could rely on the law, as cruel as it may sometimes be. And so, even the mandate of conscription , many families in Sestra have taken a cold comfort in knowing that their sacrifice would ensure the city&#039;s safety and stability. &lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Order of Rod and Star work toward the expansion of Sestra&#039;s military capabilities and influence. It is a poorly-hidden secret that the Black Cloaks have ambitions for the domination of the entire valley under the Sestran banner.&lt;br /&gt;
&lt;br /&gt;
Alas, fending off the Sable Order&#039;s lobbying and denunciation of Sestra&#039;s mandate of conscription has become a primary objective of the Rod and Star alongside their insistence on planning further expansion within the Valley by means of force and martial influence. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
*Grand Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Banneret&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight of Order&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight Obedient&amp;lt;br&amp;gt;&lt;br /&gt;
*Scutiferi&amp;lt;br&amp;gt;&lt;br /&gt;
*Armiger&amp;lt;br&amp;gt;&lt;br /&gt;
*Neophyte&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. Elements of the leadership take advantage of Marshal Hashart Datton&#039;s actions to excise the more fanatical and tyrannical elements of the Black Hand to garner support.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1402&#039;&#039;&#039; - Hashart Datton, seeing the need for a balance to rising external influence, quietly throws support behind Regus Drach, an aspiring military leader and pupil of the aged and departing Korvus Tehk.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Regus Drach is promoted to General of the Sestran military. He formally establishes the Order of Rod and Star.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1409&#039;&#039;&#039; - The Rod and Star, headed by Drach, help to influence Datton&#039;s institute of Sestra&#039;s Conscription Mandate, much to the chagrin of the Sable Order&lt;br /&gt;
*&#039;&#039;&#039;1413&#039;&#039;&#039; - Members of the Order of Rod and Star put down a nascent rebellion in Sestra. Hashart Datton rewards the order with cloaks as black as midnight, soon to be adopted as part of the Rod and Star&#039;s formal uniform.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1417&#039;&#039;&#039; - Regus Drach earns the title of Grand Marshal upon winning a series of border skirmishes against nomad barbarians.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - The Rod and Star are behind an initiative to strictly regulate - but not ban - necromancy in Sestra.&lt;br /&gt;
*&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He appoints Regus Drach to the Exalted Ministry as Minister of War&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Marshal Regus Drach, Minister of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regus Drach has been a man of many faces, always opportune to his needs. As a soldier, he was loyal, efficient, and dutiful. Elevated to a command position at the age of one and twenty, he became charismatic and inspiring. His men followed him into battle willingly, assured that Regus would lead them to victory. Regus proved them right. He has never lost a military conflict. Promoted time and again, there was no question that he would ascend to his current position as Grand Marshal. For a time, there was even some suspicion that he ought to be named the next Exarch. Here, he readily acquired a politician&#039;s demeanor, charming and wooing his allies and opponents alike. With the ascension of Wyman Zuul, however, Regus&#039; hopes for Sestra&#039;s throne have waned. It remains to be seen what face Regus will don next, and whether his appointment to the Exalted Ministry will satisfy a man whose rise seemed pre-ordained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Resa de Baudelaire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A scion of House de Baudelaire, Resa is something of a wild card within the Rod and Star. Were it not for her father&#039;s influence, some suspect the young de Baudelaire would have been expelled from the Order long ago. She has earned a small but loyal following within the order, however, and her ambition suggests she will not be content to remain at a mid-tier command position for long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Grozdan Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twin brother to Dragomir Mossglow of the Sable Order, Grozdan is determined to prove himself to be the superior contestant to inherit his house. He has ascended the ranks of the Rod and Star quickly, but now finds a dangerous opponent in Major Resa de Baudelaire, who seems determined to quash him beneath her boot.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6472</id>
		<title>Order of Rod and Star</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Order_of_Rod_and_Star&amp;diff=6472"/>
		<updated>2022-09-11T02:29:13Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
What remains of the Black Hand of Bane&#039;s legacy in Sundren must surely reside amongst the Order of Rod and Star, informally known as the &#039;&#039;Black Cloaks&#039;&#039; of Sestra. The Rod and Star are a militant organization whose devotees count the expansion of Sestra&#039;s military influence in the valley as chief among their goals. They are soldiers, tacticians and masters of warfare. While other militaries may be larger in number, none can confidently claim that their armies are better-trained than the Sestran hosts and many of it&#039;s prominent members count themselves among the rank of the Rod and Star.&lt;br /&gt;
&lt;br /&gt;
Recognizing that a military cannot be fed or geared without a strong economy, the Black Cloaks reluctantly coexist with the Sable Order. Tension rises where the two orders&#039; aims conflict; in recent years, the mandate of conscription instituted in Sestra (with full support of the Order) has come under particularly heavy criticism. The current Exarch has yet to make any comments on the matter but the Rod and Star are adamant that the mandate should stand.&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Usually Fighters, Blackguards, and Clerics of the Dead Three&lt;br /&gt;
* Strong sense of duty and pride.&lt;br /&gt;
* Comfortable in strict hierarchies&lt;br /&gt;
* Typically LE, LN, NE, N&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
The fanatical elements of the Black Hand may have been driven out by Marshal Hashart Datton after the Declaration of Silent Peace and the waning of Colibrus&#039; influence in Duskfall, but the worship of Bane and the Dead Three would never die. Datton himself was a devout follower of Bane until the last of his days and his leadership ensured that those faithful to the Lord of Darkness would always have a place of power in Sestra. This Order was begun by members of the Knights of the Black Gauntlet after the death of former Sestran military leader Korvus Tehk. The Order was originally comprised of prominent members of the Banite Clergy, Administration, and Korvus&#039; Knights as means to consolidate power and influence within the government and Military with coordinated goals. Today they serve as a staunch counterpoint to the city&#039;s ambitious economic exapansions supported by the Sable Order. They believe it is among their duties to ensure the people know that no matter how wealthy a citizen of Sestra could become, they would always know their place. &lt;br /&gt;
&lt;br /&gt;
The Rod and Star&#039;s soldiers were trained by its leaders to become exceptional, supremely disciplined warriors. Draped in their namesake black cloaks, they are widely feared - but more than that, they are generally respected by Sestra&#039;s populace. The order counts many members among the Sestran Guard leadership and the populace see crime answered swiftly and to the letter of the law, without question and without exception. Anyone able to carve out an existence under this new world order knew that they could rely on the law, as cruel as it may sometimes be. And so, even the mandate of conscription , many families in Sestra have taken a cold comfort in knowing that their sacrifice would ensure the city&#039;s safety and stability. &lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Order of Rod and Star work toward the expansion of Sestra&#039;s military capabilities and influence. It is a poorly-hidden secret that the Black Cloaks have ambitions for the domination of the entire valley under the Sestran banner.&lt;br /&gt;
&lt;br /&gt;
Alas, fending off the Sable Order&#039;s lobbying and denunciation of Sestra&#039;s mandate of conscription has become a primary objective of the Rod and Star alongside their insistence on planning further expansion within the Valley by means of force and martial influence. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
*Grand Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Marshal&amp;lt;br&amp;gt;&lt;br /&gt;
*Banneret&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight of Order&amp;lt;br&amp;gt;&lt;br /&gt;
*Knight Obedient&amp;lt;br&amp;gt;&lt;br /&gt;
*Scutiferi&amp;lt;br&amp;gt;&lt;br /&gt;
*Armiger&amp;lt;br&amp;gt;&lt;br /&gt;
*Neophyte&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. Elements of the leadership take advantage of Marshal Hashart Datton&#039;s actions to excise the more fanatical and tyrannical elements of the Black Hand to garner support.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1402&#039;&#039;&#039; - Hashart Datton, seeing the need for a balance to this rising influence, quietly throws support behind Regus Drach, an aspiring military leader and pupil of the aged and departing Korvus Tehk.&lt;br /&gt;
*&#039;&#039;&#039;1408&#039;&#039;&#039; - Regus Drach is promoted to General of the Sestran military. He formally establishes the Order of Rod and Star.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1409&#039;&#039;&#039; - The Rod and Star, headed by Drach, help to influence Datton&#039;s institute of Sestra&#039;s Conscription Mandate, much to the chagrin of the Sable Order&lt;br /&gt;
*&#039;&#039;&#039;1413&#039;&#039;&#039; - Members of the Order of Rod and Star put down a nascent rebellion in Sestra. Hashart Datton rewards the order with cloaks as black as midnight, soon to be adopted as part of the Rod and Star&#039;s formal uniform.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1417&#039;&#039;&#039; - Regus Drach earns the title of Grand Marshal upon winning a series of border skirmishes against nomad barbarians.&lt;br /&gt;
*&#039;&#039;&#039;1428&#039;&#039;&#039; - The Rod and Star are behind an initiative to strictly regulate - but not ban - necromancy in Sestra.&lt;br /&gt;
*&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He appoints Regus Drach to the Exalted Ministry as Minister of War&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Marshal Regus Drach, Minister of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regus Drach has been a man of many faces, always opportune to his needs. As a soldier, he was loyal, efficient, and dutiful. Elevated to a command position at the age of one and twenty, he became charismatic and inspiring. His men followed him into battle willingly, assured that Regus would lead them to victory. Regus proved them right. He has never lost a military conflict. Promoted time and again, there was no question that he would ascend to his current position as Grand Marshal. For a time, there was even some suspicion that he ought to be named the next Exarch. Here, he readily acquired a politician&#039;s demeanor, charming and wooing his allies and opponents alike. With the ascension of Wyman Zuul, however, Regus&#039; hopes for Sestra&#039;s throne have waned. It remains to be seen what face Regus will don next, and whether his appointment to the Exalted Ministry will satisfy a man whose rise seemed pre-ordained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Resa de Baudelaire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A scion of House de Baudelaire, Resa is something of a wild card within the Rod and Star. Were it not for her father&#039;s influence, some suspect the young de Baudelaire would have been expelled from the Order long ago. She has earned a small but loyal following within the order, however, and her ambition suggests she will not be content to remain at a mid-tier command position for long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Grozdan Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twin brother to Dragomir Mossglow of the Sable Order, Grozdan is determined to prove himself to be the superior contestant to inherit his house. He has ascended the ranks of the Rod and Star quickly, but now finds a dangerous opponent in Major Resa de Baudelaire, who seems determined to quash him beneath her boot.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6416</id>
		<title>New Invocations</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6416"/>
		<updated>2022-09-05T15:33:28Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* New Warlock Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Warlock Invocations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning Master:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 8&lt;br /&gt;
&lt;br /&gt;
The Warlock has gained enough strength through the pact forged with their Patron to summon a powerful outsider to do their bidding. This strength of the summoned outsider increases at 18th and 20th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Armor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 1&lt;br /&gt;
&lt;br /&gt;
You can cast mage armor on yourself at will, without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chains of Carceri:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 6&lt;br /&gt;
&lt;br /&gt;
You can cast Hold Monster at will “ targeting a celestial, fiend, or elemental“ without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloak of Flies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
You can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction. It lasts until you&#039;re incapacitated or you dismiss it. Any creature that starts its turn in the aura takes acid damage equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;s Call:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Greater&lt;br /&gt;
Spell Level Equivalent: 4&lt;br /&gt;
&lt;br /&gt;
This spell functions as the Sending spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Comfort:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
You and nearby allies are protected as if by the endure elements spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insidious Allure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
A faint and subtle glamor envelops you. When you call upon this invocation you become magnetic to others, attracting their eyes to you. You gain a +6 bonus on Disguise, Gather Information and Perform checks for a period of 24 hours&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6415</id>
		<title>New Invocations</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=New_Invocations&amp;diff=6415"/>
		<updated>2022-09-05T15:32:03Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* New Warlock Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Warlock Invocations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning Master:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 8&lt;br /&gt;
&lt;br /&gt;
The Warlock has gained enough strength through the pact forged with their Patron to summon a powerful outsider to do their bidding. This strength of the summoned outsider increases at 18th and 20th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Armor:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 1&lt;br /&gt;
&lt;br /&gt;
You can cast mage armor on yourself at will, without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chains of Carceri:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Dark&lt;br /&gt;
Spell Level Equivalent: 6&lt;br /&gt;
&lt;br /&gt;
You can cast Hold Monster at will “ targeting a celestial, fiend, or elemental“ without expending a spell slot or material components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cloak of Flies:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: (missing)&lt;br /&gt;
Spell Level Equivalent: (misssing)&lt;br /&gt;
&lt;br /&gt;
You can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction. It lasts until you&#039;re incapacitated or you dismiss it. Any creature that starts its turn in the aura takes acid damage equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;s Call:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Greater&lt;br /&gt;
Spell Level Equivalent: 4&lt;br /&gt;
&lt;br /&gt;
This spell functions as the Sending spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold Comfort:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Least&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
You and nearby allies are protected as if by the endure elements spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insidious Allure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Invocation Type: Lesser&lt;br /&gt;
Spell Level Equivalent: 2&lt;br /&gt;
&lt;br /&gt;
A faint and subtle glamor envelops you. When you call upon this invocation you become magnetic to others, attracting their eyes to you. You gain a +6 bonus on Disguise, Gather Information and Perform checks for a period of 24 hours&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Warlock&amp;diff=6414</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Warlock&amp;diff=6414"/>
		<updated>2022-09-05T15:30:35Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Warlock==&lt;br /&gt;
&lt;br /&gt;
Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Warlock, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Chaotic or Evil&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Warlock are: &lt;br /&gt;
* Bluff&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Disguise&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&lt;br /&gt;
* Taunt&lt;br /&gt;
* Use Magic Device&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier, x4 at first level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure, though. The class is also proficient in the use of all simple weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warlock Invocations:&#039;&#039;&#039; As a warlock gains levels, they learn more invocations from the entity they created a pact with. A list of invocations can be found [//nwn2.fandom.com/wiki/Invocation Here.]&lt;br /&gt;
In addition, new invocations from the base game have been added. &lt;br /&gt;
&lt;br /&gt;
You can find out more about them here: [[New Invocations]].&lt;br /&gt;
&lt;br /&gt;
Warlock may cast their limited number of invocations an unlimited amount of times per day. Unlike the base game, at level 20, a warlock will have one additional, least, lesser and greater invocation that they know, bringing to total to 4/4/4/3. &lt;br /&gt;
&lt;br /&gt;
Warlocks rely on charisma as their primary casting stat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Blast:&#039;&#039;&#039;  A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level (up to 14d6 by level 30). There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will. &lt;br /&gt;
&lt;br /&gt;
* An eldritch blast is a ray with a range of 60ft. &lt;br /&gt;
* It is a ranged touch attack that affects a single target. &lt;br /&gt;
* It applies half damage to objects. &lt;br /&gt;
* It is a weapon-like spell (Critical hit on a roll of 20)&lt;br /&gt;
* Both an Eldritch Essence and Blast Shape can be applied to a single Blast&lt;br /&gt;
* Applied invocations may cause additional effects and thus allow for a saving throw. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Essence: &#039;&#039;&#039; Some of a warlock&#039;s invocations, such as Frightful Blast, modify the damage or other effects of the warlock&#039;s eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Blast Shape: &#039;&#039;&#039; These invocations modify the range, target(s), or area of a warlock&#039;s eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Lore: &#039;&#039;&#039; At 2nd level the warlock gains a +2 bonus to lore and spellcraft skill checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Damage Reduction: &#039;&#039;&#039; Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock&#039;s damage reduction improves, up to 5/cold iron at level 19.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Deceive Item: &#039;&#039;&#039; From level 4 onwards, a warlock gains a +4 bonus to use magic device skill checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Armor Training&#039;&#039;&#039;: At level 5 the warlock gains -10% arcane spell failure as they continue to train fighting in armor while casting invocations. This bonus increases to -20% at level 9. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Fiendish Resilience: &#039;&#039;&#039;Once per day, for 20 rounds, the warlock gains fast healing. The value is 1 point from 8th level, 2 points from 13th level and 5 points from 18th level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Energy Resistance: &#039;&#039;&#039; At level 10 a warlock can choose two energy types from acid, cold, electricity, fire, and sonic. He gains 5 points damage resistance against those chosen damage types. At 20th level, a warlock gains resistance 10 to his chosen energy types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Imbue Item: &#039;&#039;&#039; From level 12 onwards, a warlock can use his supernatural power to create magic items, even if he does not know the spells required to make the item (although he must know the appropriate item creation feat). He can substitute a use magic device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he does not know or can&#039;t cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Master &#039;&#039;&#039; At level 20, The Warlock&#039;s eldritch blasts deal +50% damage and have +2 to attack rolls. Additionally, your Knowledge: The Planes and Knowledge: Arcana skills are permanently increased by 4.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Warlock_Invocations&amp;diff=6413</id>
		<title>Warlock Invocations</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Warlock_Invocations&amp;diff=6413"/>
		<updated>2022-09-05T15:28:47Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Warlock Invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Warlock Invocations ===&lt;br /&gt;
&lt;br /&gt;
[[Warlock First Level|First Level - Least Invocations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shadow Armor&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cold Comfort&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warlock Second Level|Second Level - Lesser Invocations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flee the Scene&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Cloak of Flies&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Insidious Allure&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warlock Third Level|Third Level - Greater Invocations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Warlock&#039;s Call&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warlock Fourth Level|Fourth Level - Dark Invocations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Summoning Master&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chains of Carceri&#039;&#039;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=6412</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=6412"/>
		<updated>2022-09-05T15:22:21Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul&#039;s mantle of godhood, while others view their continued existence as the last remnants of Myrkul&#039;s dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks, Knowledge: Religion 8 ranks&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Godsbane, Iron Will&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; Horned Harbingers continue and increase their devotion to Myrkul. At each odd numbered harbinger level, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Cleric or Favored Soul. If the character has more than one applicable divine spellcasting class, he must pick one to improve. He does not however, gain any other benefit a character of that class would have gained (level dependent domain powers, etc).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d10 x (Harbinger Levels multiplied by 2). If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10, the horned harbinger becomes able to command three minions at once.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=6411</id>
		<title>Horned Harbinger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Horned_Harbinger&amp;diff=6411"/>
		<updated>2022-09-05T15:21:51Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horned Harbinger==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul&#039;s mantle of godhood, while others view their continued existence as the last remnants of Myrkul&#039;s dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any evil&lt;br /&gt;
* &#039;&#039;&#039;Skills: &#039;&#039;&#039; Knowledge: Planes 8 ranks, Knowledge: Religion 8 ranks&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Godsbane, Iron Will&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Must worship Myrkul as a deity&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Horned Harbingers are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Tailoring/Leatherworking&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Weapons&lt;br /&gt;
* Craft: Armor&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Lore&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Spellcraft&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; Fortitude and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Horned harbingers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Horned harbingers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; Horned Harbingers continue and increase their devotion to Myrkul. At each odd numbered harbinger level, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Cleric or Favored Soul. If the character has more than one applicable divine spellcasting class, he must pick one to improve. He does not however, gain any other benefit a character of that class would have gained (level dependent domain powers, etc).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Feats:&#039;&#039;&#039; At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebuke Undead:&#039;&#039;&#039; The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harbinger&#039;s Touch:&#039;&#039;&#039; Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d10 x (Harbinger Levels multiplied by 2). If this is greater than the target&#039;s hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Watch:&#039;&#039;&#039; The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Lesser Minion:&#039;&#039;&#039; Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Minion:&#039;&#039;&#039; Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Greater Minion:&#039;&#039;&#039; Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain of Undeath:&#039;&#039;&#039; At level 5, the horned harbinger becomes able to command two minions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reaching Death:&#039;&#039;&#039; At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General of Undeath:&#039;&#039;&#039; At level 10,tThe horned harbinger becomes able to command three minions at once.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Thayan_Enclave&amp;diff=6409</id>
		<title>Thayan Enclave</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Thayan_Enclave&amp;diff=6409"/>
