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	<updated>2026-04-09T00:09:16Z</updated>
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		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=6505</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=6505"/>
		<updated>2022-09-21T01:15:12Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* The Sundarian Empire */&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;
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- There are special member-only faction forums on the Sundren Web site.&lt;br /&gt;
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- There are special faction-only stores, giving players access to rare, powerful goods.&lt;br /&gt;
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- 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;
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- 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;
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=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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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;
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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;
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==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;
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Learn [[The 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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&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;
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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 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;
&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;
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Learn [[Whurest|MORE]]&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;
&amp;lt;br&amp;gt;&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;
&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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&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;
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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;
&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;
&lt;br /&gt;
==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 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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Learn [[Eboncoin Pact|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 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;
&lt;br /&gt;
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;
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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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Learn [[Blackwood Company|MORE]]&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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Learn [[The Triumvirate|MORE]]&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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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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6470</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6470"/>
		<updated>2022-09-09T01:35:42Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Culture and Economy */&lt;/p&gt;
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&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;
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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;
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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;
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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;
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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;
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&#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;
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- 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;
[[The 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;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 13,000&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, Ocean&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Attractive&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: 0 (Port town, not naturally healthy environs -1; Strict public health control +1)&amp;lt;br&amp;gt;&lt;br /&gt;
Normal Magic (Common Enchantment, due to the town&#039;s imported goods)&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: Accented&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Comfortable&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 6 (Slave to Exarch)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Exarch&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Black Cloaks/Sable Order&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;: Lumber, Commodities, Minerals, Cotton, Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Fish, Metals, Gemstones, Armaments (Rodcraft), Wheat&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis=== &lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s port, while not as large or as extensive as Avanthyr&#039;s, does have a significant amount of trade and commerce from outside Sundren&#039;s borders. Importantly, Sestra&#039;s mines provide it with significant veins of ore that are both traded and used in the town in order to forge weapons and armor. Sestra&#039;s wheat fields feed the town as well, and the surplus is traded both inland and at sea. Sestra has a particular chip on its shoulder when it comes to competition with Avanthyr. While they cannot hope to match Avanthyr&#039;s established trade routes, Sestra&#039;s rulers seek to find a foothold into the sea trade. Currently, it has a provisional contract with Avanthyr&#039;s Navy in order to protect the routes that exist going to and from the former Black Hand stronghold. This causes a bit of tension between the two, as they both rely upon one another for either safe sea trade or income to fund Avanthyr&#039;s forces. While their access to the international waters are not as widespread as Avanthyr&#039;s, they&#039;ve been creeping up to the Port&#039;s productivity levels. A good deal of corporate espionage exists between the two port cities, each trying their best to undermine and to steal trade from the other.&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;: Sestra&#039;s land forces are a significant power house in the valley, second only to Sundren City. Mandatory military service has created a population familiar with at the very least basic combat and military discipline. The city, when it forges blades, has a tendency to enchant in the darker side of magics, giving its military a distinct edge in battle. While the military has a resting set of forces that are on par with most of the valley, it can call in reserves consisting of its general populace to garner greater numbers than even Sundren City. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sestra&#039;s territory has expanded around its land based borders more than it has the waters around it. Sestra&#039;s fields stretch around it, worked by generations of Sestrans, descended from both the Sundarian Empire as well as the Black Hand. Such distinctions have melted away over the last half century, and now only someone&#039;s great grandfather really remembers the horrors of Black Hand rule before Marshal Datton.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Avanthyr&#039;s competition with Sestra has been slowly boiling for the last ten years or so. War hasn&#039;t broken out, but tensions are strained. Sestra&#039;s military continues to drill, raising Avanthyr&#039;s hackles, while Avanthyr continues its war games at sea in order to keep its navy in top shape. Both sides are wary of one another, but neither wishes to make the first move.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&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;
&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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6469</id>
		<title>Sestra</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sestra&amp;diff=6469"/>
		<updated>2022-09-09T01:35:10Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &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;
[[The 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;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 13,000&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, Ocean&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Attractive&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: 0 (Port town, not naturally healthy environs -1; Strict public health control +1)&amp;lt;br&amp;gt;&lt;br /&gt;
Normal Magic (Common Enchantment, due to the town&#039;s imported goods)&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: Accented&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Comfortable&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 6 (Slave to Major Nobility)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Exarch&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Black Cloaks/Sable Order&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;: Lumber, Commodities, Minerals, Cotton, Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Fish, Metals, Gemstones, Armaments (Rodcraft), Wheat&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis=== &lt;br /&gt;
&lt;br /&gt;
Sestra&#039;s port, while not as large or as extensive as Avanthyr&#039;s, does have a significant amount of trade and commerce from outside Sundren&#039;s borders. Importantly, Sestra&#039;s mines provide it with significant veins of ore that are both traded and used in the town in order to forge weapons and armor. Sestra&#039;s wheat fields feed the town as well, and the surplus is traded both inland and at sea. Sestra has a particular chip on its shoulder when it comes to competition with Avanthyr. While they cannot hope to match Avanthyr&#039;s established trade routes, Sestra&#039;s rulers seek to find a foothold into the sea trade. Currently, it has a provisional contract with Avanthyr&#039;s Navy in order to protect the routes that exist going to and from the former Black Hand stronghold. This causes a bit of tension between the two, as they both rely upon one another for either safe sea trade or income to fund Avanthyr&#039;s forces. While their access to the international waters are not as widespread as Avanthyr&#039;s, they&#039;ve been creeping up to the Port&#039;s productivity levels. A good deal of corporate espionage exists between the two port cities, each trying their best to undermine and to steal trade from the other.&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;: Sestra&#039;s land forces are a significant power house in the valley, second only to Sundren City. Mandatory military service has created a population familiar with at the very least basic combat and military discipline. The city, when it forges blades, has a tendency to enchant in the darker side of magics, giving its military a distinct edge in battle. While the military has a resting set of forces that are on par with most of the valley, it can call in reserves consisting of its general populace to garner greater numbers than even Sundren City. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sestra&#039;s territory has expanded around its land based borders more than it has the waters around it. Sestra&#039;s fields stretch around it, worked by generations of Sestrans, descended from both the Sundarian Empire as well as the Black Hand. Such distinctions have melted away over the last half century, and now only someone&#039;s great grandfather really remembers the horrors of Black Hand rule before Marshal Datton.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Avanthyr&#039;s competition with Sestra has been slowly boiling for the last ten years or so. War hasn&#039;t broken out, but tensions are strained. Sestra&#039;s military continues to drill, raising Avanthyr&#039;s hackles, while Avanthyr continues its war games at sea in order to keep its navy in top shape. Both sides are wary of one another, but neither wishes to make the first move.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&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;