		<updated>2022-09-05T03:34:24Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
Quick Traits:&lt;br /&gt;
* Less secretive about their work; &#039;show-off&#039; what they have achieved&lt;br /&gt;
* Up-tight and arrogant; believe everyone is below them and are like &#039;dirt&#039; or &#039;slaves&#039;&lt;br /&gt;
* Very clean and keep everything tidy&lt;br /&gt;
* Don&#039;t get their hands &amp;quot;dirty&amp;quot;; use diplomacy and gold to work their way out of things&lt;br /&gt;
* Principal consumers of drugs, slaves and prostitution in Sundren and see this as something normal&lt;br /&gt;
&lt;br /&gt;
With the Thayan Civil war now decades in the past, a war where Szass Tam was victorious, all Thayan Enclaves have become independent wizard orders.  Members of the old Zulkir Council have been killed or fled Thay as a new Council was filled with vampires, liches, and other undead.  With the landscape of Thay changing and Bane becoming an even a more dominate religion, political refugees have become popular in Enclaves all across Faerûn.  These Enclaves continue to strive to keep their culture and wealth while many of them have been placed under local rule. A rule that is still seen as foreign to many of them. &lt;br /&gt;
&lt;br /&gt;
One of these Enclaves is the Thayan Enclave of Aquor.  Its become a fairly popular choice for those wishing to place themselves as far away from Thay as they can.  The former head of the Enclave, [[Alcazar Telrune|Alcazar Tel&#039;Rune]], has left and is rumored to have gained a considerable amount of wealth and power under the rule of Szass Tam. Some fear he has left behind spies and servants to keep an eye on things as a new master has taken over the Enclave.&lt;br /&gt;
&lt;br /&gt;
The new head of the Thayan Enclave of Aquor was met with great concern when he arrived and took charge of the Enclave. He is a known demonologist, The Zulkir of Conjuration, and declared enemy of Szass Tam and by extension the newly reformed Thay.  Though no longer recognized as Zulkir in Thay, Nevron continues to use the title in open dispute of his reduced station. With the Thayan Enclave no longer considered a sovereign state, Zulkir Nevron has reluctantly bent the knee to House Pendraig. Red Wizards of Thay no more, this Enclave is now the Red Wizards of Aquor.&lt;br /&gt;
&lt;br /&gt;
===Thayan Caste===&lt;br /&gt;
Traditionally the Thayans have had a very rigid caste system, one based not only on race but on family line. Most Red Wizards come from noble stock, most often of Mulan decent, but there have been situations were a talented Rashemi have entered their ranks.  These Rashemi have only been accepted to increase their numbers and often have a harder time within the Red Wizards than those from the right family. Fire Genasi and Tieflings born to Red Wizard families are often accepted within the Mulan culture, even celebrated to a degree.  This is proof that you come from a noble wizard line that is powerful enough to travel the planes.  But due to the nature of these races, Fire Genasi being too impatient and Tieflings too untrustworthily - both seen as lacking the discipline, they have never been made Red Wizards.  Most Rashemi and other races are considered lesser beings, and as such are treated as though they are below the Mulani Red Wizards. Now with Szass Tam having won the war, the living people of Thay have been increasingly disregarded. Those Red Wizards now in power fully embrace a new existence as vampires, liches and other servitors of undeath. Most Red Wizards choosing exile still hold to the old ways, compromising when needed.&lt;br /&gt;
&lt;br /&gt;
====Slaves====&lt;br /&gt;
Slaves make up the vast majority of the Thayan population. They can be of any human race as Thay imports them from other countries regularly. Elves are rare, seen as too problematic and weak to be slaves, and anything else is practically non-existent. Most of the slaves are procured legally with other nations, despite fearful claims of Thayan slavery parties. While Thay used to conquer and raid for its slaves, most are now prisoners from other governments sold to them as payment for the economic boost their Enclaves provide.&lt;br /&gt;
&lt;br /&gt;
Slaves are not allowed to cut their hair except in the very rare situations that a master wishes them to. If a slave goes sick and has to have its hair cut, it is often kept in isolation until its hair grows back. Usually, a slave that does have its hair cut is one a master has grown fond with (such slaves can even sometimes be given their own private estates and attain some measure of power. However, they can never be freed. Once a slave, always a slave). Slaves that are granted permission to have their hair cut are still not allowed to have it cut shorter than halfway down the back.&lt;br /&gt;
&lt;br /&gt;
Slaves serve most lower positions in Thayan society. Manual labor in fields, mines, and so on. Other slaves, usually the better looking, are personal servants in rich Mulan estates, and often have much better existences than the slaves used for manual labor. In addition, some very few slaves are used for magical experiments. Though people in other nations like to yell about this, it is actually far rarer than the tales--slaves are too expensive to be used as such lab rats except for the richest of Red Wizards. Generally, other, more easily procured creatures are used, unless experiments specifically would be better with a human subject.&lt;br /&gt;
&lt;br /&gt;
Slaves have no rights. They are treated as property for their master to do with as they will. Murdering a slave is not murder, it is damaging one&#039;s property.&lt;br /&gt;
&lt;br /&gt;
Addendum: It is possibly possible for slaves to purchase their way out of slavery or be bought and freed, however, such a thing is probably underhanded and not officially recognized.&lt;br /&gt;
&lt;br /&gt;
====Commoners====&lt;br /&gt;
Commoners aren&#039;t much better off than slaves, though the fact that slaves have all of the worst jobs put them as a cut above automatically. Commoners in Thay are not all that common, at least in comparison to other nations.&lt;br /&gt;
&lt;br /&gt;
While commoners used to have a rather drab rating on the importance scale of Thay, the Enclaves and growing of Thay as a mercantile state have served to bolster them. The merchant class, especially members of the Guild of Foreign Trade, is growing exponentially and some merchant commoners are now richer than some Red Wizards.&lt;br /&gt;
&lt;br /&gt;
Most commoners are Rashemi.&lt;br /&gt;
&lt;br /&gt;
====Nobles====&lt;br /&gt;
Nobles own most of the land of Thay, and are often strictly of the Mulan class. Elevation to noble status is something very few commoners manage to achieve, as the nobles zealously guard their elite position. Being a noble is by family line, and most noble families have been in existence for generations. Those who become Red Wizards are automatically ennobled, as is their family line.&lt;br /&gt;
&lt;br /&gt;
Those who serve well in the bureaucracy, military, or clergy can also work their way to noble status, or increase their status among other nobles.&lt;br /&gt;
&lt;br /&gt;
====Red Wizards====&lt;br /&gt;
The highest and most important class of Thay, Red Wizards own the country. All Red Wizards are chosen at an early age, as children of noble families are tested for magical aptitude. This happens among noble families only, commoners and slaves are not tested (though in rare instances, powerfully magical capable commoners and slaves may be taken as apprentices and eventually achieve the status of Red Wizard).&lt;br /&gt;
&lt;br /&gt;
Wizards are apprenticed to a Red Wizard and taught magic in a long and arduous apprenticeship before eventually graduating as a full Red Wizard. Many do not survive this process, as it is, essentially, a survival-of-the-fittest education.&lt;br /&gt;
&lt;br /&gt;
It is illegal for Red Wizards to take on non-Mulan apprentices. However, in practice, some do, and openly so, and this law is rarely enforced.&lt;br /&gt;
&lt;br /&gt;
Only Red Wizards are allowed to wear robes. It is legal to execute an impostor on the spot.&lt;br /&gt;
&lt;br /&gt;
Red Wizards are lead by Zulkirs, service-for-life masters of the 8 separate schools of magic. While there is no declared single leader of the council of Zulkirs, Szass Tam, the lich head of the necromancy school, is generally regarded as the leader of the council and of Thay.&lt;br /&gt;
&lt;br /&gt;
Addendum: Red Wizards all wear the same crimson robes, however, each school has different coloured trim indicating what school the individual Red Wizard belongs to. For instance, Necromancers have a black trim along their robes.&lt;br /&gt;
&lt;br /&gt;
====Thayan Knights====&lt;br /&gt;
The Thayan Knight is a person who is dedicated to Thay and to the protection of their masters, the Red Wizards. They are not knights in the traditional holy warrior or chastising armsman way, but are brutal, vicious warriors that will do absolutely anything to see their duties fulfilled. They can be cruel, they can be terrible, but above all else they are loyal to their masters&#039; wishes.&lt;br /&gt;
&lt;br /&gt;
They are powerful warriors, and well respected insofar as they are guardians of the rulers of Thay. &lt;br /&gt;
 &lt;br /&gt;
====Schooling====&lt;br /&gt;
Schools are the most important aspect of the Red Wizard society, and one&#039;s power base is often measured in how many, how good, and how loyal the other members of their school are. High-ranking members of another school don&#039;t have nearly as much power over low-ranking members that are outside of their own school, and, while they can make threats, backing up those threats takes careful politicking and maneuvering in order to make a reality. &lt;br /&gt;
&lt;br /&gt;
Therefore, a tiff between a high-ranking member of one school and a low-ranking member of another school is unlikely to result in the dismissal or death of the low-ranking member of the other school, as such action would be direct aggression against the high-ranking members of another school as it&#039;d be seen as attacking one&#039;s power base (for instance, if a high-ranking member of Illusion got into an argument against a low-ranking member of Evocation, while they could try to take action against the low-ranking member, it would cause tension if not outright hostility between the entire local Evocation branch against the local Illusion branch). Such may still happen, however, it would require one to do extensive work and favor-brokering in order to &#039;win&#039; the &#039;permission&#039; to take action against someone one may be at odds with. Thus, few go to such great lengths to remove a dissident of another school due to the hassle in doing so unless the argument is extensive enough that the dissident is a true threat rather than just an annoyance.&lt;br /&gt;
&lt;br /&gt;
===Laws of Thay===&lt;br /&gt;
Since the laws of Sundren aren&#039;t applicable within the Enclave walls, the Thayans are always eager to provide Sundren inhabitants a list of the proper rules and regulations that govern their stronghold. [[Laws of Thay|This list]] is for any and all Thayans moving to Sundren to begin their careers as magi or knights.&lt;br /&gt;
&lt;br /&gt;
===Customs of Thay===&lt;br /&gt;
The majority of the behavioral customs and practices of the Thayans can be found [[Customs of Thay|HERE]].&lt;br /&gt;
&lt;br /&gt;
===Leadership/People of Note===&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;: Nevron&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Title(s)&#039;&#039;&#039;: Khazark &amp;amp; Zulkir (disputed)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Thayan Enclave Aquor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Birthplace&#039;&#039;&#039;: Thay&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Wizard/Red Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevron has several tattoos on his face and body. Some with the appearance of hideous faces. He has a constant sneer on his face and the brimstone smell of his demon servitors cling to his person.  He is known to despise the vast majority of human beings, preferring the company of demons and devils. &lt;br /&gt;
&lt;br /&gt;
During the war, his powers enabled the Zulkirs to withstand Szass Tam&#039;s attack by summoning denizens of the infernal oceans to counter the lich&#039;s undead aquatic legions. Their flight thus secured, he escaped with the other Zulkirs to the Wizard&#039;s Reach.  He later relocated to the Thayan Enclave of Aquor.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
The objective of the Red Wizards, and the Enclave, is to gather as much power as possible. They seek to dominate everything from drug trafficking (although they would never admit to such) to slave trade, to power within the Sundren government. They are ambitious, ruthless, and calculating magi intent on seeing just how far they can spread their influence.&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
* Slave&lt;br /&gt;
* Apprentice&lt;br /&gt;
* Arcanist&lt;br /&gt;
* High Arcanist&lt;br /&gt;
* Master&lt;br /&gt;
&lt;br /&gt;
===Initiation Process===&lt;br /&gt;
If one wants to become a Red Wizard of Thay or a Thayan Knight, he or she needs to head to the Enclave within Aquor and speak to the wizards present. If he or she is of acceptable descent and power, they will be considered as an apprentice Red Wizard within the Enclave or a fledgling knight.&lt;br /&gt;
&lt;br /&gt;
===Timeline/Historical Events of Note===&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6405</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6405"/>
		<updated>2022-09-05T02:09:22Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;(*Disclaimer*)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This timeline is for Sundren only. Events have taken place within the gameworld that &#039;&#039;&#039;do not&#039;&#039;&#039; happen in the canon timeline. If you have questions, please ask a DM.&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
&#039;&#039;&#039;The Year of Eyes 1196&#039;&#039;&#039; - Sundren Valley is found by Mundus through scrying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Sundering 1200&#039;&#039;&#039; - Mundus commissions [[Thayan Enclave|Red Wizards]] to destroy Mount Ariest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Walls 1201&#039;&#039;&#039; - Rock golems created by Mundus shape the Gate of the Sunderer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Explorers 1202&#039;&#039;&#039; - Cartographers commissioned by Mundus draw the first maps of Sundren. Houses [[Hellstrom|Hellstrom]] and [[Lacroix]] join Mundus in his expedition to the valley and eventually settle alongside him and his group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Bones 1207&#039;&#039;&#039; - Mundus&#039;s expedition is attacked by gnolls from  Viridale Forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Scourging 1215&#039;&#039;&#039; - Mundus&#039;s forces decimate the gnoll camps in Sundren and drive them back to Viridale Forest. House [[Ulsteris|Ulsteris]] is founded after Perin, the Knight of the Wood, saves Faernyth Wildwood from gnolls and warns Mundus&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Death of Mundus|The Year of Sorrow 1229]]&#039;&#039;&#039; - Mundus perishes and his plans for a government are instituted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Advents 1230&#039;&#039;&#039; - Sundren is made a city-state. The Red Blades are founded. Dissenters found the [[Veritas|Veritas Syndicate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Vigilance|The Year of Vigilance 1232]]&#039;&#039;&#039; - Clerics and paladins of Helm come to Sundren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Expansion 1240&#039;&#039;&#039; - [[Port Avanthyr|Avanthyr]] and [[Aquor|Aquor]] are colonized. Levi [[Meriadoc|Meriadoc]] scouts the coast and begins building the Port. He is eventually raised to nobility for his works and retires to a life of grog and wenches. House Meriadoc multiples several times over the next decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Sieges 1246|The Year of Sieges 1246]]&#039;&#039;&#039; - The Bloodmaim Orcs begin attacking Sundren. The Mossclaw Alliance is formed in Viridale Forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Silence 1277|The Year of Silence 1277]]&#039;&#039;&#039; - The Battle of Sharahan Hills is fought. The Harbinger of Judgment is slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Tears 1288&#039;&#039;&#039; - The Battle of Mossdale is fought. Six of seven arbiters are slain, the Steward is killed, and so are his Exarchs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Heralds 1303&#039;&#039;&#039; - Avanthyr and Aquor are razed by Bloodmaim orcs. [[House Aurelianus|Aurelianus]] makes his way into Sundren and aids the healers in developing new medical and healing techniques and is eventually granted a lordship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Goliaths 1305&#039;&#039;&#039; - The chieftain of the Bloodmaim orcs is slain by the harbingers, giving Sundren a limited time of peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Stepping Stones 1315&#039;&#039;&#039; - Avanthyr and Aquor are completely rebuilt. Brannon [[House Pendraig|Pendraig]] and his hold settle in Aquor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Commerce 1352&#039;&#039;&#039; - The [[Exigo Syndicate|Exigo Syndicate]] roots itself in &#039;&#039;Sundren&#039;&#039; and establishes camps all over the valley.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Omens 1360&#039;&#039;&#039; - The [[Black Hand|Black Hand of Bane]] comes to &#039;&#039;Sundren&#039;&#039;. The [[The Triumvirate|Triumvirate]] arrives soon after. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Poise 1371&#039;&#039;&#039; - Kurz&#039;s Cartel arrives in Sundren and hides in the mountains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Wild Magic 1372&#039;&#039;&#039; - The Dark Advent arrives in Sundren. The [[Tribe of the Rhemoraz]] is wiped out by an avalanche in the Cold Climb. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Lightning Storms 1374&#039;&#039;&#039; - [[Genum&#039;s Cube]] is discovered by a merchant, and handed to the Triumvirate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Bent Blade 1376&#039;&#039;&#039; - The [[Lizard War|Lizard War]] takes place, and Sestra is overrun by Slitherscale. The [[Corps de Grace]] is formed from the Corsairs, and helps fight off the lizardfolk forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Cauldron 1378&#039;&#039;&#039; - [[Colibrus]] becomes a lesser deity. A religion is founded by those who worship the God of Blood, and a hold is built in secret within the Spine north of [[Aquor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Blazing Hand 1380&#039;&#039;&#039; - The [[Death of Kelemvor|Death of Kelemvor]] takes place, leaving [[Myrkul]] in power after the Crown of Horns is discovered and used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Starving 1381&#039;&#039;&#039; - The Second Bloodmaim Wars. The Legion is practically destroyed, and [[Sestra]] is overcome by Banite forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Black Blazon 1382&#039;&#039;&#039; - Time of the [[Second Sundering]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Three Streams Blooded 1384&#039;&#039;&#039; - The [[Day of Broken Blades]] occurs. The Black Hand Citadel falls, the Triad is wiped out to nearly a man and the Left Hands of Mundus are exiled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Blue Fire 1385&#039;&#039;&#039; - [[Duskfall]] takes place. The land of Sundren is never the same, and the vampires of Colibrus are reduced to ash. End of previous incarnation of Sundren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Forgiven Foes 1389&#039;&#039;&#039; - Aquor and Avanthyr gain independence. The [[Silent Peace]] is established.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Deaths Unmourned 1394&#039;&#039;&#039; - The [[Blinding of the Gods]] takes place. Champions of good and evil can no longer sense the evil or good within one&#039;s heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of True Omens 1409&#039;&#039;&#039; - The [[Advent of the Artificer]] takes place, and Lantan&#039;s chief artificer flees to Sundren. The colony of Ferracosta vanishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Silent Crickets 1434&#039;&#039;&#039; - Current year.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6404</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6404"/>
		<updated>2022-09-05T02:08:48Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;(*Disclaimer*)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This timeline is for Sundren only. Events have taken place within the gameworld that &#039;&#039;&#039;do not&#039;&#039;&#039; happen in the canon timeline. If you have questions, please ask a DM.&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
&#039;&#039;&#039;The Year of Eyes 1196&#039;&#039;&#039; - Sundren Valley is found by Mundus through scrying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Sundering 1200&#039;&#039;&#039; - Mundus commissions [[Thayan Enclave|Red Wizards]] to destroy Mount Ariest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Walls 1201&#039;&#039;&#039; - Rock golems created by Mundus shape the Gate of the Sunderer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Explorers 1202&#039;&#039;&#039; - Cartographers commissioned by Mundus draw the first maps of Sundren. Houses [[Hellstrom|Hellstrom]] and [[Lacroix]] join Mundus in his expedition to the valley and eventually settle alongside him and his group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Bones 1207&#039;&#039;&#039; - Mundus&#039;s expedition is attacked by gnolls from  Viridale Forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Scourging 1215&#039;&#039;&#039; - Mundus&#039;s forces decimate the gnoll camps in Sundren and drive them back to Viridale Forest. House [[Ulsteris|Ulsteris]] is founded after Perin, the Knight of the Wood, saves Faernyth Wildwood from gnolls and warns Mundus&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Death of Mundus|The Year of Sorrow 1229]]&#039;&#039;&#039; - Mundus perishes and his plans for a government are instituted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Advents 1230&#039;&#039;&#039; - Sundren is made a city-state. The Red Blades are founded. Dissenters found the [[Veritas|Veritas Syndicate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Vigilance|The Year of Vigilance 1232]]&#039;&#039;&#039; - Clerics and paladins of Helm come to Sundren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Expansion 1240&#039;&#039;&#039; - [[Port Avanthyr|Avanthyr]] and [[Aquor|Aquor]] are colonized. Levi [[Meriadoc|Meriadoc]] scouts the coast and begins building the Port. He is eventually raised to nobility for his works and retires to a life of grog and wenches. House Meriadoc multiples several times over the next decade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Sieges 1246|The Year of Sieges 1246]]&#039;&#039;&#039; - The Bloodmaim Orcs begin attacking Sundren. The Mossclaw Alliance is formed in Viridale Forest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Year of Silence 1277|The Year of Silence 1277]]&#039;&#039;&#039; - The Battle of Sharahan Hills is fought. The Harbinger of Judgment is slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Tears 1288&#039;&#039;&#039; - The Battle of Mossdale is fought. Six of seven arbiters are slain, the Steward is killed, and so are his Exarchs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Heralds 1303&#039;&#039;&#039; - Avanthyr and Aquor are razed by Bloodmaim orcs. [[Aurelianus|House Aurelianus]] makes his way into Sundren and aids the healers in developing new medical and healing techniques and is eventually granted a lordship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Goliaths 1305&#039;&#039;&#039; - The chieftain of the Bloodmaim orcs is slain by the harbingers, giving Sundren a limited time of peace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Stepping Stones 1315&#039;&#039;&#039; - Avanthyr and Aquor are completely rebuilt. Brannon [[Pendraig|House Pendraig]] and his hold settle in Aquor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Commerce 1352&#039;&#039;&#039; - The [[Exigo Syndicate|Exigo Syndicate]] roots itself in &#039;&#039;Sundren&#039;&#039; and establishes camps all over the valley.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Omens 1360&#039;&#039;&#039; - The [[Black Hand|Black Hand of Bane]] comes to &#039;&#039;Sundren&#039;&#039;. The [[The Triumvirate|Triumvirate]] arrives soon after. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Poise 1371&#039;&#039;&#039; - Kurz&#039;s Cartel arrives in Sundren and hides in the mountains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Wild Magic 1372&#039;&#039;&#039; - The Dark Advent arrives in Sundren. The [[Tribe of the Rhemoraz]] is wiped out by an avalanche in the Cold Climb. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Lightning Storms 1374&#039;&#039;&#039; - [[Genum&#039;s Cube]] is discovered by a merchant, and handed to the Triumvirate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Bent Blade 1376&#039;&#039;&#039; - The [[Lizard War|Lizard War]] takes place, and Sestra is overrun by Slitherscale. The [[Corps de Grace]] is formed from the Corsairs, and helps fight off the lizardfolk forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Cauldron 1378&#039;&#039;&#039; - [[Colibrus]] becomes a lesser deity. A religion is founded by those who worship the God of Blood, and a hold is built in secret within the Spine north of [[Aquor]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Blazing Hand 1380&#039;&#039;&#039; - The [[Death of Kelemvor|Death of Kelemvor]] takes place, leaving [[Myrkul]] in power after the Crown of Horns is discovered and used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Starving 1381&#039;&#039;&#039; - The Second Bloodmaim Wars. The Legion is practically destroyed, and [[Sestra]] is overcome by Banite forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Black Blazon 1382&#039;&#039;&#039; - Time of the [[Second Sundering]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Three Streams Blooded 1384&#039;&#039;&#039; - The [[Day of Broken Blades]] occurs. The Black Hand Citadel falls, the Triad is wiped out to nearly a man and the Left Hands of Mundus are exiled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Blue Fire 1385&#039;&#039;&#039; - [[Duskfall]] takes place. The land of Sundren is never the same, and the vampires of Colibrus are reduced to ash. End of previous incarnation of Sundren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of the Forgiven Foes 1389&#039;&#039;&#039; - Aquor and Avanthyr gain independence. The [[Silent Peace]] is established.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Deaths Unmourned 1394&#039;&#039;&#039; - The [[Blinding of the Gods]] takes place. Champions of good and evil can no longer sense the evil or good within one&#039;s heart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of True Omens 1409&#039;&#039;&#039; - The [[Advent of the Artificer]] takes place, and Lantan&#039;s chief artificer flees to Sundren. The colony of Ferracosta vanishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Silent Crickets 1434&#039;&#039;&#039; - Current year.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6403</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6403"/>
		<updated>2022-09-05T01:57:22Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Places of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Aquor is a town close to the Spine that used to house the decadent and rich of Sundren&#039;s elite when they were not in Sundren City. Famous for its art, music, and sculpture, Aquor boasted some of the most influential people in the entire valley making their homes within the beautiful town. The [[Second Sundering]] changed all of that, driving the majority of the nobility from the town. Only a handful remain, and these cower in the depleted numbers of the small town and pay service to [[Bane]] and the Thayan Enclave.&lt;br /&gt;
&lt;br /&gt;
To the north of the town, the Az&#039;Gema Lake was a well known fishing spot that some of the older retirees spend most of their day at. It was also placed right next to the Floating Flagon, where the barkeep loved to tell all kinds of stories, and houses frequent story tellers within his tavern. Sadly, the barkeep is silent now, refraining from even the most basic conversation besides transactional. &lt;br /&gt;
&lt;br /&gt;
The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing. Many caravans still pass through Aquor to the Spine and places such as Whurest and Icewind Dale. These caravans use the town as a final stopping point to resupply, despite the oppressive guardians of the area.&lt;br /&gt;
&lt;br /&gt;
To the West lies the [[Thayan Enclave]]. This entire area, from the gates inward, is considered Thayan land. It has proven to be an attractive spot for some of the local nobles, but other more common folk tend to avoid it.&lt;br /&gt;
&lt;br /&gt;
Aquor saw a great many changes with the Bloodmaim invasion, many of the Red Wizards decided with internal politics aflair combined with the very real threat of war on the horizon that their lives and studies were better made elsewhere, and they departed from the country. A handful remained, determined they could stay the tide and remain to profit in the aftermath of the war. Their knights worked in tandem with beasts and summons to hold back the horde, while the remaining red wizards utilized epic spells to bring down Cartel Mountain on the splinter of the main horde that were intent on burning Aquor to the ground. Since, Aquor has seen some significant changes, with no more Legion authority a stronger Thayan and Aurilite presence has since become noted in the town, with much of the Bloodmaim now holding the city in superstitious awe.&lt;br /&gt;
 &lt;br /&gt;
Located next to the Enclave was the Temple of [[Sune]]. This temple was constructed by a Sunite group new to Sundren, and its priests welcomed all who worship beauty into its hallowed halls. The wealthy inhabitants of Aquor helped fund the temple&#039;s construction, and frequent the church when they can. The Sunites were known for their generosity and beauty, and were well liked by the other inhabitants of the town. However, in recent times, the Sunites have been driven out by the Aurilite presence within the town. Now, the temple belongs to Bane, the Tyrant God.&lt;br /&gt;
&lt;br /&gt;
Underworld elements are only whispered about in the town, but it is well known that the Cartel ran smuggling through the small city despite the efforts of the Legion. This ended once the [[Second Sundering]] took place. The Cartel&#039;s mountain hideout was destroyed in an effort to kill the Bloodmaim orcs attacking the small town, and they have been effectively wiped out from the area. The area around the former Cartel hideout erupted into small lava pockets, allowing lava to crawl on top of Toril&#039;s crust.&lt;br /&gt;
&lt;br /&gt;
Tailors and music shops were common in Aquor. One simply had to check their handy map in order to spot where they work, and the fine quality that they produce. These too, have been reduced extensively since the Second Sundering. The lack of nobility, and the lack of other customers dried up the business to a large extent. The Enclave still sold magical items, but the majority of the Enclave moved on, back to Thay.&lt;br /&gt;
&lt;br /&gt;
==The Aquoran Protectorate==&lt;br /&gt;
&lt;br /&gt;
Aquor gained autonomy five years after the [[Day of Broken Blades]], under the protection Felicia Pendraig and by extension the Zakharan Empire. The Zakaharans negotiated a deal with Felicia’s cousin, Evelyn Meriadoc, for immigration rights from Zakhara. As a result, Aquor has a rolling influx of Southern Continent merchants and coin, which diffuses through the country through the now protected roads of the Regional Council.&lt;br /&gt;
&lt;br /&gt;
With the return of Felicia Pendraig, the town has once again come under the rule of the noble family albeit with loyalties to a nation thousands of miles away. Felicia and her Zakharan troops took the town, with the help of River Highsun, turned it into a trading region for the entire country. Goods travel from the Port, Sundren City, and even Sestra to be traded for the rare furs, metals, and goods from the Spine. A simple taxation on the transactions has turned Aquor into a wealthy town once again, attracting mercantile interests of all kinds. Of course, this could not have happened without an intervening force. Avanthyr still takes a strong stance against both Thay as well as Sestra, and the Sundarian Empire too ostensibly refuses to conduct trade with Sestra straight out.&lt;br /&gt;
&lt;br /&gt;
===The Silent Peace===&lt;br /&gt;
&lt;br /&gt;
The Silent Peace was established as part of Aquor&#039;s bid for independence from the Sundarian Empire. An agreement&lt;br /&gt;
between the Republic in Sundren City, Avanthyr’s Port Council, Sestra’s Stratocracy, and Felicia Pendraig to treat Aquor as neutral territory. Within its borders, and while on any Aquor approved business near its lands, no harm is done directly or otherwise to trading parties. Myrkulites can trade with merchants from Sundren City, Sundren nobility can bargain with Avanthyr representatives, etc., without the fear of direct conflict.&lt;br /&gt;
&lt;br /&gt;
That said, there are elements that do work indirectly on each respective city-state&#039;s behalf. Mercenaries, spies, agents of all kinds are an accepted reality, giving rise to games between them. What some call the greatest game to ever grace Sundren politics, the Silent Peace acts as a deniable barrier to the economic and political forces at constant work to grasp at the riches pouring through Aquor as a result of Zakharan influence and Felicia Pendraig&#039;s cunning. Confidence games, persuasion tricks, and every other type of scheme and ill-reputed feat are tried and fail under the watchful gaze of the Pendraig familiy and its governor.&lt;br /&gt;
&lt;br /&gt;
==The Organizations of Aquor==&lt;br /&gt;
&lt;br /&gt;
===The Saharin===&lt;br /&gt;
&lt;br /&gt;
What some call the Silent Peace made this feasible, with the Zakharans sworn to Felicia keeping the peace and profiting from the nexus of trade. The Sarahin, as they call themselves, are sworn to the Pendraig family and its masters in the Southern Continent. Zakharan men and women who grew up in the wastes and deserts of their homeland, they hold unique views on everything from honor to hospitality. The cultural and racial differences between the and the residents of Sundren valley has at times caused distinct tensions, but the growing population cannot be ignored.&lt;br /&gt;
&lt;br /&gt;
What the Saharin do not lack, is skill and loyalty. Their lives are dedicated to the Pendraig family, and their blades are bound to keep the Silent Peace. Woe be to those who seek to violate the Peace, for the Saharin&#039;s curved blades wait patiently.&lt;br /&gt;
&lt;br /&gt;
===The Brightspears===&lt;br /&gt;
&lt;br /&gt;
The Pendraigs have never been ones to place all of their eggs in the figurative basket, and Felicia has doggedly continued that tradition. Inspired by her family&#039;s past, she created a group of mercenaries beholden to her family, and her family alone. While her ties to Zakhara are strong, she employs these &#039;Brightspears&#039; in her own family&#039;s dealings within Aquor and other locations around the valley. In order for the Peace to remain ostensibly neutral, the Saharin police it, but the Brightspears maintain the Pendraigs&#039; influences outside of Aquor as well. &lt;br /&gt;
&lt;br /&gt;
The Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of [[Kossuth]], Floating Flagon, Thayan Enclave, Saharin Compound&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Thayan Enclave]]&#039;&#039;&#039;- As led by Zulkir Nevron &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[House Pendraig|House Pendraig]]&#039;&#039;&#039; - Run still by an aged Felicia Pendraig, her eye is always roving on the town&#039;s doings.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 5,000&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Mountains, Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Beautiful&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: +2 (Healthy environment +1, Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment, due to both the Enclave&#039;s presence and the Silent Peace markets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Culture and Economy===&lt;br /&gt;
&lt;br /&gt;
Language: Common&amp;lt;br&amp;gt;&lt;br /&gt;
Literacy: Native&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Currently Wealthy&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 5 (Slave to Minor Nobility)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Aristocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: House Pendraig&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Textiles, Luxury Items, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Furs, Hides, Magical Items, Lumber, Slave Labor, Crafted Goods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis=== &lt;br /&gt;
&lt;br /&gt;
Histories recount Aquor&#039;s periods of destabilization that has near ruined its economy. During these times, the ruling part of the Thayan Enclave had to inject a good deal of its own resources into the town in order to keep it more grounded, and practices a form of centralized governance that controlled most of the goods that went through the town. Despite the eventual problems with such a strategy, it proved effective in this brief period of time to settle the economy from falling further into depression. Craftsmen, workers, and other experts have been slowly trickled into the town, but real economic growth had fallen drastically due to the Second Sundering. However, Aquor&#039;s strengths include an abundant supply of raw materials, as well as access to the Spine and Icewind Dale. With the establishment of the Silent Peace, and the growth of the town without war, the population has exploded. The once shelled out mountain village has become again what it was in the peak of its time in the Arbiters: a thriving, cultural oasis. Under the watchful eye of the Pendragis, the town has created a market for any good, illegal or no, and this market is strictly policed by the Saharin. With Whurest and Bristlebeard&#039;s Hollow having established trading routes through the town, Aquor is now the key to the Spine and its vast wealth, hidden under the frost. Ores, furs, and countless other goods make their way through the town, and it is the picture of a thriving economy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Strength&#039;&#039;&#039;: Thayans have powerful knights, but not in any significant numbers beyond the basic guardianship of the town. However, the Saharin are a police force that cannot be dealt with one on one. They police the town in force, and have significant military might.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Aquor has expanded significantly since its time during the Second Sundering. Its population has recovered, and its economy has allowed the building of expanded homes and businesses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6402</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6402"/>
		<updated>2022-09-05T01:52:09Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Aquor is a town close to the Spine that used to house the decadent and rich of Sundren&#039;s elite when they were not in Sundren City. Famous for its art, music, and sculpture, Aquor boasted some of the most influential people in the entire valley making their homes within the beautiful town. The [[Second Sundering]] changed all of that, driving the majority of the nobility from the town. Only a handful remain, and these cower in the depleted numbers of the small town and pay service to [[Bane]] and the Thayan Enclave.&lt;br /&gt;
&lt;br /&gt;
To the north of the town, the Az&#039;Gema Lake was a well known fishing spot that some of the older retirees spend most of their day at. It was also placed right next to the Floating Flagon, where the barkeep loved to tell all kinds of stories, and houses frequent story tellers within his tavern. Sadly, the barkeep is silent now, refraining from even the most basic conversation besides transactional. &lt;br /&gt;
&lt;br /&gt;
The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing. Many caravans still pass through Aquor to the Spine and places such as Whurest and Icewind Dale. These caravans use the town as a final stopping point to resupply, despite the oppressive guardians of the area.&lt;br /&gt;
&lt;br /&gt;
To the West lies the [[Thayan Enclave]]. This entire area, from the gates inward, is considered Thayan land. It has proven to be an attractive spot for some of the local nobles, but other more common folk tend to avoid it.&lt;br /&gt;
&lt;br /&gt;
Aquor saw a great many changes with the Bloodmaim invasion, many of the Red Wizards decided with internal politics aflair combined with the very real threat of war on the horizon that their lives and studies were better made elsewhere, and they departed from the country. A handful remained, determined they could stay the tide and remain to profit in the aftermath of the war. Their knights worked in tandem with beasts and summons to hold back the horde, while the remaining red wizards utilized epic spells to bring down Cartel Mountain on the splinter of the main horde that were intent on burning Aquor to the ground. Since, Aquor has seen some significant changes, with no more Legion authority a stronger Thayan and Aurilite presence has since become noted in the town, with much of the Bloodmaim now holding the city in superstitious awe.&lt;br /&gt;
 &lt;br /&gt;
Located next to the Enclave was the Temple of [[Sune]]. This temple was constructed by a Sunite group new to Sundren, and its priests welcomed all who worship beauty into its hallowed halls. The wealthy inhabitants of Aquor helped fund the temple&#039;s construction, and frequent the church when they can. The Sunites were known for their generosity and beauty, and were well liked by the other inhabitants of the town. However, in recent times, the Sunites have been driven out by the Aurilite presence within the town. Now, the temple belongs to Bane, the Tyrant God.&lt;br /&gt;
&lt;br /&gt;
Underworld elements are only whispered about in the town, but it is well known that the Cartel ran smuggling through the small city despite the efforts of the Legion. This ended once the [[Second Sundering]] took place. The Cartel&#039;s mountain hideout was destroyed in an effort to kill the Bloodmaim orcs attacking the small town, and they have been effectively wiped out from the area. The area around the former Cartel hideout erupted into small lava pockets, allowing lava to crawl on top of Toril&#039;s crust.&lt;br /&gt;
&lt;br /&gt;
Tailors and music shops were common in Aquor. One simply had to check their handy map in order to spot where they work, and the fine quality that they produce. These too, have been reduced extensively since the Second Sundering. The lack of nobility, and the lack of other customers dried up the business to a large extent. The Enclave still sold magical items, but the majority of the Enclave moved on, back to Thay.&lt;br /&gt;
&lt;br /&gt;
==The Aquoran Protectorate==&lt;br /&gt;
&lt;br /&gt;
Aquor gained autonomy five years after the [[Day of Broken Blades]], under the protection Felicia Pendraig and by extension the Zakharan Empire. The Zakaharans negotiated a deal with Felicia’s cousin, Evelyn Meriadoc, for immigration rights from Zakhara. As a result, Aquor has a rolling influx of Southern Continent merchants and coin, which diffuses through the country through the now protected roads of the Regional Council.&lt;br /&gt;
&lt;br /&gt;
With the return of Felicia Pendraig, the town has once again come under the rule of the noble family albeit with loyalties to a nation thousands of miles away. Felicia and her Zakharan troops took the town, with the help of River Highsun, turned it into a trading region for the entire country. Goods travel from the Port, Sundren City, and even Sestra to be traded for the rare furs, metals, and goods from the Spine. A simple taxation on the transactions has turned Aquor into a wealthy town once again, attracting mercantile interests of all kinds. Of course, this could not have happened without an intervening force. Avanthyr still takes a strong stance against both Thay as well as Sestra, and the Sundarian Empire too ostensibly refuses to conduct trade with Sestra straight out.&lt;br /&gt;
&lt;br /&gt;
===The Silent Peace===&lt;br /&gt;
&lt;br /&gt;
The Silent Peace was established as part of Aquor&#039;s bid for independence from the Sundarian Empire. An agreement&lt;br /&gt;
between the Republic in Sundren City, Avanthyr’s Port Council, Sestra’s Stratocracy, and Felicia Pendraig to treat Aquor as neutral territory. Within its borders, and while on any Aquor approved business near its lands, no harm is done directly or otherwise to trading parties. Myrkulites can trade with merchants from Sundren City, Sundren nobility can bargain with Avanthyr representatives, etc., without the fear of direct conflict.&lt;br /&gt;
&lt;br /&gt;
That said, there are elements that do work indirectly on each respective city-state&#039;s behalf. Mercenaries, spies, agents of all kinds are an accepted reality, giving rise to games between them. What some call the greatest game to ever grace Sundren politics, the Silent Peace acts as a deniable barrier to the economic and political forces at constant work to grasp at the riches pouring through Aquor as a result of Zakharan influence and Felicia Pendraig&#039;s cunning. Confidence games, persuasion tricks, and every other type of scheme and ill-reputed feat are tried and fail under the watchful gaze of the Pendraig familiy and its governor.&lt;br /&gt;
&lt;br /&gt;
==The Organizations of Aquor==&lt;br /&gt;
&lt;br /&gt;
===The Saharin===&lt;br /&gt;
&lt;br /&gt;
What some call the Silent Peace made this feasible, with the Zakharans sworn to Felicia keeping the peace and profiting from the nexus of trade. The Sarahin, as they call themselves, are sworn to the Pendraig family and its masters in the Southern Continent. Zakharan men and women who grew up in the wastes and deserts of their homeland, they hold unique views on everything from honor to hospitality. The cultural and racial differences between the and the residents of Sundren valley has at times caused distinct tensions, but the growing population cannot be ignored.&lt;br /&gt;
&lt;br /&gt;
What the Saharin do not lack, is skill and loyalty. Their lives are dedicated to the Pendraig family, and their blades are bound to keep the Silent Peace. Woe be to those who seek to violate the Peace, for the Saharin&#039;s curved blades wait patiently.&lt;br /&gt;
&lt;br /&gt;
===The Brightspears===&lt;br /&gt;
&lt;br /&gt;
The Pendraigs have never been ones to place all of their eggs in the figurative basket, and Felicia has doggedly continued that tradition. Inspired by her family&#039;s past, she created a group of mercenaries beholden to her family, and her family alone. While her ties to Zakhara are strong, she employs these &#039;Brightspears&#039; in her own family&#039;s dealings within Aquor and other locations around the valley. In order for the Peace to remain ostensibly neutral, the Saharin police it, but the Brightspears maintain the Pendraigs&#039; influences outside of Aquor as well. &lt;br /&gt;
&lt;br /&gt;
The Brightspears come from many walks of life, but they all have one thing in common: sworn loyalty to the Pendraigs. They can be councilors, bodyguards, mages, spies, and anything else that the family needs in order to conduct its business. As a result, many an aspiring adventurer, born and raised in the mountain town, seek an audience with Felicia in order to gain acceptance to the Brightspear name, and the brand that marks each of their arms. Trained in combat, diplomacy, and subterfuge, these elite individuals are watched closely, wherever they go.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of [[Bane]], Floating Flagon, Thayan Enclave, Saharin Compound&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Thayan Enclave]]&#039;&#039;&#039;- As led by Zulkir Nevron &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[House Pendraig|House Pendraig]]&#039;&#039;&#039; - Run still by an aged Felicia Pendraig, her eye is always roving on the town&#039;s doings.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 5,000&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Mountains, Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Beautiful&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: +2 (Healthy environment +1, Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment, due to both the Enclave&#039;s presence and the Silent Peace markets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Culture and Economy===&lt;br /&gt;
&lt;br /&gt;
Language: Common&amp;lt;br&amp;gt;&lt;br /&gt;
Literacy: Native&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Currently Wealthy&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 5 (Slave to Minor Nobility)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Aristocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: House Pendraig&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Textiles, Luxury Items, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Furs, Hides, Magical Items, Lumber, Slave Labor, Crafted Goods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis=== &lt;br /&gt;
&lt;br /&gt;
Histories recount Aquor&#039;s periods of destabilization that has near ruined its economy. During these times, the ruling part of the Thayan Enclave had to inject a good deal of its own resources into the town in order to keep it more grounded, and practices a form of centralized governance that controlled most of the goods that went through the town. Despite the eventual problems with such a strategy, it proved effective in this brief period of time to settle the economy from falling further into depression. Craftsmen, workers, and other experts have been slowly trickled into the town, but real economic growth had fallen drastically due to the Second Sundering. However, Aquor&#039;s strengths include an abundant supply of raw materials, as well as access to the Spine and Icewind Dale. With the establishment of the Silent Peace, and the growth of the town without war, the population has exploded. The once shelled out mountain village has become again what it was in the peak of its time in the Arbiters: a thriving, cultural oasis. Under the watchful eye of the Pendragis, the town has created a market for any good, illegal or no, and this market is strictly policed by the Saharin. With Whurest and Bristlebeard&#039;s Hollow having established trading routes through the town, Aquor is now the key to the Spine and its vast wealth, hidden under the frost. Ores, furs, and countless other goods make their way through the town, and it is the picture of a thriving economy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military Strength&#039;&#039;&#039;: Thayans have powerful knights, but not in any significant numbers beyond the basic guardianship of the town. However, the Saharin are a police force that cannot be dealt with one on one. They police the town in force, and have significant military might.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Aquor has expanded significantly since its time during the Second Sundering. Its population has recovered, and its economy has allowed the building of expanded homes and businesses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6401</id>
		<title>The Sable Order</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6401"/>
		<updated>2022-09-05T01:48:32Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who rule must rule well for those that are ruled.&#039;&#039; This was the driving motive behind the formation of the Sable Order, a group who saw the tyrannies of the Black Hand in [[Sestra|Sestra]] and realized that while law and order must prevail for civilized society to advance, it must nevertheless be tempered by the needs of the people in order to foster a flourishing economy and growth in the city.&lt;br /&gt;
&lt;br /&gt;
Most of the Sable Order are followers of Siamorphe, Chauntea, Helm, and Hoar. Their main focus is improving Sestra and the way of life there. Its leaders trace their lineages back to the original Sestran nobility. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Skilled orators, tradesmen, negotiators, and diplomats&lt;br /&gt;
* Strong sense of duty, familial responsibility, knowledge of economics&lt;br /&gt;
* Typically lawful and non-evil&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
Sestra has suffered invasions by both Slitherscale lizards and Bloodmaim orcs. Thus, the people of Sestra know more than most that a strong government is necessary for the safety and security of the city&#039;s populace. When the Black Hand assumed control of the town after Sundren&#039;s legions were destroyed by Bloodmaim orcs, many noble houses within Sestra welcomed their arrival with only some relucatnce, hopeful that at least now they would be protected from violent external threats. As the Black Hand&#039;s rule continued, however, they soon came to realize that their brand of Bane&#039;s tyranny was not conducive to the development of the city or its wealth. Thus, the Sable Order was formed by some of those same noble houses that welcomed the Black Hand&#039;s presence, working to temper the more extreme of the Banites&#039; judgments within the city.&lt;br /&gt;
&lt;br /&gt;
In Marshal Hashart Datton, they found a surprisingly different sort of leadership. Despite his devotion to his God, Datton was far less concerned with stamping out what other faiths remained within the walls. Then, as Sestra cemented its independence in the Silent Peace, and with the eradication of Colibrus&#039; followers and influence in the Duskfall, the Sable Order felt its influence within the city grow. Sestra began an era of increased prosperity as the threat of war eased. The Order&#039;s upper echelons now serve side by side with those of the Order of the Rod and Star as advisors to the Exarch on the Exalted Ministry. Meanwhile, House Wetherrun and House Mossglow expand their prestige across the valley, and with it, the prestige of the Sable Order.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Sable Order&#039;s goals center on the expansion of Sestra&#039;s economy, trade influence, and diplomatic leverage. To that end, Lord Wetherrun has secured avenues of trade with many merchants from outside of Sestra itself. The strength of Sestra&#039;s agricultural supply as a bargaining chip also makes keeping the local farmers happy a never-ending goal. Elsewise, the Sable Order has become the defacto arbiter of mercantile disputes and their judicious decisions only reinforce in the eyes of the people of the Order&#039;s necessity.&lt;br /&gt;
&lt;br /&gt;