&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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6429</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6429"/>
		<updated>2022-09-06T00:43:09Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Economics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sundren City is the main area of urbanization in the entire valley. It was the center of Mundus&#039; power, will, and vision in creating a nation in this dangerous plot of land so close to the Spine of the World. As such, it houses most of Sundren&#039;s trading and elite, a center for the extravagance of the rich and the slums of the poor. There are a few Legions stationed within and around the city, and so it is probably the most well ordered city in the entire valley. The farther one gets from the City, the farther one gets from the law. From bustling markets to shady taverns, Sundren City is a place that holds many secrets and many adventurers for those willing to brave the urban jungle that it has turned into.&lt;br /&gt;
&lt;br /&gt;
With the Second Bloodmaim War, the City was forced to defend itself from encroaching Banite forces. The Hands of Mundus devised a daring, complicated, and near suicidal scheme in order to save the city from certain destruction. Using the rare mineral called Sundrite, the Hands managed to erect a spell that raised the city into the sky like Netheril of old. With the City&#039;s raising and the Second Sundering of the valley, the districts were redefined and refugee&#039;s poured into the city to escape the Bloodmaim and Black Hand hordes that plague the valley. &lt;br /&gt;
&lt;br /&gt;
===Fall of the City===&lt;br /&gt;
&lt;br /&gt;
However, it was not to last. The City was brought down once more, this time by the Sinister Three, mages who were former Left Hands seeking to destroy the City&#039;s reactors. Adventurers, including members of the recently formed [[Magisterium]] rushed back to the Gate to aid in its defense once realizing the mage&#039;s plans. The Sinister Three had carefully lured out most of the Sundrite Reactors&#039; defenders: most of the Helmites had been called down by a false request for meeting by their Avanthyrian chapter brothers; the Right Hands had been lured into a trap ; and Edaphriel, an elven Enchantress of the Sinister Three, had ensorcelled half of the Legion forces at the Gate, commanding them to dispatch anybody who attempted to get back in the City. &lt;br /&gt;
&lt;br /&gt;
The Sinister Trickster meanwhile was occupying the remaining Right Hand and Helmite forces with a small army of simulacra attacking from the skies, while Severax, their leader, infiltrated the City to attack the reactors. The adventurers decided to evade the dominated Legionnaires, managing to avoid unnecessary bloodshed to confront Edaphriel. In an epic battle, they defeated her and her controlled guards, eventually ending the domination spell and freeing the Legionnaires from her control. They proceeded forward to teleport back to the City.&lt;br /&gt;
&lt;br /&gt;
Once in the City, they discovered it was blanketed in chaos as Helmites and Right Hands fought the Trickster&#039;s simulacra. Avoiding the battles, they chose to head straight for the reactors, managing to reach them - and Severax - but too late to stop him from corrupting the reactors. They slew Severax, but were faced with an unfortunate choice: keep the city afloat, but in danger, or set it down safely?&lt;br /&gt;
&lt;br /&gt;
The mages of the Magisterium decided that rather than allow the Right Hands to keep the City afloat, they would force the city down themselves by powering down the reactors. The Right Hands travelling with them attempted to stop him, but drained by their battle with the Sinister Trickster, they were easily dispatched. One of the mages sacrificed his life to bring the city down, and finally, the City had landed. The threat gone and with no one to say otherwise, the adventurers were hailed as heroes in defense of the City. The Sinister Trickster, his goal accomplished and his allies&#039; dead, escaped.&lt;br /&gt;
&lt;br /&gt;
===Current Year===&lt;br /&gt;
&lt;br /&gt;
Since then, the City has remained firmly on the ground, and with all of the problems that come with it. With the splitting of the empire into various city-states, the Sundarian Empire is a shadow of its former self. While the free cities of Sundren flourished, the empire and its central government fell into disarray. The Imperial Senate now manages much of the daily governance. Their efforts to improve the city’s infrastructure and defenses are challenged by crime and corruption at all levels, even within the Senate itself. Maintaining the uneasy peace maintained between Sundren City, Avanthyr, Aquor and Sestra is a shared goal between the Empress and the Senate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
The City is divided into four main districts with a small amount of leeway in between. These districts house very different groups depending, and in general have little to do with one another besides being next to one another. For instance, the Forum has booths and commoners bustling about, but one district over and you&#039;re in Castrum, with troops patrolling around and the looming Legion Chapterhouse and Helmite temple. In any case, the districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
The Forum is the district with the largest amount of shops and market, a bustling place that you can find just about anything you need to start adventuring. Thrifty Hides has the finest leather products such as belts and armor, while Braxis&#039; forge makes many weapons suited for the adventuring life. Some even say the forge has a stash of silver weapons in stock to deal with the undead menace. Immovable Objects has a fine selection of armors of all fashions, one just has to make certain its the type one wants to buy! Sure Shots is full of exotic looking bows and arrows for the fledgling archer as well. Finer Point caters to those who dance on a razor&#039;s edge with a rapier wit and blade.&lt;br /&gt;
&lt;br /&gt;
===Castrum===&lt;br /&gt;
The Temple of Helm and the temple itself caters to all of those who need assistance. The [[Sundarian Legion|Sundren Legion]]&#039;s Chapterhouse in the district, while old, is in servicable state, and is home to the remnants of the Legion.&lt;br /&gt;
&lt;br /&gt;
===Cheapside===&lt;br /&gt;
The City was packed full of refugees during the Second Sundering, and the City hasn&#039;t been able to handle the huge quantity of poor souls who need food, water, and shelter. As a result, most of the refugees have made their home in the more rundown parts of the City, and crime is a common element.&lt;br /&gt;
&lt;br /&gt;
For a seedier time in the City, head to Jimmy&#039;s tavern. Jimmy himself is long gone, but don&#039;t let this stop you from exploring the blackjack offered along with the cage fighting at the center of the place with betting going on. [[Eboncoin Pact|Rumor]] has it that some shadier people play and meet in the back of Jimmy&#039;s, so it&#039;s a likely place for those looking for trouble to find it. &lt;br /&gt;
&lt;br /&gt;
The upper part of the district is home to the Temple of [[Oghma|Oghma]]. They usually have crafting stations open to the public, as well as a huge amount of supplies for the beginning alchemist or crafter. The Exigo HQ within the city sits right next door, and is always busy with some bizarre invention or another. Rumor has it that there is a shady fellow around the district, selling things to the right customer for the right...motivation.&lt;br /&gt;
&lt;br /&gt;
===Aspirations===&lt;br /&gt;
Aspirations is frequented by all manner of people, from scholars to performing bards. It is full to the brim of exciting things to do, and one cannot expect to remain bored for long if its traveled fully. The Sundren University is considered widely to be the best school for several leagues, and is home to many a mage and scholar. It&#039;s conveniently placed near the [[Sundren Library]], where Oghmites helps students sift through the vast amounts of information.&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the park from the Sundren Comfort, a place of sanctuary and peace for all who desire it. The Trade and Balance is the city&#039;s performing institute. Town meetings and plays frequent its halls, and it sells alcoholic beverages to boot!&lt;br /&gt;
&lt;br /&gt;
==Sewers==&lt;br /&gt;
The City has various sewer grates located throughout the districts that lead to a network of tunnels beneath the City. No one is quite sure what is down there, but rumors say that there is some kind of ooze that seeps through the stonework walls. Even deeper, rumors say that gangs have made their lairs within the disgusting tunnels, and might be a repository for whomever the gangs might have severe dislike for.&lt;br /&gt;
&lt;br /&gt;
Sleeping with the fishes would be preferable to the things that potential victims might lie with instead in these dank, light-less tunnels.&lt;br /&gt;
&lt;br /&gt;
==Government and Leaders==&lt;br /&gt;
&lt;br /&gt;
Sundren&#039;s government is lead by the Empress, as well as the [[http://sundren.org/forum/sundren-community/roleplay-central/23349-birth-of-a-senate|Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empress Licinia, Queen of the Sundered Valley, “The Empress without an Empire&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A skilled orator, politician, and strategist, Licinia keeps careful tabs on all the major players within and without Sundren. As to the actual governance of Sundren City itself, she is more than happy to leave that to the squabbling of the Imperial Senate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Licinia’s Small Council&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Antonidas, Hand of the Empress&amp;lt;br&amp;gt;&lt;br /&gt;
Various advisors&amp;lt;br&amp;gt;&lt;br /&gt;