The Sable Order&#039;s relationship with the Order of the Rod and Star (otherwise known as the Black Cloaks) is uneasy. They often find their goals in diametric opposition and are constantly jockeying for power and the Exarch&#039;s ear. The Sable Order sees the Black Cloaks&#039; focus on militancy to be detrimental to the growth of the city, particularly the forced conscription of Sestran youth into the military.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Lord Administrator&amp;lt;br&amp;gt;&lt;br /&gt;
Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Chamberlain&amp;lt;br&amp;gt;&lt;br /&gt;
Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
Speaker&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker&amp;lt;br&amp;gt;&lt;br /&gt;
Retainer&amp;lt;br&amp;gt;&lt;br /&gt;
Page&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1376&#039;&#039;&#039; - Sestra is overrun by Slitherscale during the Lizard War. Houses Wetherrun and Mossglow recognize the need for a strong leader to rule over Sestra.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1381&#039;&#039;&#039; - The Black Hand takes control of Sestra in the aftermath of the Second Bloodmaim War. House Wetherrun and others are among the first to pledge their fealty.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1384&#039;&#039;&#039; - Seeing the town strangled by the Black Hand&#039;s unyielding fist, Wetherrun and other nobles join to form the Sable Order.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. The Sable Order takes advantage of Marshal Hashart Datton&#039;s sympathies to excise the more fanatical and tyrannical elements of the Black Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1405 - 1430&#039;&#039;&#039; - The Sable Order&#039;s policies see Sestra grow economically like never before.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1421&#039;&#039;&#039; - Lord Percival Wetherrun is appointed to the Exalted Ministry as the Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He retains close ties to the Sable Order and keeps Lord Wetherrun as Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Percival Wetherrun, Minister of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A cunning and ruthless advisor to the Exarch, the middle-aged Lord Wetherrun is seen by most as one of the main reasons the Sable Order has flourished in Sestra. He has outplayed, out-bargained, and outmaneuvered most of his major competition in the city and his monopoly on several major imports into Sestra makes him a dangerous foe to any who might seek to supplant him, whether by monetary or military might. His reputation for reneging on deals he judges as no longer beneficial for himself or his house has earned him the pejorative moniker “the Lord of Fair Weather,” though none would dare speak it in his presence. Both noble and a scion of Siamorphe himself, none could confuse him for a philanthropist; he is quick to draw a line where the needs of the peasantry are concerned. The common folk should never exceed their station. They exist to be ruled and it is only by Siamorphe&#039;s grace that they are ruled well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Lord Wetherrun is the face of the Sable Order on the Exalted Ministry, Lady Brunhilda Mossglow is the Order&#039;s unseen hand, operating behind the scenes in quiet support. In a bid to maintain her neutrality between the Sable Order and the Order of the Rod and Star, she has elected not to officially join either organization but those close to her know where her loyalties lie. An ever-clever socialite and schemer, Brunhilda made great political moves to strengthen House Mossglow even before she became the family matriarch. Unlike those her brother often spent time appeasing, Brunhilda reached out to the commonfolk and that’s where the house found its strength. Brunhilda became known for looking out after communities that weren’t entirely comfortable with the dark gods. And while publicly praising the dark three during ceremonies, most took note of her continuous yet passive support to the Church of Chauntea. Due to this, she has gained the unofficial title of ‘Garden Mother.’ This title is most often used by common folk who give her praise yet at times as an insult by her political enemies in aim to paint her as a rural bumpkin.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her son Dragomir has joined the Sable Order formally and is in fierce competition with his twin Grozdan, a member of the Black Cloaks. Which of the twins succeeds Brunhilda will likely decide where House Mossglow&#039;s support goes in the future.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6400</id>
		<title>The Sable Order</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6400"/>
		<updated>2022-09-05T01:47:22Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who rule must rule well for those that are ruled.&#039;&#039; This was the driving motive behind the formation of the Sable Order, a group who saw the tyrannies of the Black Hand in [[Sestra|Sestra]] and realized that while law and order must prevail for civilized society to advance, it must nevertheless be tempered by the needs of the people in order to foster a flourishing economy and growth in the city.&lt;br /&gt;
&lt;br /&gt;
Most of the Sable Order are followers of Siamorphe, Chauntea, Helm, and Hoar. Their main focus is improving Sestra and the way of life there. Its leaders trace their lineages back to the original Sestran nobility. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Skilled orators, tradesmen, negotiators, and diplomats&lt;br /&gt;
* Strong sense of duty, familial responsibility, knowledge of economics&lt;br /&gt;
* Typically lawful and non-evil&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
Sestra has suffered invasions by both Slitherscale lizards and Bloodmaim orcs. Thus, the people of Sestra know more than most that a strong government is necessary for the safety and security of the city&#039;s populace. When the Black Hand assumed control of the town after Sundren&#039;s legions were destroyed by Bloodmaim orcs, many noble houses within Sestra welcomed their arrival with only some relucatnce, hopeful that at least now they would be protected from violent external threats. As the Black Hand&#039;s rule continued, however, they soon came to realize that their brand of Bane&#039;s tyranny was not conducive to the development of the city or its wealth. Thus, the Sable Order was formed by some of those same noble houses that welcomed the Black Hand&#039;s presence, working to temper the more extreme of the Banites&#039; judgments within the city.&lt;br /&gt;
&lt;br /&gt;
In Marshal Hashart Datton, they found a surprisingly different sort of leadership. Despite his devotion to his God, Datton was far less concerned with stamping out what other faiths remained within the walls. Then, as Sestra cemented its independence in the Silent Peace, and with the eradication of Colibrus&#039; followers and influence in the Duskfall, the Sable Order felt its influence within the city grow. Sestra began an era of increased prosperity and threat of war eased. The Order&#039;s upper echelons now serve side by side with those of the Order of the Rod and Star as advisors to the Exarch on the Exalted Ministry. Meanwhile, House Wetherrun and House Mossglow expand their prestige across the valley, and with it, the prestige of the Sable Order.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Sable Order&#039;s goals center on the expansion of Sestra&#039;s economy, trade influence, and diplomatic leverage. To that end, Lord Wetherrun has secured avenues of trade with many merchants from outside of Sestra itself. The strength of Sestra&#039;s agricultural supply as a bargaining chip also makes keeping the local farmers happy a never-ending goal. Elsewise, the Sable Order has become the defacto arbiter of mercantile disputes and their judicious decisions only reinforce in the eyes of the people of the Order&#039;s necessity.&lt;br /&gt;
&lt;br /&gt;
The Sable Order&#039;s relationship with the Order of the Rod and Star (otherwise known as the Black Cloaks) is uneasy. They often find their goals in diametric opposition and are constantly jockeying for power and the Exarch&#039;s ear. The Sable Order sees the Black Cloaks&#039; focus on militancy to be detrimental to the growth of the city, particularly the forced conscription of Sestran youth into the military.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Lord Administrator&amp;lt;br&amp;gt;&lt;br /&gt;
Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Chamberlain&amp;lt;br&amp;gt;&lt;br /&gt;
Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
Speaker&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker&amp;lt;br&amp;gt;&lt;br /&gt;
Retainer&amp;lt;br&amp;gt;&lt;br /&gt;
Page&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1376&#039;&#039;&#039; - Sestra is overrun by Slitherscale during the Lizard War. Houses Wetherrun and Mossglow recognize the need for a strong leader to rule over Sestra.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1381&#039;&#039;&#039; - The Black Hand takes control of Sestra in the aftermath of the Second Bloodmaim War. House Wetherrun and others are among the first to pledge their fealty.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1384&#039;&#039;&#039; - Seeing the town strangled by the Black Hand&#039;s unyielding fist, Wetherrun and other nobles join to form the Sable Order.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. The Sable Order takes advantage of Marshal Hashart Datton&#039;s sympathies to excise the more fanatical and tyrannical elements of the Black Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1405 - 1430&#039;&#039;&#039; - The Sable Order&#039;s policies see Sestra grow economically like never before.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1421&#039;&#039;&#039; - Lord Percival Wetherrun is appointed to the Exalted Ministry as the Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He retains close ties to the Sable Order and keeps Lord Wetherrun as Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Percival Wetherrun, Minister of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A cunning and ruthless advisor to the Exarch, the middle-aged Lord Wetherrun is seen by most as one of the main reasons the Sable Order has flourished in Sestra. He has outplayed, out-bargained, and outmaneuvered most of his major competition in the city and his monopoly on several major imports into Sestra makes him a dangerous foe to any who might seek to supplant him, whether by monetary or military might. His reputation for reneging on deals he judges as no longer beneficial for himself or his house has earned him the pejorative moniker “the Lord of Fair Weather,” though none would dare speak it in his presence. Both noble and a scion of Siamorphe himself, none could confuse him for a philanthropist; he is quick to draw a line where the needs of the peasantry are concerned. The common folk should never exceed their station. They exist to be ruled and it is only by Siamorphe&#039;s grace that they are ruled well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Lord Wetherrun is the face of the Sable Order on the Exalted Ministry, Lady Brunhilda Mossglow is the Order&#039;s unseen hand, operating behind the scenes in quiet support. In a bid to maintain her neutrality between the Sable Order and the Order of the Rod and Star, she has elected not to officially join either organization but those close to her know where her loyalties lie. An ever-clever socialite and schemer, Brunhilda made great political moves to strengthen House Mossglow even before she became the family matriarch. Unlike those her brother often spent time appeasing, Brunhilda reached out to the commonfolk and that’s where the house found its strength. Brunhilda became known for looking out after communities that weren’t entirely comfortable with the dark gods. And while publicly praising the dark three during ceremonies, most took note of her continuous yet passive support to the Church of Chauntea. Due to this, she has gained the unofficial title of ‘Garden Mother.’ This title is most often used by common folk who give her praise yet at times as an insult by her political enemies in aim to paint her as a rural bumpkin.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her son Dragomir has joined the Sable Order formally and is in fierce competition with his twin Grozdan, a member of the Black Cloaks. Which of the twins succeeds Brunhilda will likely decide where House Mossglow&#039;s support goes in the future.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6399</id>
		<title>The Sable Order</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6399"/>
		<updated>2022-09-05T01:42:45Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who rule must rule well for those that are ruled.&#039;&#039; This was the driving motive behind the formation of the Sable Order, a group who saw the tyrannies of the Black Hand in [[Sestra|Sestra]] and realized that while law and order must prevail for civilized society to advance, it must nevertheless be tempered by the needs of the people in order to foster a flourishing economy and growth in the city.&lt;br /&gt;
&lt;br /&gt;
Most of the Sable Order are followers of Siamorphe, Chauntea, Helm, and Hoar. Their main focus is improving Sestra and the way of life there. Its leaders trace their lineages back to the original Sestran nobility. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Skilled orators, tradesmen, negotiators, and diplomats&lt;br /&gt;
* Strong sense of duty, familial responsibility, knowledge of economics&lt;br /&gt;
* Typically lawful and non-evil&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
Sestra has suffered invasions by both Slitherscale lizards and Bloodmaim orcs. Thus, the people of Sestra know more than most that a strong government is necessary for the safety and security of the city&#039;s populace. When the Black Hand assumed control of the town after Sundren&#039;s legions were destroyed by Bloodmaim orcs, many noble houses within Sestra welcomed their arrival with only some relucatnce, hopeful that at least now they would be protected from violent external threats. As the Black Hand&#039;s rule continued, however, they soon came to realize that their brand of Bane&#039;s tyranny was not conducive to the development of the city or its wealth. Thus, the Sable Order was formed by some of those same noble houses that welcomed the Black Hand&#039;s presence, working to temper the more extreme of the Banites&#039; judgments within the city.&lt;br /&gt;
&lt;br /&gt;
In Marshal Hashart Datton, they found a surprisingly different sort of leadership. Despite his devotion to his God, Datton was far less concerned with stamping out what other faiths remained within the walls. Then, ss Sestra earned its independence in the Silent Peace and with the eradication of Colibrus&#039; followers and influence in the [[Duskfall]], the Sable Order felt its influence within the city grow as Sestra began to become more prosperous and threat of war eased. The Order&#039;s upper echelons now serve side by side with those of the Order of the Rod and Star as advisors to the Exarch on the Exalted Ministry. Meanwhile, House Wetherrun and House Mossglow expand their prestige across the valley, and with it, the prestige of the Sable Order.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Sable Order&#039;s goals center on the expansion of Sestra&#039;s economy, trade influence, and diplomatic leverage. To that end, Lord Wetherrun has secured avenues of trade with many merchants from outside of Sestra itself. The strength of Sestra&#039;s agricultural supply as a bargaining chip also makes keeping the local farmers happy a never-ending goal. Elsewise, the Sable Order has become the defacto arbiter of mercantile disputes and their judicious decisions only reinforce in the eyes of the people of the Order&#039;s necessity.&lt;br /&gt;
&lt;br /&gt;
The Sable Order&#039;s relationship with the Order of the Rod and Star (otherwise known as the Black Cloaks) is uneasy. They often find their goals in diametric opposition and are constantly jockeying for power and the Exarch&#039;s ear. The Sable Order sees the Black Cloaks&#039; focus on militancy to be detrimental to the growth of the city, particularly the forced conscription of Sestran youth into the military.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Lord Administrator&amp;lt;br&amp;gt;&lt;br /&gt;
Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Chamberlain&amp;lt;br&amp;gt;&lt;br /&gt;
Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
Speaker&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker&amp;lt;br&amp;gt;&lt;br /&gt;
Retainer&amp;lt;br&amp;gt;&lt;br /&gt;
Page&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1376&#039;&#039;&#039; - Sestra is overrun by Slitherscale during the Lizard War. Houses Wetherrun and Mossglow recognize the need for a strong leader to rule over Sestra.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1381&#039;&#039;&#039; - The Black Hand takes control of Sestra in the aftermath of the Second Bloodmaim War. House Wetherrun and others are among the first to pledge their fealty.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1384&#039;&#039;&#039; - Seeing the town strangled by the Black Hand&#039;s unyielding fist, Wetherrun and other nobles join to form the Sable Order.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. The Sable Order takes advantage of Marshal Hashart Datton&#039;s sympathies to excise the more fanatical and tyrannical elements of the Black Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1405 - 1430&#039;&#039;&#039; - The Sable Order&#039;s policies see Sestra grow economically like never before.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1421&#039;&#039;&#039; - Lord Percival Wetherrun is appointed to the Exalted Ministry as the Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He retains close ties to the Sable Order and keeps Lord Wetherrun as Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Percival Wetherrun, Minister of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A cunning and ruthless advisor to the Exarch, the middle-aged Lord Wetherrun is seen by most as one of the main reasons the Sable Order has flourished in Sestra. He has outplayed, out-bargained, and outmaneuvered most of his major competition in the city and his monopoly on several major imports into Sestra makes him a dangerous foe to any who might seek to supplant him, whether by monetary or military might. His reputation for reneging on deals he judges as no longer beneficial for himself or his house has earned him the pejorative moniker “the Lord of Fair Weather,” though none would dare speak it in his presence. Both noble and a scion of Siamorphe himself, none could confuse him for a philanthropist; he is quick to draw a line where the needs of the peasantry are concerned. The common folk should never exceed their station. They exist to be ruled and it is only by Siamorphe&#039;s grace that they are ruled well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Lord Wetherrun is the face of the Sable Order on the Exalted Ministry, Lady Brunhilda Mossglow is the Order&#039;s unseen hand, operating behind the scenes in quiet support. In a bid to maintain her neutrality between the Sable Order and the Order of the Rod and Star, she has elected not to officially join either organization but those close to her know where her loyalties lie. An ever-clever socialite and schemer, Brunhilda made great political moves to strengthen House Mossglow even before she became the family matriarch. Unlike those her brother often spent time appeasing, Brunhilda reached out to the commonfolk and that’s where the house found its strength. Brunhilda became known for looking out after communities that weren’t entirely comfortable with the dark gods. And while publicly praising the dark three during ceremonies, most took note of her continuous yet passive support to the Church of Chauntea. Due to this, she has gained the unofficial title of ‘Garden Mother.’ This title is most often used by common folk who give her praise yet at times as an insult by her political enemies in aim to paint her as a rural bumpkin.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her son Dragomir has joined the Sable Order formally and is in fierce competition with his twin Grozdan, a member of the Black Cloaks. Which of the twins succeeds Brunhilda will likely decide where House Mossglow&#039;s support goes in the future.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6398</id>
		<title>The Sable Order</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Sable_Order&amp;diff=6398"/>
		<updated>2022-09-05T01:40:17Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Those who rule must rule well for those that are ruled.&#039;&#039; This was the driving motive behind the formation of the Sable Order, a group who saw the tyrannies of the Black Hand in [[Sestra|Sestra]] and realized that while law and order must prevail for civilized society to advance, it must nevertheless be tempered by the needs of the people in order to foster a flourishing economy and growth in the city.&lt;br /&gt;
&lt;br /&gt;
Most of the Sable Order are followers of Siamorphe, Chauntea, Helm, and Hoar. Their main focus is improving Sestra and the way of life there. Its leaders trace their lineages back to the original Sestran nobility. &lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Skilled orators, tradesmen, negotiators, and diplomats&lt;br /&gt;
* Strong sense of duty, familial responsibility, knowledge of economics&lt;br /&gt;
* Typically lawful and non-evil&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
Sestra has suffered invasions by both Slitherscale lizards and Bloodmaim orcs. Thus, the people of Sestra know more than most that a strong government is necessary for the safety and security of the city&#039;s populace. When the Black Hand assumed control of the town after Sundren&#039;s legions were destroyed by Bloodmaim orcs, many noble houses within Sestra welcomed their arrival with only some relucatnce, hopeful that at least now they would be protected from violent external threats. As the Black Hand&#039;s rule continued, however, they soon came to realize that their brand of Bane&#039;s tyranny was not conducive to the development of the city or its wealth. Thus, the Sable Order was formed by some of those same noble houses that welcomed the Black Hand&#039;s presence, working to temper the more extreme of the Banites&#039; judgments within the city.&lt;br /&gt;
&lt;br /&gt;
In Marshal Hashart Datton, they found a surprisingly different sort of leadership. As Sestra earned its independence in the Silent Peace and with the eradication of Colibrus&#039; followers and influence in the [[Duskfall]], the Sable Order felt its influence within the city grow. The Order&#039;s upper echelons now serve side by side with those of the Order of the Rod and Star as advisors to the Exarch on the Exalted Ministry. Meanwhile, House Wetherrun and House Mossglow expand their prestige across the valley, and with it, the prestige of the Sable Order.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Sable Order&#039;s goals center on the expansion of Sestra&#039;s economy, trade influence, and diplomatic leverage. To that end, Lord Wetherrun has secured avenues of trade with many merchants from outside of Sestra itself. The strength of Sestra&#039;s agricultural supply as a bargaining chip also makes keeping the local farmers happy a never-ending goal. Elsewise, the Sable Order has become the defacto arbiter of mercantile disputes and their judicious decisions only reinforce in the eyes of the people of the Order&#039;s necessity.&lt;br /&gt;
&lt;br /&gt;
The Sable Order&#039;s relationship with the Order of the Rod and Star (otherwise known as the Black Cloaks) is uneasy. They often find their goals in diametric opposition and are constantly jockeying for power and the Exarch&#039;s ear. The Sable Order sees the Black Cloaks&#039; focus on militancy to be detrimental to the growth of the city, particularly the forced conscription of Sestran youth into the military.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Lord Administrator&amp;lt;br&amp;gt;&lt;br /&gt;
Steward&amp;lt;br&amp;gt;&lt;br /&gt;
Chamberlain&amp;lt;br&amp;gt;&lt;br /&gt;
Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
Speaker&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker&amp;lt;br&amp;gt;&lt;br /&gt;
Retainer&amp;lt;br&amp;gt;&lt;br /&gt;
Page&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timeline/Historical Events of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1376&#039;&#039;&#039; - Sestra is overrun by Slitherscale during the Lizard War. Houses Wetherrun and Mossglow recognize the need for a strong leader to rule over Sestra.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1381&#039;&#039;&#039; - The Black Hand takes control of Sestra in the aftermath of the Second Bloodmaim War. House Wetherrun and others are among the first to pledge their fealty.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1384&#039;&#039;&#039; - Seeing the town strangled by the Black Hand&#039;s unyielding fist, Wetherrun and other nobles join to form the Sable Order.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1385 - 1389&#039;&#039;&#039; - [[Duskfall|Duskfall]] and the [[Silent Peace|Silent Peace]]. The Sable Order takes advantage of Marshal Hashart Datton&#039;s sympathies to excise the more fanatical and tyrannical elements of the Black Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1405 - 1430&#039;&#039;&#039; - The Sable Order&#039;s policies see Sestra grow economically like never before.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1421&#039;&#039;&#039; - Lord Percival Wetherrun is appointed to the Exalted Ministry as the Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1432&#039;&#039;&#039; - Wyman Zuul is named Exarch of Sestra in accordance with Sestran Law. He retains close ties to the Sable Order and keeps Lord Wetherrun as Minister of Coin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Percival Wetherrun, Minister of Coin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A cunning and ruthless advisor to the Exarch, the middle-aged Lord Wetherrun is seen by most as one of the main reasons the Sable Order has flourished in Sestra. He has outplayed, out-bargained, and outmaneuvered most of his major competition in the city and his monopoly on several major imports into Sestra makes him a dangerous foe to any who might seek to supplant him, whether by monetary or military might. His reputation for reneging on deals he judges as no longer beneficial for himself or his house has earned him the pejorative moniker “the Lord of Fair Weather,” though none would dare speak it in his presence. Both noble and a scion of Siamorphe himself, none could confuse him for a philanthropist; he is quick to draw a line where the needs of the peasantry are concerned. The common folk should never exceed their station. They exist to be ruled and it is only by Siamorphe&#039;s grace that they are ruled well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Mossglow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Lord Wetherrun is the face of the Sable Order on the Exalted Ministry, Lady Brunhilda Mossglow is the Order&#039;s unseen hand, operating behind the scenes in quiet support. In a bid to maintain her neutrality between the Sable Order and the Order of the Rod and Star, she has elected not to officially join either organization but those close to her know where her loyalties lie. An ever-clever socialite and schemer, Brunhilda made great political moves to strengthen House Mossglow even before she became the family matriarch. Unlike those her brother often spent time appeasing, Brunhilda reached out to the commonfolk and that’s where the house found its strength. Brunhilda became known for looking out after communities that weren’t entirely comfortable with the dark gods. And while publicly praising the dark three during ceremonies, most took note of her continuous yet passive support to the Church of Chauntea. Due to this, she has gained the unofficial title of ‘Garden Mother.’ This title is most often used by common folk who give her praise yet at times as an insult by her political enemies in aim to paint her as a rural bumpkin.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, her son Dragomir has joined the Sable Order formally and is in fierce competition with his twin Grozdan, a member of the Black Cloaks. Which of the twins succeeds Brunhilda will likely decide where House Mossglow&#039;s support goes in the future.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=6378</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=6378"/>
		<updated>2022-09-04T21:47:58Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* The Sestran Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions are special organizations in Sundren. While there may be many organizations in the world, the Sundren factions have a large amount of power in Sundren. There are a variety of factions for all sorts of ambitions. Destroying evil, replacing the government, protecting nature, and getting rich are just a few faction goals. Your goals may not match precisely, but joining up with a larger organization yields several advantages:&lt;br /&gt;
&lt;br /&gt;
- DMs give special attention to factions in their plots.&lt;br /&gt;
&lt;br /&gt;
- There are special member-only faction forums on the Sundren Web site.&lt;br /&gt;
&lt;br /&gt;
- There are special faction-only stores, giving players access to rare, powerful goods.&lt;br /&gt;
&lt;br /&gt;
- Factions have ranks through which players can escalate. Higher ranking players yield more power and control over those with lower ranks. They also have access to more powerful items in the faction stores.&lt;br /&gt;
&lt;br /&gt;
- Within many factions exist sub-factions. Sub-factions are smaller organizations with similar purposes as their parent faction. They are considered allies and partners to the parent factions. They share faction forum access and some resources as well.&lt;br /&gt;
&lt;br /&gt;
=The Sundarian Empire=&lt;br /&gt;
It is the advent of a new age.&lt;br /&gt;
&lt;br /&gt;
With an earth-shattering crack, the falling City of Sundren had brought with it changes to the valley beyond what most could see. While the Day of Broken Blades was a fading light, the settlement of the City was a new dawn that signaled the coming of a new era of peace and prosperity for all who called Sundren Valley their home.&lt;br /&gt;
&lt;br /&gt;
==Condottieri==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/YwZtn68.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The noble families in both the Regional Council and the Senate seek out skilled individuals in both blade and word, elite fighters and diplomats to serve them in their dealings.&lt;br /&gt;
&lt;br /&gt;
Mercenaries sworn to noble service, the Condottieri are men and women acting as the arms, hands, and fingers of the noble families. While each adventurer serves his or her own particular family, they are viewed as a whole as noble servants. Sworn to service, these unique men and women answer to family problems, represent family interests where there is no familial member present, and fight their battles whether by word or blade.&lt;br /&gt;
&lt;br /&gt;
Learn [[MORE]]&lt;br /&gt;
&lt;br /&gt;
==Legio Discenius==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/ePJbAo5.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
With the separation of power within Sundren City from the Emperor, and the landing of the City, there came a need for more specialized soldiers. As a result, the Imperial Government, while consolidating its forces at home by dissolving the Legions into a single Legio and incorporating the Helmites into the Vigiles, or Sundren Constabulary, has seen the need for soldiers with unique skills and backgrounds who do not toil away at the trenches. As a result, those with specific skills are sorted into the Legio Discenius .&lt;br /&gt;
&lt;br /&gt;
The purpose of this particular Legio is to spread into the valley and work the Empire&#039;s will: whether that means securing its borders, or obtaining new resources, or even normalizing relations with other city-states. These soldiers can act in any capacity, be it spy or warrior, mage or priest. Their skillsets still define their ranks and specializations, but they are no longer bound to a singular command branch. Instead, these men and women serve under the direct supervision of the Evocati, the elite soldiers of the Sundarian Legio. &lt;br /&gt;
&lt;br /&gt;
Learn [[Legio Discenius|MORE]]&lt;br /&gt;
&lt;br /&gt;
=The Aquoran Protectorate=&lt;br /&gt;
Aquor gains autonomy five years after the Day of Broken Blades, under the protection Felicia Pendraig and by extension the Zakharan Empire. The Zakaharans negotiate a deal with Felicia’s cousin, Evelyn Meriadoc, for immigration rights from Zakhara. As a result, Aquor has a rolling influx of Southern Continent merchants and coin, which diffuses through the country through the now protected roads of the Regional Council.&lt;br /&gt;
&lt;br /&gt;
With the return of Felicia Pendraig, the town has once again come under the rule of the noble family albeit with loyalties to a nation thousands of miles away. Felicia and her Zakharan troops took the town, with the help of River Highsun, turned it into a trading region for the entire country. Goods travel from the Port, Sundren City, and even Sestra to be traded for the rare furs, metals, and goods from the Spine. A simple taxation on the transactions has turned Aquor into a wealthy town once again, attracting mercantile interests of all kinds. Of course, this could not have happened without an intervening force. Avanthyr still takes a strong stance against both Thay as well as Sestra, and the Sundarian Empire too ostensibly refuses to conduct trade with Sestra straight out.&lt;br /&gt;
&lt;br /&gt;
==The Saharin==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/0TlDusY.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
What some call the Silent Peace made this feasible, with the Zakharans sworn to Felicia keeping the peace and profiting from the nexus of trade. The Sarahin, as they call themselves, are sworn to the Pendraig family and its masters in the Southern Continent. Zakharan men and women who grew up in the wastes and deserts of their homeland, they hold unique views on everything from honor to hospitality. The cultural and racial differences between the and the residents of Sundren valley has at times caused distinct tensions, but the growing population cannot be ignored.&lt;br /&gt;
&lt;br /&gt;
What the Saharin do not lack, is skill and loyalty. Their lives are dedicated to the Pendraig family, and their blades are bound to keep the Silent Peace. Woe be to those who seek to violate the Peace, for the Saharin&#039;s curved blades wait patiently.&lt;br /&gt;
&lt;br /&gt;
Learn [[MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Whurest Kazhunki==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/syStw4a.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Whurest Dwarves&#039; investments made by their wise leader Dryn Stonewhisperer have borne fruit. With Aquor&#039;s rise in riches, so too has the dwarven hold risen in power and prestige. Well funded, Dryn has seen fit to outfit some of the hold&#039;s dwarves as elite units, forged to defend the hold&#039;s interests within the valley and beyond.&lt;br /&gt;
&lt;br /&gt;
These knights, or &#039;kazhunki&#039;, differ from their predecessors in temperament and ability in that they are the first organized military presence in Whurest since the Skullcleavers first swore allegiance to the Whurest Clan. No longer having to split their time between forging a life for themselves in the inhospitable North and fighting in the southern valley, these dwarven soldiers are entirely dedicated to the betterment of the hold and the protection of its interests in Sundren. While some dwarves may still hold to forgecraft and the like as per tradition, the Kazhunki are foremost Whurest&#039;s military arm in the Spine. &lt;br /&gt;
&lt;br /&gt;
Learn [[Whurest|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Thayan Enclave==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Thay.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are ambitious, resourceful, and talented are invited to join the Red Wizards. The Red Wizards send out envoys into the rest of Faerun, seeking customers for their lucrative magical businesses. One such envoy has established itself as an Enclave within Sundren.&lt;br /&gt;
&lt;br /&gt;
Learn [[Thayan Enclave|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Sestran Stratocracy=&lt;br /&gt;
Sestra undergoes a revolution, of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourishes in light of the Emperor&#039;s olive branch of peace. Datton cracks down on the fanatic tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires mysteriously vanish, Hashart&#039;s efforts come to fruition; the Black Hand as it was known in the past is completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Instead, Hashart&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
==The Order of Rod and Star==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/MIElwBo.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Order, usually referred to as the Black Cloaks outside formal occassions, has ties to both ruling power and the main military forces in Sestra. However, it&#039;s members (separate from official positions or status as nobility outside the order) hold no actual authority within Sestra. Descended from Korvus Tehk&#039;s Knights of the Black Gauntlet, as well as the Sestran Militia headed under both Dreadmaster Exitium and Marshal Datton, these men and women are dedicated to the preservation of not only their home, but the expansion of Sestran power and the Faiths it was built upon. Firmly holding the belief that discipline and obedience are the twin virtues that precede any other, the Black Cloaks represent the most devoted members of Sestran society to the tenants of Bane, Myrkul, and Sestran superiority.&lt;br /&gt;
&lt;br /&gt;
Learn [[MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Sable Order==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/qN0I3ge.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Sable Order espouses a government ruled not by the Black Hand descended military, but by those native Sestrans who lived here before the takeover. Calling for rule by Sestran nobility, or in the alternative native Sestran families, the Order favors its members who can trace their lineage back to before the Invasion.&lt;br /&gt;
&lt;br /&gt;
The Order holds many members who worship Siamorphe, the goddess of nobility or divine right, and many former military men and women have joined their ranks in response to their inability to rise higher in the Sestran Guard as a result of their &#039;lack of loyalty&#039; to the Sestran cause and ideals.&lt;br /&gt;
&lt;br /&gt;
Its members hold ritualistic risings in rank, each having to be sponsored by another of the Order of a higher rank. As a result, each member is intensely loyal to their superiors who have mentored them to reach higher positions within. The Order espouses a right to rule that stems from Sestran ancestry, and is beginning to hold sway with those not within the military organization, or are not &#039;citizens&#039;. Many Chauntean farmers, craftsmen, and traders are finding opportunity with the Order&#039;s financial connections to large corporations such as Exigo.&lt;br /&gt;
&lt;br /&gt;
Learn [[MORE]]&lt;br /&gt;
&lt;br /&gt;
=The Ducal State of Avanthyr=&lt;br /&gt;
Following the Emperor&#039;s announcement and Avanthyr&#039;s declaration of independence, the Legion withdrew its troops and the Meriadoc family took control of the Port&#039;s civil governance and security, the latter made possible through partnership with the Northern Watch in conjunction with the Avanthyr militia. Founded by Esmond Aurelianus, the Watch supplemented the Port&#039;s newly minted militia to keep peace within the city while safeguarding its borders.&lt;br /&gt;
&lt;br /&gt;
Having no desire to reinstate the Arbiters&#039; system of government yet not wishing to relinquish their power as the city&#039;s founders, the Meriadocs now guide Avanthyr&#039;s future ruling as heads of state, supported by the Council of Ten, Supreme Tribunal, and General Assembly - a mixed government combining monarchy/aristocracy and democracy. The Duke serves as Avanthyr&#039;s head of state and chief executive and passed down the Meriadoc family tree.&lt;br /&gt;
&lt;br /&gt;
==The Northern Watch==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/IauOkoe.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Northern Watch has grown from the small order of knights headed by Esmond Aurelianus into a full military force stationed within Avanthyr. While by no means as numerous as either Sestra&#039;s military forces nor the Legion, the Northern Watch serve as heavy cavalry to Avanthyr&#039;s own corpsmen by acting as both diplomatic emissaries as well as wartime commanders.&lt;br /&gt;
&lt;br /&gt;
The Watch holds many minor nobility and religiously inclined warriors, but by no means is it restricted to carrying a blade and riding a horse. The Watch officially accepts all members of good-aligned churches and unaffiliated worshipers, though the most common patron deities are that of Helm, Tyr and Torm. The Northern Watch is led first by it&#039;s Grandmaster and second by it&#039;s Council of Three.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Northern Watch|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Eboncoin==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/oWpFB5H.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Eboncoin has always been a group shrouded in mystery, and that has hardly changed. The Eboncoin has steadily spread its tendrils throughout Port Avanthyr, claiming the trade-rich territory as its own. Smuggling into the country illegal goods, and siphoning organization&#039;s like Exigo&#039;s own resources out from under the noses of the authorities, the Eboncoin is jealous of any crossing into its territory without permission. Of course, what it considers its territory is sometimes up for dispute, but the &#039;Family&#039; is always willing to come to some sort of a deal.&lt;br /&gt;
&lt;br /&gt;
However, there are even rumors among those who work in the shadows every eve. Whispers of the Eboncoin having another purpose, a higher calling. While no one is able to pin down anything specific, there is a name that echoes in the black, empty night: The Guardare. Those who watch, it&#039;s said, have a great interest in the balance of power in the valley and seek to enforce it through any means possible.&lt;br /&gt;
&lt;br /&gt;
Learn [[Eboncoin Pact|ONLY A LITTLE MORE]]&lt;br /&gt;
&lt;br /&gt;
=The Unaligned Powers=&lt;br /&gt;
Not every organization sees it beneficial to tie themselves down to any one city-state. Those in the valley who hold their allegiance back choose so for their causes instead of governments. Whether it be for religion, coin or nature they can be where they&#039;re needed most.&lt;br /&gt;
&lt;br /&gt;
==The Magisterium==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/Qyi99OY.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
A remnant of Left Hand magi, the Magisterium was formed by those magi who sought to enact what they viewed as the true will of Mundus: Magical innovation tempered by control. Some call it a guild, others a cult, the Magisterium acts as both a binding on its mages and a magical collegiate on par with the greatest of magical schools. A strict hierarchy controls the guild as a whole, headed by a council of Masters. Beneath them, a blossoming school of magical invention is guided by its elders and is pushed to the boundaries of arcane theory and practice.&lt;br /&gt;
&lt;br /&gt;
The Magisterium&#039;s laws only govern those who adhere to its will; it holds no sway in the valley&#039;s city-states. But woe to those who cross the Magisterium, for its protective wings shelter those who call it home.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Magisterium|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Blackwood Mercenaries==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/2fRvLRB.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
When the Hellstroms fell from power and their investments vanished overnight, the Blackwood saw this as a way to escape the majority share that Hellstrom used to control their activities. Ryzad Kalim, seeing his connections within the Hellstrom family now almost entirely worthless, used his own funds to buy out the stock invested in his own mercenary company. Quickly turning to their longtime partner, Exigo, the Blackwood Mercenaries are now an independent organization within the valley; their contracts span among the city-states.&lt;br /&gt;
&lt;br /&gt;
The Blackwood now work exclusively on the basis of guild contracts, no longer tied exclusively to Exigo or Hellstrom interests. As a result, the guild has seen an expansion of business in Sundren City, Avanthyr, Aquor, and even Sestra. Blackwood mercenaries are still known as some of the toughest mercenary guilds out there, but they are no longer a standing army of soldiers. Rather, the mercs seek out lucrative jobs that they can then bring back profits to their guild and seek greater benefits for &#039;retirement&#039;. Although, this is hardly the case for the majority of their men and women, as one can imagine for a violent profession.&lt;br /&gt;
&lt;br /&gt;
Learn [[Blackwood Company|MORE]]&lt;br /&gt;
&lt;br /&gt;
==The Triumvirate==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Triumvirate.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Triumvirate is a coalition of paladins, clerics, and warrior priests united by their faith in Tyr, Torm, and Ilmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley. With the events of the Day of Broken Blades, the Triumvirate is now a broken faction. No longer an army, a few scattered paladins and knights travel Sundren, seeking to right wrongs and serve their gods.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Triumvirate|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Tuatha Dé Dúlra==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://i.imgur.com/sCa5Dtf.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
Founded in the distant past, before Sundren&#039;s establishment of a nation, the Tuatha de Dula follow in the steps of their ancient teachers in their quest to understand, repair and nurture the mystical underpinnings of the land they have grown to love. Although all are welcome to participate in the fellowship, few are trusted with the deepest secrets of the Tuatha, sacred mysteries that the wisest of druids, shamans and sages still seek to unravel.&lt;br /&gt;
&lt;br /&gt;
Learn [[Tuatha|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Cwn Annwn==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cwn Annwn hail from the frozen forests of the Icewind Dale. The cold lands and tundra of the Spine nurture a fierce survival, and this collection of people hold the mantra &#039;survival of the fittest&#039; over all else. Brutal, vicious warriors and druids, the Cwn Annwn claim the lands untouched by man as their own.&lt;br /&gt;
&lt;br /&gt;
Learn [[Cwn Annwn|MORE]]&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6371</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6371"/>
		<updated>2022-09-04T20:14:48Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded much later (1352, the Year after the Exigo&#039;s great expansion) for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Boasting unrivaled fishing and farming, Sestra is a bountiful town blessed by the goddess [[Chauntea|Chauntea]]. A shrine erected to her blessing is placed in the southern part of town, not far from the Mey Savak Monestary. &lt;br /&gt;
&lt;br /&gt;
The first cousin of Jarius Malifar, Exarch of [[Port Avanthyr|Port Avanthyr]], was named as exarch of the small town during its establishment and has lived there since in the vast mansion that was built to such size to draw residents, and in anticipation of the small towns planned growth. Rumor has it that even the underworld has contacts in Sestra, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
The Sestra Caverns weren&#039;t discovered to be inhabited until many years after the settling of the town. Until the town began to encroach on the growing lizardman population, the two people had lived in peace unknowingly to each others existence. This lead to the dreaded [[Lizard War|Lizard War]] in 1376 that caused such pain and turmoil for the town, and brought the Corps de Grace into light as a worthy defender of the people.&lt;br /&gt;
&lt;br /&gt;
In 1381, the Second Bloodmaim Wars bring with it the destruction of Sundarian Legion forces in Sestra; the town then fell under the rulership of the Black Hand. The tyrannical grip of Bane saw the rise of many prominent politicians, war-leaders, conquerors, and dreadmasters. &lt;br /&gt;
&lt;br /&gt;
With the declaration of the [[Silent Peace|Silent Peace]] in 1389, Sestra underwent a revolution of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourished in light of the Emperor&#039;s olive branch of peace. Datton cracked down on the fanatical tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires vanished during the [[Duskfall]], Hashart&#039;s efforts came to fruition; the Black Hand as it was known in the past was completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Datton&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed and proselytizing to any gods besides Bane or Myrkul within the city is not allowed. The only exceptions to the ban on preaching of other faiths publicly must be approved by the Exarch and his council. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
With Datton&#039;s passing, it remains to be seen in what direction the new Exarch will lead the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s government is led by an Exarch. A cabinet, the &amp;quot;Exalted Ministry,&amp;quot; supports and advises the Exarch in all relevant city affairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exarch Wyman Zuul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While a hard man, the current Exarch is supremely ambitious and intelligent. Wyman Zuul sees a myriad of opportunities in the expansion of diplomatic ties and economic expansion inside (and out of) the valley. He believes this is the most prudent way to build his own legacy and expand the base of his power. The Exarch outwardly follows the traditions of Banite faith laid out by previous Exarchs, but he is far from being devout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exalted Ministry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Grand Chancellor, Guillaume San Bastillio&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of War, Grand Marshal Regus Drach&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of Coin, Lord Percival Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of the Faith, Imperceptor Pyrane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Exarch’s Keep, Shrine of Chauntee, Black Cloaks HQ, Sable Order&#039;s Manse, Monastary, Sestra Plateau&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
&lt;br /&gt;
[[Black Cloaks|The Order of the Rod and Star, the &amp;quot;Black Cloaks&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sable Order|The Sable Order]]&amp;lt;br&amp;gt;&lt;br /&gt;
House de Baudelaire&amp;lt;br&amp;gt;&lt;br /&gt;
House Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
House Mossglow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
Many of the rocks, reefs and outcrops along the coast have names and legends attached, others are simply named for their appearance. Notable names include:&lt;br /&gt;
&lt;br /&gt;
Thralls Leap, Lovers Drop, The Bishops, Dead Horse Pool, Big Cock, Long Drop, Short Drop, False Drop (Three connected cliffs), Devils Teeth, The Stage, Bad End and The Drunken Dancers.&lt;br /&gt;
&lt;br /&gt;
Of concern here are two connected items – The Nine Bitches and Queens Pulpit. &lt;br /&gt;
&lt;br /&gt;
===The Nine Bitches and the Queen&#039;s Pulpit===&lt;br /&gt;
Shortly after Sestra was founded a visit was paid by a priestess of Umberlee and her Eight acolytes.&lt;br /&gt;
&lt;br /&gt;
The nine stayed in the town for two nights, demanding much of the town people and town workers.&lt;br /&gt;
&lt;br /&gt;
They claimed that on the third night of their stay they would leave the town and summon a terrible storm from the sea. If the town folk did not see to their every whim then the storm would destroy the fledgling town, but if they left satisfied then the town would be spared.&lt;br /&gt;
&lt;br /&gt;
On the third night, after much wine, food and the choice selection of men and women from the town, the group left. A full moon exposed a long causeway leading out to a large rock known as the Queens Pulpit, as the nine Umberleans reached the halfway point a great storm sprang up, and a giant wave swallowed all on the causeway.&lt;br /&gt;
&lt;br /&gt;
The following morning there was no sign of the nine, but a new series of dark tooth-like rocks, covered in seaweed and rope that swelled around them like dresses stood where the nine had been – Turned to stone to serve Umberlee for eternity, and as punishment for taking what should have been Umberlee’s treasures for themselves.&lt;br /&gt;
&lt;br /&gt;
The rocks were known from then on as The Nine Bitches, for the demands and torment they’d laid on the townspeople.&lt;br /&gt;
&lt;br /&gt;
On the darkest and stormiest nights it is said the nine stones return to their human form and can be seen lighting fires and dancing for their mistress on top of the Queens Pulpit.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6369</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6369"/>
		<updated>2022-09-04T19:45:42Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded much later (1352, the Year after the Exigo&#039;s great expansion) for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Boasting unrivaled fishing and farming, Sestra is a bountiful town blessed by the goddess [[Chauntea|Chauntea]]. A shrine erected to her blessing is placed in the southern part of town, not far from the Mey Savak Monestary. &lt;br /&gt;
&lt;br /&gt;
The first cousin of Jarius Malifar, Exarch of [[Port Avanthyr|Port Avanthyr]], was named as exarch of the small town during its establishment and has lived there since in the vast mansion that was built to such size to draw residents, and in anticipation of the small towns planned growth. Rumor has it that even the underworld has contacts in Sestra, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
The Sestra Caverns weren&#039;t discovered to be inhabited until many years after the settling of the town. Until the town began to encroach on the growing lizardman population, the two people had lived in peace unknowingly to each others existence. This lead to the dreaded [[Lizard War|Lizard War]] in 1376 that caused such pain and turmoil for the town, and brought the Corps de Grace into light as a worthy defender of the people.&lt;br /&gt;
&lt;br /&gt;
In 1381, the Second Bloodmaim Wars bring with it the destruction of Sundarian Legion forces in Sestra; the town then fell under the rulership of the Black Hand. The tyrannical grip of Bane saw the rise of many prominent politicians, war-leaders, conquerors, and dreadmasters. &lt;br /&gt;