Jowy, Licinia’s court jester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Senate is populated by [[nobility]] large and small.&lt;br /&gt;
&lt;br /&gt;
=Economics=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 18,500&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Cheapside (Unattractve); Aspirations (Beautiful); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: Cheapside -2 (Healthy Environment +1, Poverty -1, Catastrophe -1); Aspirations +1 (Healthy Environment +1, Strict Public Health Enforcement +1); Forum/Castrum +0 (Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment)&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: Cheapside (Struggling); Aspirations (Comfortable); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 8 (Beggar to Emperor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Military Government, Imperial&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Legion&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Sundarian Legion (including Condotierri and Vigilis)&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Raw Materials, Spices, Luxury Goods, Ore, Raw Minerals from Mirabar, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Manufactured Goods, Magic Items, Armaments, Innovative Machinery, Artifacts (Lantanese)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The City is full to bursting with craftsmen, engineers, and other learned professionals. The Temple of Oghma alone employs a dozen scribes a day, and the wealth of knowledge contained in the City is monumental. Magic items created by the Magisterium and other craftsmen are also available, but there is a significant boom in the creation of artificer&#039;s devices. With the defection of Lanatan&#039;s Chief artificier, such objects have become increasingly common. As these devices are cheaper to produce than magical devices, Sundren has seen an increase in their use, and they have become commonplace in regular households. Sundren is close enough to Avanthyr to trade, and is accessible enough to pull in goods and raw materials from outside the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The town is a hive of manufacturing, due to the presence of the Exigo as well as the former capitol of the previous Sundarian government. It is a center of craftsmen, mages, and knowledge that is unparalleled by the rest of the valley.&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;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sundren&#039;s territory ranges outside of its walls moreso than most of the other city-states, due to the strength of its military. While weaker than it has been since Sundren&#039;s founding, it is still the premier fighting force in the valley, second to none. This has allowed a relatively larger expansion from its walls than most others, and Sundren enjoys the fields and farms of the [[House Ulsteris|Ulsteris]] family in addition to whatever lands the other nobility bring to its resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Since the fall of the City, the overcrowding has lessened over the past fifty years to spread outside Sundren&#039;s walls. That said, crime and corruption still run rampant in certain portions of the City, and even the Legion cannot patrol all the time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current State of Sundren&#039;s Economy===&lt;br /&gt;
&lt;br /&gt;
Sundren suffered since the end of the wars. They sustained considerable losses, and not just from the Legion. They took many political and economic hits, and with the city on the ground they are more vulnerable should any force threaten. This has forced a change in tact and through the [[Silent Peace]] they (mostly) accept the independence of the other states. Their military as it stands now is at least a match to Sestra, and they are much more populous than even Avanthyr, but they rely heavily on trade for many goods. This isn’t as large an issue as it may seem due to the resources they can export, but it does mean diplomacy is needed when dealing with their neighbors. While population is still below peaks in the pre-war eras of Sundren there are sections of the city such as Cheapside where living conditions are among the worst in all of Sundren. Crime is a constant threat to many of the common folk and they face some challenges within their own walls.&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6428</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6428"/>
		<updated>2022-09-06T00:41:40Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Culture and Economy */&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 6 (Slave to Major 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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Second_Sundering&amp;diff=6427</id>
		<title>Second Sundering</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Second_Sundering&amp;diff=6427"/>
		<updated>2022-09-06T00:41:09Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spear of the Black Hand attack stalled, the valiant warriors of the Legion and its allies rode the tidal wave of death approaching.&lt;br /&gt;
&lt;br /&gt;
Those who saw the climatic event spoke of how the Triumvirate Champion, Darius Blackwell faced off against Bane&#039;s Chosen. The duel preceded the battle but was to set the stage for what came next.&lt;br /&gt;
&lt;br /&gt;
Just when it appeared Golias, the Blackguard Champion might be gaining the upper hand... an arrow hit his chest... then another, and another. The one came to be known as the &amp;quot;Faerie Queen&amp;quot;, Maia attacked the Dread Lord.&lt;br /&gt;
&lt;br /&gt;
Both sides of each force looked on as the clouds darkened overhead, and a mighty crackle streaked from across the sky. Lightning, red as hellfire came from the clouds and struck down the interrupter of the duel, leaving her as another casualty where already so many have been lost.&lt;br /&gt;
&lt;br /&gt;
Battered and beaten, Golias fell under Darius&#039; sword, riddled with arrows and unable to counter any moves.&lt;br /&gt;
&lt;br /&gt;
Rage. The Triumvirate cursed the interruption of a fight with some semblance of honor. The Banites became enraged, denied even a fair fight from the &#039;honorable&#039; Triumvirate.&lt;br /&gt;
&lt;br /&gt;
Moments later the clash continued, the forces of good and evil locked in battle. Endless waves of undead continued, risen by powerful dark priests and clerics alike. Even they were nothing in comparison to the awesome power of the demon allies of Bane, bringing hellfire and death in their wake.&lt;br /&gt;
&lt;br /&gt;
Then; just as all was thought nearly lost -- the great Bronze Dragon Ixisitraz flew overhead, landing to stem the tide of the dark forces. With this extra time, the main forces of the Legion retreated.&lt;br /&gt;
&lt;br /&gt;
Ixisitraz, after speaking with the leaders on the battlefield returns to the city, ready to aid the Hands of Mundus in their final great trial.&lt;br /&gt;
&lt;br /&gt;
Moments later lights came streaking into the sky from the city, and a sundering from which no one has ever seen the likes of began. The entire valley rumbled for what seemed like minutes... few could muster the strength to even stand, let alone kneel in the process.&lt;br /&gt;
&lt;br /&gt;
All over Sundren people beheld the great spectacle -- the city itself lifting with the foundations of the earth into the sky... massive pillars jutting up from each district -- no doubt the Sundrite devices worked on by the hands so carefully for so many months.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Second_Sundering&amp;diff=6426</id>
		<title>Second Sundering</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Second_Sundering&amp;diff=6426"/>
		<updated>2022-09-06T00:39:57Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;The spear of the Black Hand attack stalled, the valiant warriors of the Legion and its allies rode the tidal wave of death approaching.  Those who saw the climatic event spoke of how the Triumvirate Champion, Darius Blackwell faced off against Bane&amp;#039;s Chosen. The duel preceded the battle but was to set the stage for what came next.  Just when it appeared Golias, the Blackguard Champion might be gaining the upper hand... an arrow hit his chest... then another, and another....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spear of the Black Hand attack stalled, the valiant warriors of the Legion and its allies rode the tidal wave of death approaching.&lt;br /&gt;
&lt;br /&gt;
Those who saw the climatic event spoke of how the Triumvirate Champion, Darius Blackwell faced off against Bane&#039;s Chosen. The duel preceded the battle but was to set the stage for what came next.&lt;br /&gt;
&lt;br /&gt;
Just when it appeared Golias, the Blackguard Champion might be gaining the upper hand... an arrow hit his chest... then another, and another. The one came to be known as the &amp;quot;Faerie Queen&amp;quot;, Maia attacked the Dread Lord.&lt;br /&gt;
&lt;br /&gt;
Both sides of each force looked on as the clouds darkened overhead, and a mighty crackle streaked from across the sky. Lightning, red as hellfire came from the clouds and struck down the interrupter of the duel, leaving her as another casualty where already so many have been lost.&lt;br /&gt;
&lt;br /&gt;
Battered and beaten, Golias fell under Darius&#039; sword, riddled with arrows and unable to counter any moves.&lt;br /&gt;
&lt;br /&gt;
Rage. The Triumvirate cursed the interruption of a fight with some semblance of honor. The Banites became enraged, denied even a fair fight from the &#039;honorable&#039; Triumvirate.&lt;br /&gt;
&lt;br /&gt;
Moments later the clash continued, the forces of good and evil locked in battle. Endless waves of undead continued, risen by powerful dark priests and clerics alike. Even they were nothing in comparison to the awesome power of the demon allies of Bane, bringing hellfire and death in their wake.&lt;br /&gt;
&lt;br /&gt;
Then; just as all was thought nearly lost -- the great Bronze Dragon Ixisitraz flew overhead, landing to stem the tide of the dark forces. With this extra time, the main forces of the Legion retreated.&lt;br /&gt;
&lt;br /&gt;
Ixisitraz, after speaking with the leaders on the battlefield returns to the city, ready to aid the Hands of Mundus in their final great trial.&lt;br /&gt;
&lt;br /&gt;
Moments later lights came streaking into the sky from the city, and a sundering from which no one has ever seen the likes of began. The entire valley rumbled for what seemed like minutes... few could muster the strength to even stand, let alone kneel in the process.&lt;br /&gt;
&lt;br /&gt;
All over Sundren people beheld the great spectacle -- the city itself lifting with the foundations of the earth into the sky... massive pillars jutting up from each district -- no doubt the Sundrite devices worked on by the hands so carefully for so many months.&lt;br /&gt;
&lt;br /&gt;
As the city takes its position over the valley, many questions begin to appear... who won? What is the fate of those left behind? What plans do the Black Hand have now?&lt;br /&gt;
&lt;br /&gt;
How does one reach the city, who does not possess wings?!&lt;br /&gt;
&lt;br /&gt;
Of all these and so many more, one thing is certain: The city is safe.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6425</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6425"/>
		<updated>2022-09-06T00:33:24Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sundren City is the main area of urbanization in the entire valley. It was the center of Mundus&#039; power, will, and vision in creating a nation in this dangerous plot of land so close to the Spine of the World. As such, it houses most of Sundren&#039;s trading and elite, a center for the extravagance of the rich and the slums of the poor. There are a few Legions stationed within and around the city, and so it is probably the most well ordered city in the entire valley. The farther one gets from the City, the farther one gets from the law. From bustling markets to shady taverns, Sundren City is a place that holds many secrets and many adventurers for those willing to brave the urban jungle that it has turned into.&lt;br /&gt;
&lt;br /&gt;
With the Second Bloodmaim War, the City was forced to defend itself from encroaching Banite forces. The Hands of Mundus devised a daring, complicated, and near suicidal scheme in order to save the city from certain destruction. Using the rare mineral called Sundrite, the Hands managed to erect a spell that raised the city into the sky like Netheril of old. With the City&#039;s raising and the Second Sundering of the valley, the districts were redefined and refugee&#039;s poured into the city to escape the Bloodmaim and Black Hand hordes that plague the valley. &lt;br /&gt;
&lt;br /&gt;
===Fall of the City===&lt;br /&gt;
&lt;br /&gt;
However, it was not to last. The City was brought down once more, this time by the Sinister Three, mages who were former Left Hands seeking to destroy the City&#039;s reactors. Adventurers, including members of the recently formed [[Magisterium]] rushed back to the Gate to aid in its defense once realizing the mage&#039;s plans. The Sinister Three had carefully lured out most of the Sundrite Reactors&#039; defenders: most of the Helmites had been called down by a false request for meeting by their Avanthyrian chapter brothers; the Right Hands had been lured into a trap ; and Edaphriel, an elven Enchantress of the Sinister Three, had ensorcelled half of the Legion forces at the Gate, commanding them to dispatch anybody who attempted to get back in the City. &lt;br /&gt;
&lt;br /&gt;
The Sinister Trickster meanwhile was occupying the remaining Right Hand and Helmite forces with a small army of simulacra attacking from the skies, while Severax, their leader, infiltrated the City to attack the reactors. The adventurers decided to evade the dominated Legionnaires, managing to avoid unnecessary bloodshed to confront Edaphriel. In an epic battle, they defeated her and her controlled guards, eventually ending the domination spell and freeing the Legionnaires from her control. They proceeded forward to teleport back to the City.&lt;br /&gt;
&lt;br /&gt;
Once in the City, they discovered it was blanketed in chaos as Helmites and Right Hands fought the Trickster&#039;s simulacra. Avoiding the battles, they chose to head straight for the reactors, managing to reach them - and Severax - but too late to stop him from corrupting the reactors. They slew Severax, but were faced with an unfortunate choice: keep the city afloat, but in danger, or set it down safely?&lt;br /&gt;
&lt;br /&gt;
The mages of the Magisterium decided that rather than allow the Right Hands to keep the City afloat, they would force the city down themselves by powering down the reactors. The Right Hands travelling with them attempted to stop him, but drained by their battle with the Sinister Trickster, they were easily dispatched. One of the mages sacrificed his life to bring the city down, and finally, the City had landed. The threat gone and with no one to say otherwise, the adventurers were hailed as heroes in defense of the City. The Sinister Trickster, his goal accomplished and his allies&#039; dead, escaped.&lt;br /&gt;
&lt;br /&gt;
===Current Year===&lt;br /&gt;
&lt;br /&gt;
Since then, the City has remained firmly on the ground, and with all of the problems that come with it. With the splitting of the empire into various city-states, the Sundarian Empire is a shadow of its former self. While the free cities of Sundren flourished, the empire and its central government fell into disarray. The Imperial Senate now manages much of the daily governance. Their efforts to improve the city’s infrastructure and defenses are challenged by crime and corruption at all levels, even within the Senate itself. Maintaining the uneasy peace maintained between Sundren City, Avanthyr, Aquor and Sestra is a shared goal between the Empress and the Senate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
The City is divided into four main districts with a small amount of leeway in between. These districts house very different groups depending, and in general have little to do with one another besides being next to one another. For instance, the Forum has booths and commoners bustling about, but one district over and you&#039;re in Castrum, with troops patrolling around and the looming Legion Chapterhouse and Helmite temple. In any case, the districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
The Forum is the district with the largest amount of shops and market, a bustling place that you can find just about anything you need to start adventuring. Thrifty Hides has the finest leather products such as belts and armor, while Braxis&#039; forge makes many weapons suited for the adventuring life. Some even say the forge has a stash of silver weapons in stock to deal with the undead menace. Immovable Objects has a fine selection of armors of all fashions, one just has to make certain its the type one wants to buy! Sure Shots is full of exotic looking bows and arrows for the fledgling archer as well. Finer Point caters to those who dance on a razor&#039;s edge with a rapier wit and blade.&lt;br /&gt;
&lt;br /&gt;
===Castrum===&lt;br /&gt;
The Temple of Helm and the temple itself caters to all of those who need assistance. The [[Sundarian Legion|Sundren Legion]]&#039;s Chapterhouse in the district, while old, is in servicable state, and is home to the remnants of the Legion.&lt;br /&gt;
&lt;br /&gt;
===Cheapside===&lt;br /&gt;
The City was packed full of refugees during the Second Sundering, and the City hasn&#039;t been able to handle the huge quantity of poor souls who need food, water, and shelter. As a result, most of the refugees have made their home in the more rundown parts of the City, and crime is a common element.&lt;br /&gt;
&lt;br /&gt;
For a seedier time in the City, head to Jimmy&#039;s tavern. Jimmy himself is long gone, but don&#039;t let this stop you from exploring the blackjack offered along with the cage fighting at the center of the place with betting going on. [[Eboncoin Pact|Rumor]] has it that some shadier people play and meet in the back of Jimmy&#039;s, so it&#039;s a likely place for those looking for trouble to find it. &lt;br /&gt;
&lt;br /&gt;
The upper part of the district is home to the Temple of [[Oghma|Oghma]]. They usually have crafting stations open to the public, as well as a huge amount of supplies for the beginning alchemist or crafter. The Exigo HQ within the city sits right next door, and is always busy with some bizarre invention or another. Rumor has it that there is a shady fellow around the district, selling things to the right customer for the right...motivation.&lt;br /&gt;
&lt;br /&gt;
===Aspirations===&lt;br /&gt;
Aspirations is frequented by all manner of people, from scholars to performing bards. It is full to the brim of exciting things to do, and one cannot expect to remain bored for long if its traveled fully. The Sundren University is considered widely to be the best school for several leagues, and is home to many a mage and scholar. It&#039;s conveniently placed near the [[Sundren Library]], where Oghmites helps students sift through the vast amounts of information.&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the park from the Sundren Comfort, a place of sanctuary and peace for all who desire it. The Trade and Balance is the city&#039;s performing institute. Town meetings and plays frequent its halls, and it sells alcoholic beverages to boot!&lt;br /&gt;
&lt;br /&gt;
==Sewers==&lt;br /&gt;
The City has various sewer grates located throughout the districts that lead to a network of tunnels beneath the City. No one is quite sure what is down there, but rumors say that there is some kind of ooze that seeps through the stonework walls. Even deeper, rumors say that gangs have made their lairs within the disgusting tunnels, and might be a repository for whomever the gangs might have severe dislike for.&lt;br /&gt;
&lt;br /&gt;
Sleeping with the fishes would be preferable to the things that potential victims might lie with instead in these dank, light-less tunnels.&lt;br /&gt;
&lt;br /&gt;
==Government and Leaders==&lt;br /&gt;
&lt;br /&gt;
Sundren&#039;s government is lead by the Empress, as well as the [[http://sundren.org/forum/sundren-community/roleplay-central/23349-birth-of-a-senate|Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empress Licinia, Queen of the Sundered Valley, “The Empress without an Empire&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A skilled orator, politician, and strategist, Licinia keeps careful tabs on all the major players within and without Sundren. As to the actual governance of Sundren City itself, she is more than happy to leave that to the squabbling of the Imperial Senate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Licinia’s Small Council&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Antonidas, Hand of the Empress&amp;lt;br&amp;gt;&lt;br /&gt;
Various advisors&amp;lt;br&amp;gt;&lt;br /&gt;
Jowy, Licinia’s court jester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Senate is populated by [[nobility]] large and small.&lt;br /&gt;
&lt;br /&gt;