&lt;br /&gt;
With the declaration of the [[Silent Peace|Silent Peace]] in 1389, Sestra underwent a revolution of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourished in light of the Emperor&#039;s olive branch of peace. Datton cracked down on the fanatical tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires vanished during the [[Duskfall]], Hashart&#039;s efforts came to fruition; the Black Hand as it was known in the past was completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Datton&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
With Datton&#039;s passing, it remains to be seen in what direction the new Exarch will lead the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s government is led by an Exarch. A cabinet, the &amp;quot;Exalted Ministry&amp;quot; supports and advises the Exarch in all relevant city affairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exarch Wyman Zuul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While a hard man, the current Exarch is supremely ambitious and intelligent. Wyman Zuul sees a myriad of opportunities in the expansion of diplomatic ties and economic expansion inside (and out of) the valley. He believes this is the most prudent way to build his own legacy and expand the base of his power. The Exarch outwardly follows the traditions of Banite faith laid out by previous Exarchs, but he is far from being devout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exalted Ministry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Grand Chancellor, Guillaume San Bastillio&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of War, Grand Marshal Regus Drach&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of Coin, Lord Percival Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of the Faith, Imperceptor Pyrane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Exarch’s Keep, Shrine of Chauntee, Black Cloaks HQ, Sable Order&#039;s Manse, Monastary, Sestra Plateau&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
&lt;br /&gt;
[[Black Cloaks|The Order of the Rod and Star, the &amp;quot;Black Cloaks&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sable Order|The Sable Order]]&amp;lt;br&amp;gt;&lt;br /&gt;
House de Baudelaire&amp;lt;br&amp;gt;&lt;br /&gt;
House Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
House Mossglow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
Many of the rocks, reefs and outcrops along the coast have names and legends attached, others are simply named for their appearance. Notable names include:&lt;br /&gt;
&lt;br /&gt;
Thralls Leap, Lovers Drop, The Bishops, Dead Horse Pool, Big Cock, Long Drop, Short Drop, False Drop (Three connected cliffs), Devils Teeth, The Stage, Bad End and The Drunken Dancers.&lt;br /&gt;
&lt;br /&gt;
Of concern here are two connected items – The Nine Bitches and Queens Pulpit. &lt;br /&gt;
&lt;br /&gt;
===The Nine Bitches and the Queen&#039;s Pulpit===&lt;br /&gt;
Shortly after Sestra was founded a visit was paid by a priestess of Umberlee and her Eight acolytes.&lt;br /&gt;
&lt;br /&gt;
The nine stayed in the town for two nights, demanding much of the town people and town workers.&lt;br /&gt;
&lt;br /&gt;
They claimed that on the third night of their stay they would leave the town and summon a terrible storm from the sea. If the town folk did not see to their every whim then the storm would destroy the fledgling town, but if they left satisfied then the town would be spared.&lt;br /&gt;
&lt;br /&gt;
On the third night, after much wine, food and the choice selection of men and women from the town, the group left. A full moon exposed a long causeway leading out to a large rock known as the Queens Pulpit, as the nine Umberleans reached the halfway point a great storm sprang up, and a giant wave swallowed all on the causeway.&lt;br /&gt;
&lt;br /&gt;
The following morning there was no sign of the nine, but a new series of dark tooth-like rocks, covered in seaweed and rope that swelled around them like dresses stood where the nine had been – Turned to stone to serve Umberlee for eternity, and as punishment for taking what should have been Umberlee’s treasures for themselves.&lt;br /&gt;
&lt;br /&gt;
The rocks were known from then on as The Nine Bitches, for the demands and torment they’d laid on the townspeople.&lt;br /&gt;
&lt;br /&gt;
On the darkest and stormiest nights it is said the nine stones return to their human form and can be seen lighting fires and dancing for their mistress on top of the Queens Pulpit.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6368</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6368"/>
		<updated>2022-09-04T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Origin/History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded much later (1352, the Year after the Exigo&#039;s great expansion) for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Boasting unrivaled fishing and farming, Sestra is a bountiful town blessed by the goddess [[Chauntea|Chauntea]]. A shrine erected to her blessing is placed in the southern part of town, not far from the Mey Savak Monestary. &lt;br /&gt;
&lt;br /&gt;
The first cousin of Jarius Malifar, Exarch of [[Port Avanthyr|Port Avanthyr]], was named as exarch of the small town during its establishment and has lived there since in the vast mansion that was built to such size to draw residents, and in anticipation of the small towns planned growth. Rumor has it that even the underworld has contacts in Sestra, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
The Sestra Caverns weren&#039;t discovered to be inhabited until many years after the settling of the town. Until the town began to encroach on the growing lizardman population, the two people had lived in peace unknowingly to each others existence. This lead to the dreaded [[Lizard War|Lizard War]] in 1376 that caused such pain and turmoil for the town, and brought the Corps de Grace into light as a worthy defender of the people.&lt;br /&gt;
&lt;br /&gt;
In 1381, the Second Bloodmaim Wars bring with it the destruction of Sundarian Legion forces in Sestra; the town then fell under the rulership of the Black Hand. The tyrannical grip of Bane saw the rise of many prominent politicians, war-leaders, conquerors, and dreadmasters. &lt;br /&gt;
&lt;br /&gt;
With the declaration of the [[Silent Peace|Silent Peace]] in 1389, Sestra underwent a revolution of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourished in light of the Emperor&#039;s olive branch of peace. Datton cracked down on the fanatical tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires vanished during the Duskfall, Hashart&#039;s efforts came to fruition; the Black Hand as it was known in the past was completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Datton&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
With Datton&#039;s passing, it remains to be seen in what direction the new Exarch will lead the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s government is led by an Exarch. A cabinet, the &amp;quot;Exalted Ministry&amp;quot; supports and advises the Exarch in all relevant city affairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exarch Wyman Zuul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While a hard man, the current Exarch is supremely ambitious and intelligent. Wyman Zuul sees a myriad of opportunities in the expansion of diplomatic ties and economic expansion inside (and out of) the valley. He believes this is the most prudent way to build his own legacy and expand the base of his power. The Exarch outwardly follows the traditions of Banite faith laid out by previous Exarchs, but he is far from being devout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exalted Ministry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Grand Chancellor, Guillaume San Bastillio&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of War, Grand Marshal Regus Drach&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of Coin, Lord Percival Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of the Faith, Imperceptor Pyrane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Exarch’s Keep, Shrine of Chauntee, Black Cloaks HQ, Sable Order&#039;s Manse, Monastary, Sestra Plateau&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
&lt;br /&gt;
[[Black Cloaks|The Order of the Rod and Star, the &amp;quot;Black Cloaks&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sable Order|The Sable Order]]&amp;lt;br&amp;gt;&lt;br /&gt;
House de Baudelaire&amp;lt;br&amp;gt;&lt;br /&gt;
House Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
House Mossglow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
Many of the rocks, reefs and outcrops along the coast have names and legends attached, others are simply named for their appearance. Notable names include:&lt;br /&gt;
&lt;br /&gt;
Thralls Leap, Lovers Drop, The Bishops, Dead Horse Pool, Big Cock, Long Drop, Short Drop, False Drop (Three connected cliffs), Devils Teeth, The Stage, Bad End and The Drunken Dancers.&lt;br /&gt;
&lt;br /&gt;
Of concern here are two connected items – The Nine Bitches and Queens Pulpit. &lt;br /&gt;
&lt;br /&gt;
===The Nine Bitches and the Queen&#039;s Pulpit===&lt;br /&gt;
Shortly after Sestra was founded a visit was paid by a priestess of Umberlee and her Eight acolytes.&lt;br /&gt;
&lt;br /&gt;
The nine stayed in the town for two nights, demanding much of the town people and town workers.&lt;br /&gt;
&lt;br /&gt;
They claimed that on the third night of their stay they would leave the town and summon a terrible storm from the sea. If the town folk did not see to their every whim then the storm would destroy the fledgling town, but if they left satisfied then the town would be spared.&lt;br /&gt;
&lt;br /&gt;
On the third night, after much wine, food and the choice selection of men and women from the town, the group left. A full moon exposed a long causeway leading out to a large rock known as the Queens Pulpit, as the nine Umberleans reached the halfway point a great storm sprang up, and a giant wave swallowed all on the causeway.&lt;br /&gt;
&lt;br /&gt;
The following morning there was no sign of the nine, but a new series of dark tooth-like rocks, covered in seaweed and rope that swelled around them like dresses stood where the nine had been – Turned to stone to serve Umberlee for eternity, and as punishment for taking what should have been Umberlee’s treasures for themselves.&lt;br /&gt;
&lt;br /&gt;
The rocks were known from then on as The Nine Bitches, for the demands and torment they’d laid on the townspeople.&lt;br /&gt;
&lt;br /&gt;
On the darkest and stormiest nights it is said the nine stones return to their human form and can be seen lighting fires and dancing for their mistress on top of the Queens Pulpit.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6367</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6367"/>
		<updated>2022-09-04T19:42:36Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Places of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded much later (1352, the Year after the Exigo&#039;s great expansion) for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Boasting unrivaled fishing and farming, Sestra is a bountiful town blessed by the goddess [[Chauntea|Chauntea]]. A shrine erected to her blessing is placed in the southern part of town, not far from the Mey Savak Monestary. &lt;br /&gt;
&lt;br /&gt;
The first cousin of Jarius Malifar, Exarch of [[Port Avanthyr|Port Avanthyr]], was named as exarch of the small town during its establishment and has lived there since in the vast mansion that was built to such size to draw residents, and in anticipation of the small towns planned growth. Rumor has it that even the underworld has contacts in Sestra, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
The Sestra Caverns weren&#039;t discovered to be inhabited until many years after the settling of the town. Until the town began to encroach on the growing lizardman population, the two people had lived in peace unknowingly to each others existence. This lead to the dreaded [[Lizard War|Lizard War]] in 1376 that caused such pain and turmoil for the town, and brought the Corps de Grace into light as a worthy defender of the people.&lt;br /&gt;
&lt;br /&gt;
In 1381, the Second Bloodmaim Wars bring with it the destruction of Sundarian Legion forces in Sestra; the town then fell under the rulership of the Black Hand. The tyrannical grip of Bane saw the rise of many prominent politicians, war-leaders, conquerors, and dreadmasters. &lt;br /&gt;
&lt;br /&gt;
With the declaration of the [[Silent Peace|Silent Peace]] in 1389, Sestra underwent a revolution of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourished in light of the Emperor&#039;s olive branch of peace. Datton cracked down on the fanatical tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires mysteriously vanished, Hashart&#039;s efforts came to fruition; the Black Hand as it was known in the past was completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Datton&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
With Datton&#039;s passing, it remains to be seen in what direction the new Exarch will lead the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s government is led by an Exarch. A cabinet, the &amp;quot;Exalted Ministry&amp;quot; supports and advises the Exarch in all relevant city affairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exarch Wyman Zuul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While a hard man, the current Exarch is supremely ambitious and intelligent. Wyman Zuul sees a myriad of opportunities in the expansion of diplomatic ties and economic expansion inside (and out of) the valley. He believes this is the most prudent way to build his own legacy and expand the base of his power. The Exarch outwardly follows the traditions of Banite faith laid out by previous Exarchs, but he is far from being devout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exalted Ministry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Grand Chancellor, Guillaume San Bastillio&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of War, Grand Marshal Regus Drach&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of Coin, Lord Percival Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of the Faith, Imperceptor Pyrane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Exarch’s Keep, Shrine of Chauntee, Black Cloaks HQ, Sable Order&#039;s Manse, Monastary, Sestra Plateau&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
&lt;br /&gt;
[[Black Cloaks|The Order of the Rod and Star, the &amp;quot;Black Cloaks&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sable Order|The Sable Order]]&amp;lt;br&amp;gt;&lt;br /&gt;
House de Baudelaire&amp;lt;br&amp;gt;&lt;br /&gt;
House Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
House Mossglow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
Many of the rocks, reefs and outcrops along the coast have names and legends attached, others are simply named for their appearance. Notable names include:&lt;br /&gt;
&lt;br /&gt;
Thralls Leap, Lovers Drop, The Bishops, Dead Horse Pool, Big Cock, Long Drop, Short Drop, False Drop (Three connected cliffs), Devils Teeth, The Stage, Bad End and The Drunken Dancers.&lt;br /&gt;
&lt;br /&gt;
Of concern here are two connected items – The Nine Bitches and Queens Pulpit. &lt;br /&gt;
&lt;br /&gt;
===The Nine Bitches and the Queen&#039;s Pulpit===&lt;br /&gt;
Shortly after Sestra was founded a visit was paid by a priestess of Umberlee and her Eight acolytes.&lt;br /&gt;
&lt;br /&gt;
The nine stayed in the town for two nights, demanding much of the town people and town workers.&lt;br /&gt;
&lt;br /&gt;
They claimed that on the third night of their stay they would leave the town and summon a terrible storm from the sea. If the town folk did not see to their every whim then the storm would destroy the fledgling town, but if they left satisfied then the town would be spared.&lt;br /&gt;
&lt;br /&gt;
On the third night, after much wine, food and the choice selection of men and women from the town, the group left. A full moon exposed a long causeway leading out to a large rock known as the Queens Pulpit, as the nine Umberleans reached the halfway point a great storm sprang up, and a giant wave swallowed all on the causeway.&lt;br /&gt;
&lt;br /&gt;
The following morning there was no sign of the nine, but a new series of dark tooth-like rocks, covered in seaweed and rope that swelled around them like dresses stood where the nine had been – Turned to stone to serve Umberlee for eternity, and as punishment for taking what should have been Umberlee’s treasures for themselves.&lt;br /&gt;
&lt;br /&gt;
The rocks were known from then on as The Nine Bitches, for the demands and torment they’d laid on the townspeople.&lt;br /&gt;
&lt;br /&gt;
On the darkest and stormiest nights it is said the nine stones return to their human form and can be seen lighting fires and dancing for their mistress on top of the Queens Pulpit.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6366</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6366"/>
		<updated>2022-09-04T19:41:06Z</updated>

		<summary type="html">&lt;p&gt;Dispater: /* Places of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded much later (1352, the Year after the Exigo&#039;s great expansion) for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Boasting unrivaled fishing and farming, Sestra is a bountiful town blessed by the goddess [[Chauntea|Chauntea]]. A shrine erected to her blessing is placed in the southern part of town, not far from the Mey Savak Monestary. &lt;br /&gt;
&lt;br /&gt;
The first cousin of Jarius Malifar, Exarch of [[Port Avanthyr|Port Avanthyr]], was named as exarch of the small town during its establishment and has lived there since in the vast mansion that was built to such size to draw residents, and in anticipation of the small towns planned growth. Rumor has it that even the underworld has contacts in Sestra, if you know where to look.&lt;br /&gt;
&lt;br /&gt;
The Sestra Caverns weren&#039;t discovered to be inhabited until many years after the settling of the town. Until the town began to encroach on the growing lizardman population, the two people had lived in peace unknowingly to each others existence. This lead to the dreaded [[Lizard War|Lizard War]] in 1376 that caused such pain and turmoil for the town, and brought the Corps de Grace into light as a worthy defender of the people.&lt;br /&gt;
&lt;br /&gt;
In 1381, the Second Bloodmaim Wars bring with it the destruction of Sundarian Legion forces in Sestra; the town then fell under the rulership of the Black Hand. The tyrannical grip of Bane saw the rise of many prominent politicians, war-leaders, conquerors, and dreadmasters. &lt;br /&gt;
&lt;br /&gt;
With the declaration of the [[Silent Peace|Silent Peace]] in 1389, Sestra underwent a revolution of sorts. Under the iron leadership of Grand Marshal Hashart Datton and his troops, the town flourished in light of the Emperor&#039;s olive branch of peace. Datton cracked down on the fanatical tendencies of the Black Hand, forcing out those who would continuously seek open warfare with the Sundarian Empire and Port Avanthyr. After the Colibrite vampires mysteriously vanished, Hashart&#039;s efforts came to fruition; the Black Hand as it was known in the past was completely eradicated.&lt;br /&gt;
&lt;br /&gt;
Datton&#039;s philosophy of iron order combined with a tempered approach to other religions has proven to improve the lives of Sestran peasantry. Festivals to Chauntea are encouraged, and while Bane is the patron god of the town, those who worship goodly gods are not killed on sight. However, that isn&#039;t to say that those who swear fealty to other cities and the Triumvirate are welcomed. A non-aggression pact, supported by the Regional Council, is hardly a full peace treaty. Rather, Sestra instead seeks to gather resources and strength by instituting mandatory military service.&lt;br /&gt;
&lt;br /&gt;
With Datton&#039;s passing, it remains to be seen in what direction the new Exarch will lead the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s government is led by an Exarch. A cabinet, the &amp;quot;Exalted Ministry&amp;quot; supports and advises the Exarch in all relevant city affairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exarch Wyman Zuul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While a hard man, the current Exarch is supremely ambitious and intelligent. Wyman Zuul sees a myriad of opportunities in the expansion of diplomatic ties and economic expansion inside (and out of) the valley. He believes this is the most prudent way to build his own legacy and expand the base of his power. The Exarch outwardly follows the traditions of Banite faith laid out by previous Exarchs, but he is far from being devout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Exalted Ministry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Grand Chancellor, Guillaume San Bastillio&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of War, Grand Marshal Regus Drach&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of Coin, Lord Percival Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
- Minister of the Faith, Imperceptor Pyrane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Exarch’s Keep, Shrine of Chauntee, Black Cloaks HQ, House of Sable, Monastary, Sestra Plateau&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
&lt;br /&gt;
[[Black Cloaks|The Order of the Rod and Star, the &amp;quot;Black Cloaks&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sable Order|The Sable Order]]&amp;lt;br&amp;gt;&lt;br /&gt;
House de Baudelaire&amp;lt;br&amp;gt;&lt;br /&gt;
House Wetherrun&amp;lt;br&amp;gt;&lt;br /&gt;
House Mossglow&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legends==&lt;br /&gt;
Many of the rocks, reefs and outcrops along the coast have names and legends attached, others are simply named for their appearance. Notable names include:&lt;br /&gt;
&lt;br /&gt;
Thralls Leap, Lovers Drop, The Bishops, Dead Horse Pool, Big Cock, Long Drop, Short Drop, False Drop (Three connected cliffs), Devils Teeth, The Stage, Bad End and The Drunken Dancers.&lt;br /&gt;
&lt;br /&gt;
Of concern here are two connected items – The Nine Bitches and Queens Pulpit. &lt;br /&gt;
&lt;br /&gt;
===The Nine Bitches and the Queen&#039;s Pulpit===&lt;br /&gt;
Shortly after Sestra was founded a visit was paid by a priestess of Umberlee and her Eight acolytes.&lt;br /&gt;
&lt;br /&gt;
The nine stayed in the town for two nights, demanding much of the town people and town workers.&lt;br /&gt;
&lt;br /&gt;
They claimed that on the third night of their stay they would leave the town and summon a terrible storm from the sea. If the town folk did not see to their every whim then the storm would destroy the fledgling town, but if they left satisfied then the town would be spared.&lt;br /&gt;
&lt;br /&gt;
On the third night, after much wine, food and the choice selection of men and women from the town, the group left. A full moon exposed a long causeway leading out to a large rock known as the Queens Pulpit, as the nine Umberleans reached the halfway point a great storm sprang up, and a giant wave swallowed all on the causeway.&lt;br /&gt;
&lt;br /&gt;
The following morning there was no sign of the nine, but a new series of dark tooth-like rocks, covered in seaweed and rope that swelled around them like dresses stood where the nine had been – Turned to stone to serve Umberlee for eternity, and as punishment for taking what should have been Umberlee’s treasures for themselves.&lt;br /&gt;
&lt;br /&gt;
The rocks were known from then on as The Nine Bitches, for the demands and torment they’d laid on the townspeople.&lt;br /&gt;
&lt;br /&gt;
On the darkest and stormiest nights it is said the nine stones return to their human form and can be seen lighting fires and dancing for their mistress on top of the Queens Pulpit.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Black_Hand&amp;diff=6334</id>
		<title>Black Hand</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Black_Hand&amp;diff=6334"/>
		<updated>2022-09-04T03:16:31Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
Bane has only recently taken an interest in Sundren and why is still yet to be known. The immediate appearance of the Triumvirate following the appearance of banites though has led many to believe that these shadowy agents of the great tyrant are heralds of terrible things to come.&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* LE alignment&lt;br /&gt;
* Egotistical and authoritative&lt;br /&gt;
* Seeks to use strategy, fear, subterfuge, and politics to win a situation; resorts to violence if necessary&lt;br /&gt;
&lt;br /&gt;
===Origin/History===&lt;br /&gt;
The origins of [[Bane|Bane]] speak for themselves. However, the somewhat recent arrival of the Banite clergy is mysterious in nature to most common people. No one quite understands why the Banites have come to Sundren, but they have felt and seen the results of their tyrannic designs. All throughout Sundren&#039;s history since their arrival have been attacks and signs of their presence, ones that have cowed the people time and time again.&lt;br /&gt;
&lt;br /&gt;
===Base(s) of Operations===&lt;br /&gt;
No one knows where the Banites have a settled fortified area besides a rare few. But rumors speak in hushed whispers of the Mossdale forest, and how the orc infested woods slowly give way to blasted lands and pools of fire. There, in this hellish nightmare of a vision, people may sob into their drinks and speak of a terrible citadel, a tower representing Bane&#039;s fist. &lt;br /&gt;
&lt;br /&gt;
More recently and well known is the attack and occupation of Mirakus Post. Banites have taken over the former outpost, and now claim it as their own.&lt;br /&gt;
&lt;br /&gt;
===Leadership/People of Note===&lt;br /&gt;
&lt;br /&gt;
High Imperceptor Elric Blackhand, Grand Leader of Bane&#039;s Presence in Sundren &amp;lt;br&amp;gt;&lt;br /&gt;
Imperceptor Markus&amp;lt;br&amp;gt;&lt;br /&gt;
Lord of the Hand Lord Gen&#039;Deimos, warlord, overseer of armies (deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
Lord of the Black Advance Ditus Ill&#039;Koresh&amp;lt;br&amp;gt;&lt;br /&gt;
Lady of the Black Advance Mestra Ill&#039;Koresh&amp;lt;br&amp;gt;&lt;br /&gt;
Vigilator Clive Tarsus &amp;lt;br&amp;gt;&lt;br /&gt;
Tifton Holyguard&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Bane&#039;s objectives are pure and simple: the subjugation of every living person under his iron fist. To this end the Banites have been extremely active in Sundren&#039;s events, always seeking a possible avenue of power and fear spreading that will make the people cower in their homes. &lt;br /&gt;
&lt;br /&gt;
Rumor also speaks of influence in the higher levels of the Sundren nobility. They say that the Black Hand has infiltrated high up, so far up that there is a direct influence of the Hand&#039;s wishes on the government itself. Of course, this is hearsay and no one really takes such rumors seriously.&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
Novices of Bane&#039;s clergy were addressed as &amp;quot;slave&amp;quot;, but if named by Bane from a speaking altar or in a dream vision, they became full priests of the god and granted the title of Watchful Brother / Watchful Sister. From there they ascended through the rankings.&lt;br /&gt;
&lt;br /&gt;
Deeper Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
Deep Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
Higher Doom&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Doom&amp;lt;br&amp;gt;&lt;br /&gt;