=Economics=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 15,000&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Cheapside (Unattractve); Aspirations (Beautiful); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: Cheapside -2 (Healthy Environment +1, Poverty -1, Catastrophe -1); Aspirations +1 (Healthy Environment +1, Strict Public Health Enforcement +1); Forum/Castrum +0 (Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment)&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: Cheapside (Struggling); Aspirations (Comfortable); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 8 (Beggar to Emperor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Military Government, Imperial&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Legion&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Sundarian Legion (including Condotierri and Vigilis)&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Raw Materials, Spices, Luxury Goods, Ore, Raw Minerals from Mirabar, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Manufactured Goods, Magic Items, Armaments, Innovative Machinery, Artifacts (Lantanese)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The City is full to bursting with craftsmen, engineers, and other learned professionals. The Temple of Oghma alone employs a dozen scribes a day, and the wealth of knowledge contained in the City is monumental. Magic items created by the Magisterium and other craftsmen are also available, but there is a significant boom in the creation of artificer&#039;s devices. With the defection of Lanatan&#039;s Chief artificier, such objects have become increasingly common. As these devices are cheaper to produce than magical devices, Sundren has seen an increase in their use, and they have become commonplace in regular households. Sundren is close enough to Avanthyr to trade, and is accessible enough to pull in goods and raw materials from outside the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The town is a hive of manufacturing, due to the presence of the Exigo as well as the former capitol of the previous Sundarian government. It is a center of craftsmen, mages, and knowledge that is unparalleled by the rest of the valley.&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;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sundren&#039;s territory ranges outside of its walls moreso than most of the other city-states, due to the strength of its military. While weaker than it has been since Sundren&#039;s founding, it is still the premier fighting force in the valley, second to none. This has allowed a relatively larger expansion from its walls than most others, and Sundren enjoys the fields and farms of the [[House Ulsteris|Ulsteris]] family in addition to whatever lands the other nobility bring to its resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Since the fall of the City, the overcrowding has lessened over the past fifty years to spread outside Sundren&#039;s walls. That said, crime and corruption still run rampant in certain portions of the City, and even the Legion cannot patrol all the time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current State of Sundren&#039;s Economy===&lt;br /&gt;
&lt;br /&gt;
Sundren suffered since the end of the wars. They sustained considerable losses, and not just from the Legion. They took many political and economic hits, and with the city on the ground they are more vulnerable should any force threaten. This has forced a change in tact and through the [[Silent Peace]] they (mostly) accept the independence of the other states. Their military as it stands now is at least a match to Sestra, and they are much more populous than even Avanthyr, but they rely heavily on trade for many goods. This isn’t as large an issue as it may seem due to the resources they can export, but it does mean diplomacy is needed when dealing with their neighbors. While population is still below peaks in the pre-war eras of Sundren there are sections of the city such as Cheapside where living conditions are among the worst in all of Sundren. Crime is a constant threat to many of the common folk and they face some challenges within their own walls.&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6424</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6424"/>
		<updated>2022-09-06T00:32:14Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Economic Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sundren City is the main area of urbanization in the entire valley. It was the center of Mundus&#039; power, will, and vision in creating a nation in this dangerous plot of land so close to the Spine of the World. As such, it houses most of Sundren&#039;s trading and elite, a center for the extravagance of the rich and the slums of the poor. There are a few Legions stationed within and around the city, and so it is probably the most well ordered city in the entire valley. The farther one gets from the City, the farther one gets from the law. From bustling markets to shady taverns, Sundren City is a place that holds many secrets and many adventurers for those willing to brave the urban jungle that it has turned into.&lt;br /&gt;
&lt;br /&gt;
With the Second Bloodmaim War, the City was forced to defend itself from encroaching Banite forces. The Hands of Mundus devised a daring, complicated, and near suicidal scheme in order to save the city from certain destruction. Using the rare mineral called Sundrite, the Hands managed to erect a spell that raised the city into the sky like Netheril of old. With the City&#039;s raising and the Second Sundering of the valley, the districts were redefined and refugee&#039;s poured into the city to escape the Bloodmaim and Black Hand hordes that plague the valley. &lt;br /&gt;
&lt;br /&gt;
===Fall of the City===&lt;br /&gt;
&lt;br /&gt;
However, it was not to last. The City was brought down once more, this time by the Sinister Three, mages who were former Left Hands seeking to destroy the City&#039;s reactors. Adventurers, including members of the recently formed [[Magisterium]] rushed back to the Gate to aid in its defense once realizing the mage&#039;s plans. The Sinister Three had carefully lured out most of the Sundrite Reactors&#039; defenders: most of the Helmites had been called down by a false request for meeting by their Avanthyrian chapter brothers; the Right Hands had been lured into a trap ; and Edaphriel, an elven Enchantress of the Sinister Three, had ensorcelled half of the Legion forces at the Gate, commanding them to dispatch anybody who attempted to get back in the City. &lt;br /&gt;
&lt;br /&gt;
The Sinister Trickster meanwhile was occupying the remaining Right Hand and Helmite forces with a small army of simulacra attacking from the skies, while Severax, their leader, infiltrated the City to attack the reactors. The adventurers decided to evade the dominated Legionnaires, managing to avoid unnecessary bloodshed to confront Edaphriel. In an epic battle, they defeated her and her controlled guards, eventually ending the domination spell and freeing the Legionnaires from her control. They proceeded forward to teleport back to the City.&lt;br /&gt;
&lt;br /&gt;
Once in the City, they discovered it was blanketed in chaos as Helmites and Right Hands fought the Trickster&#039;s simulacra. Avoiding the battles, they chose to head straight for the reactors, managing to reach them - and Severax - but too late to stop him from corrupting the reactors. They slew Severax, but were faced with an unfortunate choice: keep the city afloat, but in danger, or set it down safely?&lt;br /&gt;
&lt;br /&gt;
The mages of the Magisterium decided that rather than allow the Right Hands to keep the City afloat, they would force the city down themselves by powering down the reactors. The Right Hands travelling with them attempted to stop him, but drained by their battle with the Sinister Trickster, they were easily dispatched. One of the mages sacrificed his life to bring the city down, and finally, the City had landed. The threat gone and with no one to say otherwise, the adventurers were hailed as heroes in defense of the City. The Sinister Trickster, his goal accomplished and his allies&#039; dead, escaped.&lt;br /&gt;
&lt;br /&gt;
===Current Year===&lt;br /&gt;
&lt;br /&gt;
Since then, the City has remained firmly on the ground, and with all of the problems that come with it. With the splitting of the empire into various city-states, the Sundarian Empire is a shadow of its former self. While the free cities of Sundren flourished, the empire and its central government fell into disarray. The Imperial Senate now manages much of the daily governance. Their efforts to improve the city’s infrastructure and defenses are challenged by crime and corruption at all levels, even within the Senate itself. Maintaining the uneasy peace maintained between Sundren City, Avanthyr, Aquor and Sestra is a shared goal between the Empress and the Senate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
The City is divided into four main districts with a small amount of leeway in between. These districts house very different groups depending, and in general have little to do with one another besides being next to one another. For instance, the Forum has booths and commoners bustling about, but one district over and you&#039;re in Castrum, with troops patrolling around and the looming Legion Chapterhouse and Helmite temple. In any case, the districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
The Forum is the district with the largest amount of shops and market, a bustling place that you can find just about anything you need to start adventuring. Thrifty Hides has the finest leather products such as belts and armor, while Braxis&#039; forge makes many weapons suited for the adventuring life. Some even say the forge has a stash of silver weapons in stock to deal with the undead menace. Immovable Objects has a fine selection of armors of all fashions, one just has to make certain its the type one wants to buy! Sure Shots is full of exotic looking bows and arrows for the fledgling archer as well. Finer Point caters to those who dance on a razor&#039;s edge with a rapier wit and blade.&lt;br /&gt;
&lt;br /&gt;
===Castrum===&lt;br /&gt;
The Temple of Helm and the temple itself caters to all of those who need assistance. The [[Sundarian Legion|Sundren Legion]]&#039;s Chapterhouse in the district, while old, is in servicable state, and is home to the remnants of the Legion.&lt;br /&gt;
&lt;br /&gt;
===Cheapside===&lt;br /&gt;
The City was packed full of refugees during the Second Sundering, and the City hasn&#039;t been able to handle the huge quantity of poor souls who need food, water, and shelter. As a result, most of the refugees have made their home in the more rundown parts of the City, and crime is a common element.&lt;br /&gt;
&lt;br /&gt;
For a seedier time in the City, head to Jimmy&#039;s tavern. Jimmy himself is long gone, but don&#039;t let this stop you from exploring the blackjack offered along with the cage fighting at the center of the place with betting going on. [[Eboncoin Pact|Rumor]] has it that some shadier people play and meet in the back of Jimmy&#039;s, so it&#039;s a likely place for those looking for trouble to find it. &lt;br /&gt;
&lt;br /&gt;
The upper part of the district is home to the Temple of [[Oghma|Oghma]]. They usually have crafting stations open to the public, as well as a huge amount of supplies for the beginning alchemist or crafter. The Exigo HQ within the city sits right next door, and is always busy with some bizarre invention or another. Rumor has it that there is a shady fellow around the district, selling things to the right customer for the right...motivation.&lt;br /&gt;
&lt;br /&gt;
===Aspirations===&lt;br /&gt;
Aspirations is frequented by all manner of people, from scholars to performing bards. It is full to the brim of exciting things to do, and one cannot expect to remain bored for long if its traveled fully. The Sundren University is considered widely to be the best school for several leagues, and is home to many a mage and scholar. It&#039;s conveniently placed near the [[Sundren Library]], where Oghmites helps students sift through the vast amounts of information.&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the park from the Sundren Comfort, a place of sanctuary and peace for all who desire it. The Trade and Balance is the city&#039;s performing institute. Town meetings and plays frequent its halls, and it sells alcoholic beverages to boot!&lt;br /&gt;