Masked Death&amp;lt;br&amp;gt;&lt;br /&gt;
Vigilant Talon&amp;lt;br&amp;gt;&lt;br /&gt;
Striking Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Black Fang&amp;lt;br&amp;gt;&lt;br /&gt;
Hooded Menace&amp;lt;br&amp;gt;&lt;br /&gt;
Willing Whip&amp;lt;br&amp;gt;&lt;br /&gt;
Trusted Servant&amp;lt;br&amp;gt;&lt;br /&gt;
Deadly Adept&amp;lt;br&amp;gt;&lt;br /&gt;
Watchful Brother / Watchful Sister&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Deeper Mystery&amp;quot; title was a general one held by all clergy members of 12th level and greater (in Sundren only DMs can promote a PC into Deep Mystery, all other ranks are gained from reputation, not levels). A priest of this rank addressed fellow clergy members of higher ranks as &amp;quot;Deeper Mystery&amp;quot; (not to do so was regarded as a deliberate insult). Known individual titles among the Banites of Deeper Mysteries included:&lt;br /&gt;
&lt;br /&gt;
Vigilator&amp;lt;br&amp;gt;&lt;br /&gt;
Lord / Lady of Mysteries&amp;lt;br&amp;gt;&lt;br /&gt;
Lord / Lady of the Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
Grand Bloodletter&amp;lt;br&amp;gt;&lt;br /&gt;
High Inquisitor&amp;lt;br&amp;gt;&lt;br /&gt;
High Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All except the last title were self-bestowed, but such self-given titles had to be confirmed and used upon the bestower by a higher ranking priest before they were formally recognized.&lt;br /&gt;
&lt;br /&gt;
Banites addressed each other only by title unless the mix of individuals present would cause confusion without the addition of a surname. Banite clergy bowed, knelt to, or kissed the boots of superiors, depending on the difference in their ranks - and what they would be ordered to do. When in the presence of non worshipers of Bane, Banite clergy addressed each other as &amp;quot;Brother / Sister Faithful&amp;quot; unless speaking to a superior of considerably greater rank, whereupon &amp;quot;Dread Brother / Sister&amp;quot; would be used.&lt;br /&gt;
&lt;br /&gt;
===Timeline/Historical Events of Note===&lt;br /&gt;
The Black Hand have been involved with many events concerning Sundren. But perhaps an example of the power of Bane is the life of Tifton Holyguard, former paladin of Helm.&lt;br /&gt;
&lt;br /&gt;
In life, Tifton Holyguard was an honorable, loyal, driven, successful, and dependable Paladin of Helm. He began serving Helm in the Western Heartlands, where he met a young Orlan Proskus. The two quickly became lifelong friends. Though they defended the people against many villains, the two dark souls that posed the greatest threat were Ditus and Mestra Ill&#039;Koresh, of the Black Hand. Tifton was instrumental in creating the crystal prison that Orlan would use to ultimately imprison them.&lt;br /&gt;
&lt;br /&gt;
Years later and after earning his abbot-ship, It was Orlan who convinced Tifton to come to Sundren. In the city of the Sunderer, Orlan, Tifton, and their group of vigilant Everwatch knights set out to defend the city and all it held dear.&lt;br /&gt;
&lt;br /&gt;
When the Ill&#039;Koresh were liberated, Tifton set out to create another crystal to house their incorporeal selves. However, Kemnebi, Neradnal, and the vampire child Rosey cursed several of the ju ju blades that were to be used in creating the crystal. When Tifton went to render the items to dust, an explosion occurred and shards and dust from the blades entered his body. The cursed dust had the effect of negating any healing the Abbot tried to provide. In a last ditch attempt to save Tifton, a group of adventurers led by Cadmus of Helm bombarded Tifton with dispelling magic to make the cursed dust ineffective; it would have worked, had Kemnebi not sabotaged that delicate casting process and filled the room with his unholy aura and dispelled the casting members. This act led to Tifton&#039;s death, and Kemnebi&#039;s imprisonment.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the sabotage of the new crystal prison, the death of Tifton, and the long legal trial were distractions to delay the Helmites so that Neradnal could return the Ill&#039;Koresh to corporeal form. It was very effective. In the dark ritual that sacrificed 33 children returned the Ill&#039;Koresh to form, Tifton&#039;s corpse and soul were offered as tribute to Bane. Rather than taking the Paladin, Bane returned him to life as a twisted version of himself.&lt;br /&gt;
&lt;br /&gt;
Tifton loathes himself, and what he has become, especially that he requires blood to sustain himself. Originally, he wanted only to be left alone within the Necropolis amongst the other undead. To see the living reminded him of what he lost, and what he had become. However, when adventurers started entering the Necropolis on his watch and slaughtering the sentient undead, he grew very upset. He informed the adventurers that they were not welcome in the City of the Dead, and that he would punish any who entered. Stay out, he declared. Unknown to Tifton, Ditus used this opportunity to search the Necropolis for artifacts and secrets.&lt;br /&gt;
&lt;br /&gt;
Though he does not agree with the fear mongering aspects of Bane&#039;s faith, he is starting to buy into the fact that the forces of good are at times reckless, and some often do great evil in their supposed pursuit of good. He references how the adventurers came and slayed sentient undead when they really just wanted to be left alone; why should he be killed, simply because he is something other than what the adventurers are?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Information===&lt;br /&gt;
&lt;br /&gt;
The Knights of the Black Gauntlet are the military order of cavaliers and holy knights dedicated to Bane. The Knights work as guards for holy sites of Bane, as well as leading the armies of the numerous military campaigns the church of Bane undertakes.&lt;br /&gt;
&lt;br /&gt;
The faith of Bane makes regular use of undead, either provided by the clergy or the wizards that follow The Tyrant Lord.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Black_Hand&amp;diff=6333</id>
		<title>Black Hand</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Black_Hand&amp;diff=6333"/>
		<updated>2022-09-04T03:15:55Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
Bane has only recently taken an interest in Sundren and why is still yet to be known. The immediate appearance of the Triumvirate following the appearance of banites though has led many to believe that these shadowy agents of the great tyrant are heralds of terrible things to come.&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* LE alignment&lt;br /&gt;
* Egotistical and authoritative&lt;br /&gt;
* Seeks to use strategy, fear, subterfuge, and politics to win a situation; resorts to violence if necessary&lt;br /&gt;
&lt;br /&gt;
===Origin/History===&lt;br /&gt;
The origins of [[Bane|Bane]] speak for themselves. However, the somewhat recent arrival of the Banite clergy is mysterious in nature to most common people. No one quite understands why the Banites have come to Sundren, but they have felt and seen the results of their tyrannic designs. All throughout Sundren&#039;s history since their arrival have been attacks and signs of their presence, ones that have cowed the people time and time again.&lt;br /&gt;
&lt;br /&gt;
===Base(s) of Operations===&lt;br /&gt;
No one knows where the Banites have a settled fortified area besides a rare few. But rumors speak in hushed whispers of the Mossdale forest, and how the orc infested woods slowly give way to blasted lands and pools of fire. There, in this hellish nightmare of a vision, people may sob into their drinks and speak of a terrible citadel, a tower representing Bane&#039;s fist. &lt;br /&gt;
&lt;br /&gt;
More recently and well known is the attack and occupation of Mirakus Post. Banites have taken over the former outpost, and now claim it as their own.&lt;br /&gt;
&lt;br /&gt;
===Leadership/People of Note===&lt;br /&gt;
Vigilator Clive Tarsus &amp;lt;br&amp;gt;&lt;br /&gt;
High Imperceptor Elric Blackhand, Grand Leader of Bane&#039;s Presence in Sundren &amp;lt;br&amp;gt;&lt;br /&gt;
Imperceptor Markus&amp;lt;br&amp;gt;&lt;br /&gt;
Lord of the Hand Lord Gen&#039;Deimos, warlord, overseer of armies (deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
Lord of the Black Advance Ditus Ill&#039;Koresh&amp;lt;br&amp;gt;&lt;br /&gt;
Lady of the Black Advance Mestra Ill&#039;Koresh&amp;lt;br&amp;gt;&lt;br /&gt;
Tifton Holyguard&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Bane&#039;s objectives are pure and simple: the subjugation of every living person under his iron fist. To this end the Banites have been extremely active in Sundren&#039;s events, always seeking a possible avenue of power and fear spreading that will make the people cower in their homes. &lt;br /&gt;
&lt;br /&gt;
Rumor also speaks of influence in the higher levels of the Sundren nobility. They say that the Black Hand has infiltrated high up, so far up that there is a direct influence of the Hand&#039;s wishes on the government itself. Of course, this is hearsay and no one really takes such rumors seriously.&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
Novices of Bane&#039;s clergy were addressed as &amp;quot;slave&amp;quot;, but if named by Bane from a speaking altar or in a dream vision, they became full priests of the god and granted the title of Watchful Brother / Watchful Sister. From there they ascended through the rankings.&lt;br /&gt;
&lt;br /&gt;
Deeper Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
Deep Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
Higher Doom&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Doom&amp;lt;br&amp;gt;&lt;br /&gt;
Masked Death&amp;lt;br&amp;gt;&lt;br /&gt;
Vigilant Talon&amp;lt;br&amp;gt;&lt;br /&gt;
Striking Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Black Fang&amp;lt;br&amp;gt;&lt;br /&gt;
Hooded Menace&amp;lt;br&amp;gt;&lt;br /&gt;
Willing Whip&amp;lt;br&amp;gt;&lt;br /&gt;
Trusted Servant&amp;lt;br&amp;gt;&lt;br /&gt;
Deadly Adept&amp;lt;br&amp;gt;&lt;br /&gt;
Watchful Brother / Watchful Sister&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Deeper Mystery&amp;quot; title was a general one held by all clergy members of 12th level and greater (in Sundren only DMs can promote a PC into Deep Mystery, all other ranks are gained from reputation, not levels). A priest of this rank addressed fellow clergy members of higher ranks as &amp;quot;Deeper Mystery&amp;quot; (not to do so was regarded as a deliberate insult). Known individual titles among the Banites of Deeper Mysteries included:&lt;br /&gt;
&lt;br /&gt;
Vigilator&amp;lt;br&amp;gt;&lt;br /&gt;
Lord / Lady of Mysteries&amp;lt;br&amp;gt;&lt;br /&gt;
Lord / Lady of the Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
Grand Bloodletter&amp;lt;br&amp;gt;&lt;br /&gt;
High Inquisitor&amp;lt;br&amp;gt;&lt;br /&gt;
High Imperceptor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All except the last title were self-bestowed, but such self-given titles had to be confirmed and used upon the bestower by a higher ranking priest before they were formally recognized.&lt;br /&gt;
&lt;br /&gt;
Banites addressed each other only by title unless the mix of individuals present would cause confusion without the addition of a surname. Banite clergy bowed, knelt to, or kissed the boots of superiors, depending on the difference in their ranks - and what they would be ordered to do. When in the presence of non worshipers of Bane, Banite clergy addressed each other as &amp;quot;Brother / Sister Faithful&amp;quot; unless speaking to a superior of considerably greater rank, whereupon &amp;quot;Dread Brother / Sister&amp;quot; would be used.&lt;br /&gt;
&lt;br /&gt;
===Timeline/Historical Events of Note===&lt;br /&gt;
The Black Hand have been involved with many events concerning Sundren. But perhaps an example of the power of Bane is the life of Tifton Holyguard, former paladin of Helm.&lt;br /&gt;
&lt;br /&gt;
In life, Tifton Holyguard was an honorable, loyal, driven, successful, and dependable Paladin of Helm. He began serving Helm in the Western Heartlands, where he met a young Orlan Proskus. The two quickly became lifelong friends. Though they defended the people against many villains, the two dark souls that posed the greatest threat were Ditus and Mestra Ill&#039;Koresh, of the Black Hand. Tifton was instrumental in creating the crystal prison that Orlan would use to ultimately imprison them.&lt;br /&gt;
&lt;br /&gt;
Years later and after earning his abbot-ship, It was Orlan who convinced Tifton to come to Sundren. In the city of the Sunderer, Orlan, Tifton, and their group of vigilant Everwatch knights set out to defend the city and all it held dear.&lt;br /&gt;
&lt;br /&gt;
When the Ill&#039;Koresh were liberated, Tifton set out to create another crystal to house their incorporeal selves. However, Kemnebi, Neradnal, and the vampire child Rosey cursed several of the ju ju blades that were to be used in creating the crystal. When Tifton went to render the items to dust, an explosion occurred and shards and dust from the blades entered his body. The cursed dust had the effect of negating any healing the Abbot tried to provide. In a last ditch attempt to save Tifton, a group of adventurers led by Cadmus of Helm bombarded Tifton with dispelling magic to make the cursed dust ineffective; it would have worked, had Kemnebi not sabotaged that delicate casting process and filled the room with his unholy aura and dispelled the casting members. This act led to Tifton&#039;s death, and Kemnebi&#039;s imprisonment.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the sabotage of the new crystal prison, the death of Tifton, and the long legal trial were distractions to delay the Helmites so that Neradnal could return the Ill&#039;Koresh to corporeal form. It was very effective. In the dark ritual that sacrificed 33 children returned the Ill&#039;Koresh to form, Tifton&#039;s corpse and soul were offered as tribute to Bane. Rather than taking the Paladin, Bane returned him to life as a twisted version of himself.&lt;br /&gt;
&lt;br /&gt;
Tifton loathes himself, and what he has become, especially that he requires blood to sustain himself. Originally, he wanted only to be left alone within the Necropolis amongst the other undead. To see the living reminded him of what he lost, and what he had become. However, when adventurers started entering the Necropolis on his watch and slaughtering the sentient undead, he grew very upset. He informed the adventurers that they were not welcome in the City of the Dead, and that he would punish any who entered. Stay out, he declared. Unknown to Tifton, Ditus used this opportunity to search the Necropolis for artifacts and secrets.&lt;br /&gt;
&lt;br /&gt;
Though he does not agree with the fear mongering aspects of Bane&#039;s faith, he is starting to buy into the fact that the forces of good are at times reckless, and some often do great evil in their supposed pursuit of good. He references how the adventurers came and slayed sentient undead when they really just wanted to be left alone; why should he be killed, simply because he is something other than what the adventurers are?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Information===&lt;br /&gt;
&lt;br /&gt;
The Knights of the Black Gauntlet are the military order of cavaliers and holy knights dedicated to Bane. The Knights work as guards for holy sites of Bane, as well as leading the armies of the numerous military campaigns the church of Bane undertakes.&lt;br /&gt;
&lt;br /&gt;
The faith of Bane makes regular use of undead, either provided by the clergy or the wizards that follow The Tyrant Lord.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6324</id>
		<title>Ranger Combat Styles</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6324"/>
		<updated>2022-09-04T01:42:59Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
At 2nd level, a ranger must select one combat style to pursue.&lt;br /&gt;
&lt;br /&gt;
The ranger’s expertise manifests in the form of granted feats at 2nd, 6th, 11th, 14th, and 18th level. He can gains feats from his selected combat style, even if he does not have the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Styles:&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Weapon Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with a weapoon in each hand. As your ranger level increases, you gain the following bonus feats: Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, Greater Two-Weapon Fighting at 11th level, Double Slice at 14th level, and Improved Two-Weapon Defense at 18th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Combat Style: &#039;&#039;&#039; You have chosen to train in the art of ranged combat to become a master marksman. As your ranger level increases, you gain the following bonus feats: Rapid Shot Attack at 2nd level, Manyshot at 6th level, Improved Rapid Shot at 11th level, Knockdown Arrow at 14th level, and Ranged Mastery at 18th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Handed Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with two handed weapons. As your ranger level increases, you gain the following bonus feats: Power Attack at 2nd level, Great Cleave at 6th level, Improved Power Attack at 11th level, Favored Power Attack at 14th level, and Shield of Swings at 18th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Weapon Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with tooth and claw, like the beasts of the wild. As your ranger level increases, you gain the following bonus feats: Improved Natural Attack at 2nd level, Vital Strike at 6th level, Multi-Attack at 11th level, Eldritch Claws at 14th level, and Raking Claws at 18th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6288</id>
		<title>Ranger Combat Styles</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6288"/>
		<updated>2022-09-04T00:40:45Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
At 2nd level, a ranger must select one combat style to pursue.&lt;br /&gt;
&lt;br /&gt;
The ranger’s expertise manifests in the form of granted feats at 2nd, 6th, 11th, 14th, and 18th level. He can gains feats from his selected combat style, even if he does not have the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Styles:&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Weapon Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with a weapoon in each hand. As your ranger level increases, you gain the following bonus feats: Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, Greater Two-Weapon Fighting at 11th level, Double Slice at 14th level, Improved Two-Weapon Defense at 18th level, and lastly Bane of Enemies at 20th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with tooth and claw, like the beasts of the wild. As your ranger level increases, you gain the following bonus feats: Improved Natural Attack at 2nd level, Vital Strike at 6th level, Multi-Attack at 11th level, Eldritch Claws at 14th level, Raking Claws at 18th level, and lastly Bane of Enemies at 20th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Handed Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with two handed weapons. As your ranger level increases, you gain the following bonus feats: Power Attack at 2nd level, Great Cleave at 6th level, Improved Power Attack at 11th level, Favored Power Attack at 14th level, Shield of Swings at 18th level, and lastly Bane of Enemies at 20th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Weapon Combat Style: &#039;&#039;&#039; You have chosen to train in the art of fighting with tooth and claw, like the beasts of the wild. As your ranger level increases, you gain the following bonus feats: Improved Natural Attack at 2nd level, Vital Strike at 6th level, Multi-Attack at 11th level, Eldritch Claws at 14th level, Raking Claws at 18th level, and lastly Bane of Enemies at 20th level. You gain the benefit of these feats even if you do not meet their prerequisites.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Feats&amp;diff=6245</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Feats&amp;diff=6245"/>
		<updated>2022-09-03T05:15:03Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From http://www.sundren.org/forum/showthread.php?p=60214:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;CUSTOM SUNDREN FEATS&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;GENERAL FEATS&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
You are practiced in the arts of petty crime.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Sleight Of Hand +1&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: +3 to Open Lock and Sleight of Hand skills&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GodsBane&amp;lt;br&amp;gt;&lt;br /&gt;
You are better able to resist divine magics than normal.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: None&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You get a +2 bonus on all saving throws to resist divine spells and spell-like abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Bodily Constitution&amp;lt;br&amp;gt;&lt;br /&gt;
Your training has made you extra resilient.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Con 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Constitution based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Cognitive Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
You have a talent for problem solving tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Int 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Intelligence based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Manual Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
You have nimble, dexterous fingers.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Dex 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Dexterity based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Personal Charisma&amp;lt;br&amp;gt;&lt;br /&gt;
You have a knack for turning on the charm.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Cha 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Charisma based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Physical Strength&amp;lt;br&amp;gt;&lt;br /&gt;
You are good at applying your might to manual tasks.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Str 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Strength based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heightened Worldy Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
You have especially good common sense.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Wis 13&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to all Wisdom based skill checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notorious&amp;lt;br&amp;gt;&lt;br /&gt;
You are well known as a dangerous cutthroat not to be trifled with.&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Criminal Feat&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You get a +5 circumstance bonus on all Intimidate checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dragon&#039;s Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
You are incredibly tough.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequsites: Base Fort save +11&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain +12 HPs&amp;lt;br&amp;gt;&lt;br /&gt;
Special: You can gain this feat multiple times and stacks with other Toughness feats&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Giant&#039;s Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
You are amazingly tough&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequsites: Base Fort save +8&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain +9 HPs&amp;lt;br&amp;gt;&lt;br /&gt;
Special: You can gain this feat multiple times and stacks with other Toughness feats&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarf&#039;s Toughness&amp;lt;br&amp;gt;&lt;br /&gt;
You are tougher then you were before&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequsites: Base Fort save +5&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain +6 HPs&amp;lt;br&amp;gt;&lt;br /&gt;
Special: You can gain this feat multiple times and stacks with other Toughness feats&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shadow&amp;lt;br&amp;gt;&lt;br /&gt;
You have a better chance than most to trail someone un-noticed&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +2 bonus on Hide and Spot checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Exalted Spell Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
You are particularly resistant to evil spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Cha 15&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: Against spells from evil sources you gain a +4 save bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dirty Rat&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite adept at slipping under a foe&#039;s guard while he&#039;s distracted.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Tumble 4 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: +1 bonus to attack rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Forester&amp;lt;br&amp;gt;&lt;br /&gt;
Faerun&#039;s great forests stretch for hundreds of miles across the northlands. You are knowledgeable about the secrets of the forest and wise in its ways.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You receive a +2 bonus on all Heal checks and all Survival checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Adaptability&amp;lt;br&amp;gt;&lt;br /&gt;
You thrive under circumstances that require you to adapt, and excel at uncovering the secrets of the wilderness and surviving to tell the tale.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You get a +1 bonus on Fort Saves and a +2 bonus on Survival checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Armour Proficiency (Light)&amp;lt;br&amp;gt;&lt;br /&gt;
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Armour Proficiency (Medium)&amp;lt;br&amp;gt;&lt;br /&gt;
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Arcane Armour Proficiency (Light)&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Armour Proficiency (Heavy)&amp;lt;br&amp;gt;&lt;br /&gt;
You have trained to wear armour while casting your spells. By carefully concentrating on the somatic components of your spell, you slowly go through the physical motions necessary to complete a spell. While your casting takes longer then normal, your armor does not greatly hamper your ability to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Arcane Armour Proficiency (Light), Arcane Armour Proficiency (Medium)&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: While wearing armor you may use this feat to take an extra round to carefully cast a spell, reducing the arcane spell failure by 30%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Attuned&amp;lt;br&amp;gt;&lt;br /&gt;
You sense the magical energies latent in all things&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You receive a +2 bonus to all Spellcraft and Spot checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Spell Girding&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Ability to cast 1st level spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: Spells cast on you are particularly hardy, resisting dispel checks more readily than normal. Any dispel checks against your spells&#039; effects are made with a -2 penalty. For paladins and rangers of 4th level or higher, this penalty is increased to -4.&amp;lt;br&amp;gt;&lt;br /&gt;
Use: Automatic.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Fighter&amp;lt;br&amp;gt;&lt;br /&gt;
You are especially adept at battling creatures larger then yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Dex 16, base attack bonus +4.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: When fighting Giant type creatures you gain a +2 to attack rolls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lion Hearted&amp;lt;br&amp;gt;&lt;br /&gt;
You possess an incredible level of bravery and determination.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Iron Will.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +1 bonus to Will saves and a +4 bonus to Will saves against fear effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Master Tracker&amp;lt;br&amp;gt;&lt;br /&gt;
You have master the ways of the hunter, allowing you to follow enemies through even the most difficult terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
Prequisites: Track Feat, Wis 15+&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain a +4 bonus to all Search and Survivial checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Second Wind&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to control your body and focus your thoughts to rid yourself of fatigue&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: Con 15+&amp;lt;br&amp;gt;&lt;br /&gt;
Benefits:You can heal yourself for 1d6 + CON modifier, once per hour.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;RACE-RELATED FEATS&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Manifestation&amp;lt;br&amp;gt;&lt;br /&gt;
You can call upon the power of your elven blood to impress lesser races.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Cha 15+, Elf&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: As a standard action, you can appear more imposing by drawing power from the land. You have a +4 morale bonus to all Charisma-based checks for 1d6 rounds. This is a supernatural ability you can use three times per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deep Blood&amp;lt;br&amp;gt;&lt;br /&gt;
Your family has an ancient bond with the shadow and deep places.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Wis 11+, Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
Benefits: You gain a +4 racial bonus to spot checks underground.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: You can only take Deepblood at 1st level. **note until patch 1.14 this feat may be taken after character creation**&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Thief&amp;lt;br&amp;gt;&lt;br /&gt;
Not all halflings are thieves but you do not just fit the stereotype; you live it. Roguish skills come easily to you, even without training.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Dexterity 15+, Intelligence 13+, Halfling.&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: +1 competence bonus on Disable Device, Hide, Move Silently, Open Locks, and Sleight of Hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Far Wanderer&amp;lt;br&amp;gt;&lt;br /&gt;
You are not like most gnomes, preferring the open road to the hillside home and the company of folk in other lands to life among your own kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Gnome&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: Years fo travel have honed your ability to move from place to place quickly and efficiently. Your Move speed is increased by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Innovator&amp;lt;br&amp;gt;&lt;br /&gt;
Your gnomish blood gives you great insight into the world of inventions and new ideas. You are quick to come up with creative solutions to problems and complications in need of solutions.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Intelligence 13, Gnome&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: Your keen mind works easily through complexities that would confuse others, tranting you a +2 insight bonus to Lore, Disable Device, and Open Locks checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Bestial Rage&amp;lt;br&amp;gt;&lt;br /&gt;
You have a berzerker soul, the result of feral ancestry or perhaps the bitterness and fury that comes from being hated by both halves of your heritage.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Half Orc&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: In time of great stress, you can give into the rage burning withing, gaining great strength from such a release. You may use the barbarian&#039;s Rage class ability once per dau, with all of its consumerate advantages and drawbacks. This use of Bestial Rage stacks with any other uses granted to you by class levels or other uses granted to you by class levels or other sources. For all intents and purposes this feat counts as access to the barbarian&#039;s Rage class feature with the exception of fulfilling prerequsities for choosing feats or PRCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Orc Blood&amp;lt;br&amp;gt;&lt;br /&gt;
For all effects related to race, a half-orc is considered an orc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Stone Bones &#039;&#039;&#039;(Disabled)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Dwarf, Toughness Feat&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: DR 2/- (This stacks with Dwarven Defender DR on testing in-game)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Bones &#039;&#039;&#039;(Disabled)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Stone Bones Feat&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: DR 4/- (Does not stack with Stone Bones Feat. This does stack with Dwarven Defender DR on testing in-game)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maker&#039;s Aptitude&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Dwarf or Gnome&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: From an early age, your kind is often inspired to create objects for a great variety of uses. You&#039;ve put that fascination to study, and learned how to craft better than others. You gain a +2 bonus on the skills Craft: Armorsmithing, Craft: Jewelcrafting, Craft: Trap &amp;amp; Contraption Making, Craft: Weaponsmithing and Knowledge: Architecture &amp;amp; Engineering.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Sensitive Ears&amp;lt;br&amp;gt;&lt;br /&gt;
Your hearing is very keen, but vulnerable to loud sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Elf&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: You gain +5 to Listen checks.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: You suffer +25% damage from sonic effects and a -2 penalty to saving throws against sonic effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Armored Mage&amp;lt;br&amp;gt;&lt;br /&gt;
The affinity dwarves feel for metal allows you to reduce the chance of spell failure when casting arcane spells while wearing armour.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: Dwarf, Any Metamagic Feat&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: When casting arcane spells while wearing armour, you may reduce the chance of arcane spell failure by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;CLASS-RELATED FEATS&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Arts&amp;lt;br&amp;gt;&lt;br /&gt;
Your dedication to pure martial training has improved your defensive techniques&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Dex 13, Fighter Level 6+&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: +1 Dodge Bonus to AC&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elusive Target&amp;lt;br&amp;gt;&lt;br /&gt;
You have learned to use your opponents as a shield against aimed arrows, spears and other precisely aimed weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Dex 13, Fighter Level 9+, Defensive Arts&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: +1 Dodge Bonus to AC&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vile Eyes&amp;lt;br&amp;gt;&lt;br /&gt;
The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally scarred one of her regular eyes.&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisite: Warlock Level 1&amp;lt;br&amp;gt;&lt;br /&gt;
Benefit: The character can now see invisible objects permanently.&amp;lt;br&amp;gt;&lt;br /&gt;
Special: the character takes a -4 deformity penalty on all spot and search checks and your eyes are easily seen by others.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Disabled/Modified_Epic_Feats&amp;diff=6244</id>
		<title>Disabled/Modified Epic Feats</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Disabled/Modified_Epic_Feats&amp;diff=6244"/>
		<updated>2022-09-03T05:09:02Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Disabled Epic Feats===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;This is a list of epic feats that are not available upon reaching levels above 20. Bonus feats gained from class levels (like those of a fighter, wizard or rogue) cannot be used to purchase any epic feats at all.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Epic Spell: Mummy Dust&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Dragon Knight&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Hellball&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Epic Mage Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Ruin&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Mass Fowl&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Vampiric Feast&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Epic Gate&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Damnation (Warlock)&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Entropic Husk (Warlock)&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Epic Gate (Warlock)&amp;lt;br&amp;gt;&lt;br /&gt;
Epic Spell: Hellball (Warlock)&amp;lt;br&amp;gt;&lt;br /&gt;
Epic SPell: Vampiric Feast (Warlock)&amp;lt;br&amp;gt;&lt;br /&gt;
Song of Requiem&amp;lt;br&amp;gt;&lt;br /&gt;
Hymn of Requiem&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Epic Feats===&lt;br /&gt;
&amp;lt;i&amp;gt;Additionally, the following epic feats were modified&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Epic Barbarian Rage&amp;lt;br&amp;gt;&lt;br /&gt;
Type of Feat: Epic&amp;lt;br&amp;gt;&lt;br /&gt;
Prerequisites: 21st level, Str 30, Mighty Rage, base attack bonus +25.&lt;br /&gt;
Specifics: While raging, the character&#039;s Str and Con bonuses remain at +8 and their Will save bonus increases to +8. Aditionally, they gain a +5 adrenaline bonus to Climb, Jump and Swim checks for the duration of their rage, and the AC penalty for enraging is reduced to 1.&amp;lt;br&amp;gt;&lt;br /&gt;
Use: Automatic while in rage.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6243</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6243"/>
		<updated>2022-09-03T05:08:02Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ranger==&lt;br /&gt;
&lt;br /&gt;
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Ranger, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Ranger are: &lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; High Saves: &#039;&#039;&#039; Fortitude and Reflex&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier, x4 at first level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spells: &#039;&#039;&#039;  Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2-level spells, and so forth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Track: &#039;&#039;&#039;  A ranger has the ability to find and read tracks, but he moves slowly when doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favored Enemy: &#039;&#039;&#039;  At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Combat Style: &#039;&#039;&#039;  At 2nd level, a ranger must select one of four combat styles to pursue: archery, two-weapon, two-handed, or natural weapon combat. When a ranger selects a combat style they gain access to the feats granted by the style even if he does not have the normal prerequisites for that feat. These feats are granted at 2nd, 6th, 11th, 14th, and 18th level. The benefits of the ranger&#039;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranger Combat Styles]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toughness: &#039;&#039;&#039;  At 3rd level the ranger gains Toughness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039;  At 4th level, a ranger gains an animal companion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;  Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Swift Tracker: &#039;&#039;&#039;  At 8th level, a ranger can use their tracking skill and move at normal speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039;  At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Camouflage: &#039;&#039;&#039;  At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039;  At 16th level, a Ranger gains Improved Evasion. This functions as Evasion, except the Ranger only takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hide in Plain Sight: &#039;&#039;&#039;  A 17th level ranger has the ability to use the Hide skill even when being watched and in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bane of Enemies: &#039;&#039;&#039; At 20th level any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6242</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6242"/>
		<updated>2022-09-03T05:06:01Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ranger==&lt;br /&gt;
&lt;br /&gt;
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Ranger, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Ranger are: &lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; High Saves: &#039;&#039;&#039; Fortitude and Reflex&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier, x4 at first level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spells: &#039;&#039;&#039;  Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2-level spells, and so forth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Track: &#039;&#039;&#039;  A ranger has the ability to find and read tracks, but he moves slowly when doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favored Enemy: &#039;&#039;&#039;  At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Combat Style: &#039;&#039;&#039;  At 2nd level, a ranger must select one of four combat styles to pursue: archery, two-weapon, two-handed, or natural weapon combat. When a ranger selects a combat style they gain access to the feats granted by the style even if he does not have the normal prerequisites for that feat. The benefits of the ranger&#039;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranger Combat Styles]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toughness: &#039;&#039;&#039;  At 3rd level the ranger gains Toughness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039;  At 4th level, a ranger gains an animal companion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;  Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Swift Tracker: &#039;&#039;&#039;  At 8th level, a ranger can use their tracking skill and move at normal speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039;  At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Camouflage: &#039;&#039;&#039;  At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039;  At 16th level, a Ranger gains Improved Evasion. This functions as Evasion, except the Ranger only takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hide in Plain Sight: &#039;&#039;&#039;  A 17th level ranger has the ability to use the Hide skill even when being watched and in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bane of Enemies: &#039;&#039;&#039; At 20th level any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6241</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6241"/>
		<updated>2022-09-03T05:05:27Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ranger==&lt;br /&gt;
&lt;br /&gt;
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Ranger, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Ranger are: &lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; High Saves: &#039;&#039;&#039; Fortitude and Reflex&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier, x4 at first level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spells: &#039;&#039;&#039;  Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2-level spells, and so forth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Track: &#039;&#039;&#039;  A ranger has the ability to find and read tracks, but he moves slowly when doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favored Enemy: &#039;&#039;&#039;  At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Combat Style: &#039;&#039;&#039;  At 2nd level, a ranger must select one of four combat styles to pursue: archery, two-weapon, two-handed, or natural weapon combat. When a ranger selects a combat style they gain access to the feats granted by the style even if he does not have the normal prerequisites for that feat. The benefits of the ranger&#039;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
&lt;br /&gt;
[[Ranger Combat Styles]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toughness: &#039;&#039;&#039;  At 3rd level the ranger gains Toughness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039;  At 4th level, a ranger gains an animal companion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;  Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Swift Tracker: &#039;&#039;&#039;  At 8th level, a ranger can use their tracking skill and move at normal speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039;  At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Camouflage: &#039;&#039;&#039;  At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039;  At 16th level, a Ranger gains Improved Evasion. This functions as Evasion, except the Ranger only takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hide in Plain Sight: &#039;&#039;&#039;  A 17th level ranger has the ability to use the Hide skill even when being watched and in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bane of Enemies: &#039;&#039;&#039; At 20th level any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6240</id>
		<title>Ranger Combat Styles</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6240"/>
		<updated>2022-09-03T05:04:52Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
At 2nd level, a ranger must select one combat style to pursue.&lt;br /&gt;
&lt;br /&gt;
The ranger’s expertise manifests in the form of granted feats at 2nd, 6th, 11th, 14th, and 18th level. He can gains feats from his selected combat style, even if he does not have the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Styles:&#039;&#039;&#039;==&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6239</id>
		<title>Ranger Combat Styles</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger_Combat_Styles&amp;diff=6239"/>
		<updated>2022-09-03T05:04:39Z</updated>

		<summary type="html">&lt;p&gt;Dispater: Created page with &amp;quot;At 2nd level, a ranger must select one combat style to pursue.  The ranger’s expertise manifests in the form of granted feats at 2nd, 6th, 11th, 14th, and 18th level. He can gains feats from his selected combat style, even if he does not have the normal prerequisites.  The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At 2nd level, a ranger must select one combat style to pursue.&lt;br /&gt;
&lt;br /&gt;
The ranger’s expertise manifests in the form of granted feats at 2nd, 6th, 11th, 14th, and 18th level. He can gains feats from his selected combat style, even if he does not have the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Styles:&#039;&#039;&#039;==&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6238</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=6238"/>
		<updated>2022-09-03T05:00:29Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ranger==&lt;br /&gt;
&lt;br /&gt;
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Ranger, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Ranger are: &lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; High Saves: &#039;&#039;&#039; Fortitude and Reflex&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier, x4 at first level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spells: &#039;&#039;&#039;  Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2-level spells, and so forth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Track: &#039;&#039;&#039;  A ranger has the ability to find and read tracks, but he moves slowly when doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favored Enemy: &#039;&#039;&#039;  At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Combat Style: &#039;&#039;&#039;  At 2nd level, a ranger must select one of four combat styles to pursue: archery, two-weapon, two-handed, or natural weapon combat. When a ranger selects a combat style they gain access to the feats granted by the style even if he does not have the normal prerequisites for that feat. The benefits of the ranger&#039;s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toughness: &#039;&#039;&#039;  At 3rd level the ranger gains Toughness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039;  At 4th level, a ranger gains an animal companion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;  Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Swift Tracker: &#039;&#039;&#039;  At 8th level, a ranger can use their tracking skill and move at normal speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039;  At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. &lt;br /&gt;
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&#039;&#039;&#039; Camouflage: &#039;&#039;&#039;  At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.&lt;br /&gt;
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&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039;  At 16th level, a Ranger gains Improved Evasion. This functions as Evasion, except the Ranger only takes half damage on a failed save.&lt;br /&gt;
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&#039;&#039;&#039; Hide in Plain Sight: &#039;&#039;&#039;  A 17th level ranger has the ability to use the Hide skill even when being watched and in combat.&lt;br /&gt;
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&#039;&#039;&#039; Bane of Enemies: &#039;&#039;&#039; At 20th level any weapon you wield against one of your favored enemies is treated as a bane weapon for that creature type (+2 to hit and it deals +2d6 damage).&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rogue&amp;diff=6237</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rogue&amp;diff=6237"/>
		<updated>2022-09-03T04:53:34Z</updated>

		<summary type="html">&lt;p&gt;Dispater: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue==&lt;br /&gt;
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Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues also have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&lt;br /&gt;
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=== Requirements===&lt;br /&gt;
To qualify to become a Rogue, a character must fulfill all the following criteria.&lt;br /&gt;
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* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
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===Class Skills===&lt;br /&gt;
The class skills of the Rogue are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Hide&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Architecture &amp;amp; Engineering&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nobility &amp;amp; Royalty&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Open Lock&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spot&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&lt;br /&gt;
* Use Rope&lt;br /&gt;
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=== Class Features ===&lt;br /&gt;
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&#039;&#039;&#039; Hit Die: &#039;&#039;&#039; d6&lt;br /&gt;
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&#039;&#039;&#039; Base Attack Bonus: &#039;&#039;&#039; Medium&lt;br /&gt;
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&#039;&#039;&#039; High Saves: &#039;&#039;&#039; Reflex&lt;br /&gt;
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&#039;&#039;&#039; Weapon Proficiencies: &#039;&#039;&#039; Rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword.&lt;br /&gt;
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&#039;&#039;&#039; Armor Proficiencies: &#039;&#039;&#039; Light armor&lt;br /&gt;
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&#039;&#039;&#039; Skill Points: &#039;&#039;&#039; 8 + Int modifier per level, x4 at first level&lt;br /&gt;
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&#039;&#039;&#039; Class Skills: &#039;&#039;&#039; Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device&lt;br /&gt;
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&#039;&#039;&#039; Sneak Attack: &#039;&#039;&#039; If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
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&#039;&#039;&#039; Trapfinding: &#039;&#039;&#039; Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
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&#039;&#039;&#039; Evasion: &#039;&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
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&#039;&#039;&#039; Talents: &#039;&#039;&#039; At 2nd level and every two levels after, until 8th level (2nd, 4th, 6th, and 8th) a rogue learns a number of talents that aid them and confound their foes. They may choose from the following list of bonus feats:&lt;br /&gt;
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&#039;&#039;&#039;    * Swift and Silent:&#039;&#039;&#039; When in stealth mode, movement is 75% instead of 50%.&lt;br /&gt;
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&#039;&#039;&#039; Trap Sense: &#039;&#039;&#039; At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
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&#039;&#039;&#039; Uncanny Dodge: &#039;&#039;&#039; Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
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&#039;&#039;&#039; Improved Uncanny Dodge: &#039;&#039;&#039; At 8th level a rogue cannot be sneak attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
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&#039;&#039;&#039; Special Abilities: &#039;&#039;&#039; On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options:&lt;br /&gt;
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&#039;&#039;&#039;    * Crippling Strike (Ex):&#039;&#039;&#039; A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. &lt;br /&gt;
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&#039;&#039;&#039;    * Defensive Roll (Ex):&#039;&#039;&#039; The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
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&#039;&#039;&#039;    * Improved Evasion (Ex):&#039;&#039;&#039; This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball, henceforth she takes only half damage on a failed save. &lt;br /&gt;
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&#039;&#039;&#039;    * Opportunist (Ex):&#039;&#039;&#039; The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
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&#039;&#039;&#039;    * Skill Mastery:&#039;&#039;&#039; The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.&lt;br /&gt;
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&#039;&#039;&#039;    * Slippery Mind (Ex): &#039;&#039;&#039;This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
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&#039;&#039;&#039;    * Hide in Plain Sight:&#039;&#039;&#039; the Rogue may enter stealth mode even while being observed.&lt;br /&gt;
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&#039;&#039;&#039;    * Feat:&#039;&#039;&#039; A rogue may gain a rogue bonus feat in place of a special ability.&lt;/div&gt;</summary>
		<author><name>Dispater</name></author>
	</entry>
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