&lt;br /&gt;
==Sewers==&lt;br /&gt;
The City has various sewer grates located throughout the districts that lead to a network of tunnels beneath the City. No one is quite sure what is down there, but rumors say that there is some kind of ooze that seeps through the stonework walls. Even deeper, rumors say that gangs have made their lairs within the disgusting tunnels, and might be a repository for whomever the gangs might have severe dislike for.&lt;br /&gt;
&lt;br /&gt;
Sleeping with the fishes would be preferable to the things that potential victims might lie with instead in these dank, light-less tunnels.&lt;br /&gt;
&lt;br /&gt;
==Government and Leaders==&lt;br /&gt;
&lt;br /&gt;
Sundren&#039;s government is lead by the Empress, as well as the [[http://sundren.org/forum/sundren-community/roleplay-central/23349-birth-of-a-senate|Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empress Licinia, Queen of the Sundered Valley, “The Empress without an Empire&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A skilled orator, politician, and strategist, Licinia keeps careful tabs on all the major players within and without Sundren. As to the actual governance of Sundren City itself, she is more than happy to leave that to the squabbling of the Imperial Senate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Licinia’s Small Council&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Antonidas, Hand of the Empress&amp;lt;br&amp;gt;&lt;br /&gt;
Various advisors&amp;lt;br&amp;gt;&lt;br /&gt;
Jowy, Licinia’s court jester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Senate is populated by [[nobility]] large and small.&lt;br /&gt;
&lt;br /&gt;
=Economics=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 15,000&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Cheapside (Unattractve); Aspirations (Beautiful); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: Cheapside -2 (Healthy Environment +1, Poverty -1, Catastrophe -1); Aspirations +1 (Healthy Environment +1, Strict Public Health Enforcement +1); Forum/Castrum +0 (Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment)&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: Cheapside (Struggling); Aspirations (Comfortable); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 8 (Beggar to Emperor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Military Government, Imperial&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Legion&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Sundarian Legion (including Condotierri and Vigilis)&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Raw Materials, Spices, Luxury Goods, Ore, Raw Minerals from Mirabar, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Manufactured Goods, Magic Items, Armaments, Innovative Machinery, Artifacts (Lantanese)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The City is full to bursting with craftsmen, engineers, and other learned professionals. The Temple of Oghma alone employs a dozen scribes a day, and the wealth of knowledge contained in the City is monumental. Magic items created by the Magisterium and other craftsmen are also available, but there is a significant boom in the creation of artificer&#039;s devices. With the defection of Lanatan&#039;s Chief artificier, such objects have become increasingly common. As these devices are cheaper to produce than magical devices, Sundren has seen an increase in their use, and they have become commonplace in regular households. Sundren is close enough to Avanthyr to trade, and is accessible enough to pull in goods and raw materials from outside the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The town is a hive of manufacturing, due to the presence of the Exigo as well as the former capitol of the previous Sundarian government. It is a center of craftsmen, mages, and knowledge that is unparalleled by the rest of the valley.&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;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sundren&#039;s territory ranges outside of its walls moreso than most of the other city-states, due to the strength of its military. While weaker than it has been since Sundren&#039;s founding, it is still the premier fighting force in the valley, second to none. This has allowed a relatively larger expansion from its walls than most others, and Sundren enjoys the fields and farms of the [[Ulsteris]] family in addition to whatever lands the other nobility bring to its resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Since the fall of the City, the overcrowding has lessened over the past fifty years to spread outside Sundren&#039;s walls. That said, crime and corruption still run rampant in certain portions of the City, and even the Legion cannot patrol all the time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current State of Sundren&#039;s Economy===&lt;br /&gt;
&lt;br /&gt;
Sundren suffered since the end of the wars. They sustained considerable losses, and not just from the Legion. They took many political and economic hits, and with the city on the ground they are more vulnerable should any force threaten. This has forced a change in tact and through the [[Silent Peace]] they (mostly) accept the independence of the other states. Their military as it stands now is at least a match to Sestra, and they are much more populous than even Avanthyr, but they rely heavily on trade for many goods. This isn’t as large an issue as it may seem due to the resources they can export, but it does mean diplomacy is needed when dealing with their neighbors. While population is still below peaks in the pre-war eras of Sundren there are sections of the city such as Cheapside where living conditions are among the worst in all of Sundren. Crime is a constant threat to many of the common folk and they face some challenges within their own walls.&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6423</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6423"/>
		<updated>2022-09-06T00:28:30Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Government and Leaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sundren City is the main area of urbanization in the entire valley. It was the center of Mundus&#039; power, will, and vision in creating a nation in this dangerous plot of land so close to the Spine of the World. As such, it houses most of Sundren&#039;s trading and elite, a center for the extravagance of the rich and the slums of the poor. There are a few Legions stationed within and around the city, and so it is probably the most well ordered city in the entire valley. The farther one gets from the City, the farther one gets from the law. From bustling markets to shady taverns, Sundren City is a place that holds many secrets and many adventurers for those willing to brave the urban jungle that it has turned into.&lt;br /&gt;
&lt;br /&gt;
With the Second Bloodmaim War, the City was forced to defend itself from encroaching Banite forces. The Hands of Mundus devised a daring, complicated, and near suicidal scheme in order to save the city from certain destruction. Using the rare mineral called Sundrite, the Hands managed to erect a spell that raised the city into the sky like Netheril of old. With the City&#039;s raising and the Second Sundering of the valley, the districts were redefined and refugee&#039;s poured into the city to escape the Bloodmaim and Black Hand hordes that plague the valley. &lt;br /&gt;
&lt;br /&gt;
===Fall of the City===&lt;br /&gt;
&lt;br /&gt;
However, it was not to last. The City was brought down once more, this time by the Sinister Three, mages who were former Left Hands seeking to destroy the City&#039;s reactors. Adventurers, including members of the recently formed [[Magisterium]] rushed back to the Gate to aid in its defense once realizing the mage&#039;s plans. The Sinister Three had carefully lured out most of the Sundrite Reactors&#039; defenders: most of the Helmites had been called down by a false request for meeting by their Avanthyrian chapter brothers; the Right Hands had been lured into a trap ; and Edaphriel, an elven Enchantress of the Sinister Three, had ensorcelled half of the Legion forces at the Gate, commanding them to dispatch anybody who attempted to get back in the City. &lt;br /&gt;
&lt;br /&gt;
The Sinister Trickster meanwhile was occupying the remaining Right Hand and Helmite forces with a small army of simulacra attacking from the skies, while Severax, their leader, infiltrated the City to attack the reactors. The adventurers decided to evade the dominated Legionnaires, managing to avoid unnecessary bloodshed to confront Edaphriel. In an epic battle, they defeated her and her controlled guards, eventually ending the domination spell and freeing the Legionnaires from her control. They proceeded forward to teleport back to the City.&lt;br /&gt;
&lt;br /&gt;
Once in the City, they discovered it was blanketed in chaos as Helmites and Right Hands fought the Trickster&#039;s simulacra. Avoiding the battles, they chose to head straight for the reactors, managing to reach them - and Severax - but too late to stop him from corrupting the reactors. They slew Severax, but were faced with an unfortunate choice: keep the city afloat, but in danger, or set it down safely?&lt;br /&gt;
&lt;br /&gt;
The mages of the Magisterium decided that rather than allow the Right Hands to keep the City afloat, they would force the city down themselves by powering down the reactors. The Right Hands travelling with them attempted to stop him, but drained by their battle with the Sinister Trickster, they were easily dispatched. One of the mages sacrificed his life to bring the city down, and finally, the City had landed. The threat gone and with no one to say otherwise, the adventurers were hailed as heroes in defense of the City. The Sinister Trickster, his goal accomplished and his allies&#039; dead, escaped.&lt;br /&gt;
&lt;br /&gt;
===Current Year===&lt;br /&gt;
&lt;br /&gt;
Since then, the City has remained firmly on the ground, and with all of the problems that come with it. With the splitting of the empire into various city-states, the Sundarian Empire is a shadow of its former self. While the free cities of Sundren flourished, the empire and its central government fell into disarray. The Imperial Senate now manages much of the daily governance. Their efforts to improve the city’s infrastructure and defenses are challenged by crime and corruption at all levels, even within the Senate itself. Maintaining the uneasy peace maintained between Sundren City, Avanthyr, Aquor and Sestra is a shared goal between the Empress and the Senate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
The City is divided into four main districts with a small amount of leeway in between. These districts house very different groups depending, and in general have little to do with one another besides being next to one another. For instance, the Forum has booths and commoners bustling about, but one district over and you&#039;re in Castrum, with troops patrolling around and the looming Legion Chapterhouse and Helmite temple. In any case, the districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
The Forum is the district with the largest amount of shops and market, a bustling place that you can find just about anything you need to start adventuring. Thrifty Hides has the finest leather products such as belts and armor, while Braxis&#039; forge makes many weapons suited for the adventuring life. Some even say the forge has a stash of silver weapons in stock to deal with the undead menace. Immovable Objects has a fine selection of armors of all fashions, one just has to make certain its the type one wants to buy! Sure Shots is full of exotic looking bows and arrows for the fledgling archer as well. Finer Point caters to those who dance on a razor&#039;s edge with a rapier wit and blade.&lt;br /&gt;
&lt;br /&gt;
===Castrum===&lt;br /&gt;
The Temple of Helm and the temple itself caters to all of those who need assistance. The [[Sundarian Legion|Sundren Legion]]&#039;s Chapterhouse in the district, while old, is in servicable state, and is home to the remnants of the Legion.&lt;br /&gt;
&lt;br /&gt;
===Cheapside===&lt;br /&gt;
The City was packed full of refugees during the Second Sundering, and the City hasn&#039;t been able to handle the huge quantity of poor souls who need food, water, and shelter. As a result, most of the refugees have made their home in the more rundown parts of the City, and crime is a common element.&lt;br /&gt;
&lt;br /&gt;
For a seedier time in the City, head to Jimmy&#039;s tavern. Jimmy himself is long gone, but don&#039;t let this stop you from exploring the blackjack offered along with the cage fighting at the center of the place with betting going on. [[Eboncoin Pact|Rumor]] has it that some shadier people play and meet in the back of Jimmy&#039;s, so it&#039;s a likely place for those looking for trouble to find it. &lt;br /&gt;
&lt;br /&gt;
The upper part of the district is home to the Temple of [[Oghma|Oghma]]. They usually have crafting stations open to the public, as well as a huge amount of supplies for the beginning alchemist or crafter. The Exigo HQ within the city sits right next door, and is always busy with some bizarre invention or another. Rumor has it that there is a shady fellow around the district, selling things to the right customer for the right...motivation.&lt;br /&gt;
&lt;br /&gt;
===Aspirations===&lt;br /&gt;
Aspirations is frequented by all manner of people, from scholars to performing bards. It is full to the brim of exciting things to do, and one cannot expect to remain bored for long if its traveled fully. The Sundren University is considered widely to be the best school for several leagues, and is home to many a mage and scholar. It&#039;s conveniently placed near the [[Sundren Library]], where Oghmites helps students sift through the vast amounts of information.&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the park from the Sundren Comfort, a place of sanctuary and peace for all who desire it. The Trade and Balance is the city&#039;s performing institute. Town meetings and plays frequent its halls, and it sells alcoholic beverages to boot!&lt;br /&gt;
&lt;br /&gt;
==Sewers==&lt;br /&gt;
The City has various sewer grates located throughout the districts that lead to a network of tunnels beneath the City. No one is quite sure what is down there, but rumors say that there is some kind of ooze that seeps through the stonework walls. Even deeper, rumors say that gangs have made their lairs within the disgusting tunnels, and might be a repository for whomever the gangs might have severe dislike for.&lt;br /&gt;
&lt;br /&gt;
Sleeping with the fishes would be preferable to the things that potential victims might lie with instead in these dank, light-less tunnels.&lt;br /&gt;
&lt;br /&gt;
==Government and Leaders==&lt;br /&gt;
&lt;br /&gt;
Sundren&#039;s government is lead by the Empress, as well as the [[http://sundren.org/forum/sundren-community/roleplay-central/23349-birth-of-a-senate|Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empress Licinia, Queen of the Sundered Valley, “The Empress without an Empire&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A skilled orator, politician, and strategist, Licinia keeps careful tabs on all the major players within and without Sundren. As to the actual governance of Sundren City itself, she is more than happy to leave that to the squabbling of the Imperial Senate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Licinia’s Small Council&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Antonidas, Hand of the Empress&amp;lt;br&amp;gt;&lt;br /&gt;
Various advisors&amp;lt;br&amp;gt;&lt;br /&gt;
Jowy, Licinia’s court jester&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Senate is populated by [[nobility]] large and small.&lt;br /&gt;
&lt;br /&gt;
=Economics=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 15,000&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Cheapside (Unattractve); Aspirations (Beautiful); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: Cheapside -2 (Healthy Environment +1, Poverty -1, Catastrophe -1); Aspirations +1 (Healthy Environment +1, Strict Public Health Enforcement +1); Forum/Castrum +0 (Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment)&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: Cheapside (Struggling); Aspirations (Comfortable); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 8 (Beggar to Emperor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Military Government, Imperial&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Legion&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Sundarian Legion (including Condotierri and Vigilis)&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Raw Materials, Spices, Luxury Goods, Ore, Raw Minerals from Mirabar, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Manufactured Goods, Magic Items, Armaments, Innovative Machinery, Artifacts (Lantanese)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The City is full to bursting with craftsmen, engineers, and other learned professionals. The Temple of Oghma alone employs a dozen scribes a day, and the wealth of knowledge contained in the City is monumental. Magic items created by the Hands and other craftsmen are also available, but only in small amounts since magic is so tightly regulated and there&#039; a shortage of magical components. As a result the economy is able to function, barely, with the presence of outside traders at the Gate of the Sunderer. the land routes within the valley are locked, effectively, but the Gate of the Sunderer is close enough to Avanthyr to trade, and is accessible enough to pull in goods and raw materials from outside the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The town is a hive of manufacturing, due to the presence of the Exigo as well as the former capitol of the previous Sundarian government. It is a center of craftsmen, mages, and knowledge that is unparalleled by the rest of the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, due to the recent food shortages and overpopulation, the City has seen a great disparity between various citizens. Refugees are sectioned off to the ghetto&#039;s of Cheapside, while the remainder of the citizenry are able to move about the City as needed. Cheapside has seen ever increasing rises of crime, corruption, and disease. The famine is starting to effect even the upper tiers of the City, and there doesn&#039;t seem to be a solution in sight beyond dedicating the majority of the tax income to buying food from outside the valley and through the Port in increasingly expensive caravans. The Legion is well regulated and paid, and are able to keep control of the town for the time being. But it is becoming clear that there needs to be a solution, and soon.&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;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sundren&#039;s territory ranges outside of its walls moreso than most of the other city-states, due to the strength of its military. While weaker than it has been since Sundren&#039;s founding, it is still the premier fighting force in the valley, second to none. This has allowed a relatively larger expansion from its walls than most others, and Sundren enjoys the fields and farms of the [[Ulsteris]] family in addition to whatever lands the other nobility bring to its resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Since the fall of the City, the overcrowding has lessened over the past fifty years to spread outside Sundren&#039;s walls. That said, crime and corruption still run rampant in certain portions of the City, and even the Legion cannot patrol all the time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current State of Sundren&#039;s Economy===&lt;br /&gt;
&lt;br /&gt;
Sundren suffered since the end of the wars. They sustained considerable losses, and not just from the Legion. They took many political and economic hits, and with the city on the ground they are more vulnerable should any force threaten. This has forced a change in tact and through the [[Silent Peace]] they (mostly) accept the independence of the other states. Their military as it stands now is at least a match to Sestra, and they are much more populous than even Avanthyr, but they rely heavily on trade for many goods. This isn’t as large an issue as it may seem due to the resources they can export, but it does mean diplomacy is needed when dealing with their neighbors. While population is still below peaks in the pre-war eras of Sundren there are sections of the city such as Cheapside where living conditions are among the worst in all of Sundren. Crime is a constant threat to many of the common folk and they face some challenges within their own walls.&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6422</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=6422"/>
		<updated>2022-09-06T00:28:01Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Sundren City is the main area of urbanization in the entire valley. It was the center of Mundus&#039; power, will, and vision in creating a nation in this dangerous plot of land so close to the Spine of the World. As such, it houses most of Sundren&#039;s trading and elite, a center for the extravagance of the rich and the slums of the poor. There are a few Legions stationed within and around the city, and so it is probably the most well ordered city in the entire valley. The farther one gets from the City, the farther one gets from the law. From bustling markets to shady taverns, Sundren City is a place that holds many secrets and many adventurers for those willing to brave the urban jungle that it has turned into.&lt;br /&gt;
&lt;br /&gt;
With the Second Bloodmaim War, the City was forced to defend itself from encroaching Banite forces. The Hands of Mundus devised a daring, complicated, and near suicidal scheme in order to save the city from certain destruction. Using the rare mineral called Sundrite, the Hands managed to erect a spell that raised the city into the sky like Netheril of old. With the City&#039;s raising and the Second Sundering of the valley, the districts were redefined and refugee&#039;s poured into the city to escape the Bloodmaim and Black Hand hordes that plague the valley. &lt;br /&gt;
&lt;br /&gt;
===Fall of the City===&lt;br /&gt;
&lt;br /&gt;
However, it was not to last. The City was brought down once more, this time by the Sinister Three, mages who were former Left Hands seeking to destroy the City&#039;s reactors. Adventurers, including members of the recently formed [[Magisterium]] rushed back to the Gate to aid in its defense once realizing the mage&#039;s plans. The Sinister Three had carefully lured out most of the Sundrite Reactors&#039; defenders: most of the Helmites had been called down by a false request for meeting by their Avanthyrian chapter brothers; the Right Hands had been lured into a trap ; and Edaphriel, an elven Enchantress of the Sinister Three, had ensorcelled half of the Legion forces at the Gate, commanding them to dispatch anybody who attempted to get back in the City. &lt;br /&gt;
&lt;br /&gt;
The Sinister Trickster meanwhile was occupying the remaining Right Hand and Helmite forces with a small army of simulacra attacking from the skies, while Severax, their leader, infiltrated the City to attack the reactors. The adventurers decided to evade the dominated Legionnaires, managing to avoid unnecessary bloodshed to confront Edaphriel. In an epic battle, they defeated her and her controlled guards, eventually ending the domination spell and freeing the Legionnaires from her control. They proceeded forward to teleport back to the City.&lt;br /&gt;
&lt;br /&gt;
Once in the City, they discovered it was blanketed in chaos as Helmites and Right Hands fought the Trickster&#039;s simulacra. Avoiding the battles, they chose to head straight for the reactors, managing to reach them - and Severax - but too late to stop him from corrupting the reactors. They slew Severax, but were faced with an unfortunate choice: keep the city afloat, but in danger, or set it down safely?&lt;br /&gt;
&lt;br /&gt;
The mages of the Magisterium decided that rather than allow the Right Hands to keep the City afloat, they would force the city down themselves by powering down the reactors. The Right Hands travelling with them attempted to stop him, but drained by their battle with the Sinister Trickster, they were easily dispatched. One of the mages sacrificed his life to bring the city down, and finally, the City had landed. The threat gone and with no one to say otherwise, the adventurers were hailed as heroes in defense of the City. The Sinister Trickster, his goal accomplished and his allies&#039; dead, escaped.&lt;br /&gt;
&lt;br /&gt;
===Current Year===&lt;br /&gt;
&lt;br /&gt;
Since then, the City has remained firmly on the ground, and with all of the problems that come with it. With the splitting of the empire into various city-states, the Sundarian Empire is a shadow of its former self. While the free cities of Sundren flourished, the empire and its central government fell into disarray. The Imperial Senate now manages much of the daily governance. Their efforts to improve the city’s infrastructure and defenses are challenged by crime and corruption at all levels, even within the Senate itself. Maintaining the uneasy peace maintained between Sundren City, Avanthyr, Aquor and Sestra is a shared goal between the Empress and the Senate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Districts==&lt;br /&gt;
The City is divided into four main districts with a small amount of leeway in between. These districts house very different groups depending, and in general have little to do with one another besides being next to one another. For instance, the Forum has booths and commoners bustling about, but one district over and you&#039;re in Castrum, with troops patrolling around and the looming Legion Chapterhouse and Helmite temple. In any case, the districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Forum===&lt;br /&gt;
The Forum is the district with the largest amount of shops and market, a bustling place that you can find just about anything you need to start adventuring. Thrifty Hides has the finest leather products such as belts and armor, while Braxis&#039; forge makes many weapons suited for the adventuring life. Some even say the forge has a stash of silver weapons in stock to deal with the undead menace. Immovable Objects has a fine selection of armors of all fashions, one just has to make certain its the type one wants to buy! Sure Shots is full of exotic looking bows and arrows for the fledgling archer as well. Finer Point caters to those who dance on a razor&#039;s edge with a rapier wit and blade.&lt;br /&gt;
&lt;br /&gt;
===Castrum===&lt;br /&gt;
The Temple of Helm and the temple itself caters to all of those who need assistance. The [[Sundarian Legion|Sundren Legion]]&#039;s Chapterhouse in the district, while old, is in servicable state, and is home to the remnants of the Legion.&lt;br /&gt;
&lt;br /&gt;
===Cheapside===&lt;br /&gt;
The City was packed full of refugees during the Second Sundering, and the City hasn&#039;t been able to handle the huge quantity of poor souls who need food, water, and shelter. As a result, most of the refugees have made their home in the more rundown parts of the City, and crime is a common element.&lt;br /&gt;
&lt;br /&gt;
For a seedier time in the City, head to Jimmy&#039;s tavern. Jimmy himself is long gone, but don&#039;t let this stop you from exploring the blackjack offered along with the cage fighting at the center of the place with betting going on. [[Eboncoin Pact|Rumor]] has it that some shadier people play and meet in the back of Jimmy&#039;s, so it&#039;s a likely place for those looking for trouble to find it. &lt;br /&gt;
&lt;br /&gt;
The upper part of the district is home to the Temple of [[Oghma|Oghma]]. They usually have crafting stations open to the public, as well as a huge amount of supplies for the beginning alchemist or crafter. The Exigo HQ within the city sits right next door, and is always busy with some bizarre invention or another. Rumor has it that there is a shady fellow around the district, selling things to the right customer for the right...motivation.&lt;br /&gt;
&lt;br /&gt;
===Aspirations===&lt;br /&gt;
Aspirations is frequented by all manner of people, from scholars to performing bards. It is full to the brim of exciting things to do, and one cannot expect to remain bored for long if its traveled fully. The Sundren University is considered widely to be the best school for several leagues, and is home to many a mage and scholar. It&#039;s conveniently placed near the [[Sundren Library]], where Oghmites helps students sift through the vast amounts of information.&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the park from the Sundren Comfort, a place of sanctuary and peace for all who desire it. The Trade and Balance is the city&#039;s performing institute. Town meetings and plays frequent its halls, and it sells alcoholic beverages to boot!&lt;br /&gt;
&lt;br /&gt;
==Sewers==&lt;br /&gt;
The City has various sewer grates located throughout the districts that lead to a network of tunnels beneath the City. No one is quite sure what is down there, but rumors say that there is some kind of ooze that seeps through the stonework walls. Even deeper, rumors say that gangs have made their lairs within the disgusting tunnels, and might be a repository for whomever the gangs might have severe dislike for.&lt;br /&gt;
&lt;br /&gt;
Sleeping with the fishes would be preferable to the things that potential victims might lie with instead in these dank, light-less tunnels.&lt;br /&gt;
&lt;br /&gt;
==Government and Leaders==&lt;br /&gt;
&lt;br /&gt;
Sundren&#039;s government is lead by the Empress, as well as the [[http://sundren.org/forum/sundren-community/roleplay-central/23349-birth-of-a-senate|Imperial Senate]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empress Licinia, Queen of the Sundered Valley, “The Empress without an Empire&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A skilled orator, politician, and strategist, Licinia keeps careful tabs on all the major players within and without Sundren. As to the actual governance of Sundren City itself, she is more than happy to leave that to the squabbling of the Imperial Senate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Licinia’s Small Council&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lord Antonidas, Hand of the Empress&amp;lt;br&amp;gt;&lt;br /&gt;
Various advisors&amp;lt;br&amp;gt;&lt;br /&gt;
Jowy, Licinia’s court jester and secret Master of Whisperers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Senate is populated by [[nobility]] large and small.&lt;br /&gt;
&lt;br /&gt;
=Economics=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 15,000&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Cheapside (Unattractve); Aspirations (Beautiful); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: Cheapside -2 (Healthy Environment +1, Poverty -1, Catastrophe -1); Aspirations +1 (Healthy Environment +1, Strict Public Health Enforcement +1); Forum/Castrum +0 (Strict Public Health Enforcement +1)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Common Enchantment)&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: Cheapside (Struggling); Aspirations (Comfortable); Forum/Castrum (Average)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 8 (Beggar to Emperor)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Military Government, Imperial&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Legion&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Sundarian Legion (including Condotierri and Vigilis)&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Imports&#039;&#039;&#039;: Foodstuffs, Raw Materials, Spices, Luxury Goods, Ore, Raw Minerals from Mirabar, Magical Components&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Manufactured Goods, Magic Items, Armaments, Innovative Machinery, Artifacts (Lantanese)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The City is full to bursting with craftsmen, engineers, and other learned professionals. The Temple of Oghma alone employs a dozen scribes a day, and the wealth of knowledge contained in the City is monumental. Magic items created by the Hands and other craftsmen are also available, but only in small amounts since magic is so tightly regulated and there&#039; a shortage of magical components. As a result the economy is able to function, barely, with the presence of outside traders at the Gate of the Sunderer. the land routes within the valley are locked, effectively, but the Gate of the Sunderer is close enough to Avanthyr to trade, and is accessible enough to pull in goods and raw materials from outside the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The town is a hive of manufacturing, due to the presence of the Exigo as well as the former capitol of the previous Sundarian government. It is a center of craftsmen, mages, and knowledge that is unparalleled by the rest of the valley.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, due to the recent food shortages and overpopulation, the City has seen a great disparity between various citizens. Refugees are sectioned off to the ghetto&#039;s of Cheapside, while the remainder of the citizenry are able to move about the City as needed. Cheapside has seen ever increasing rises of crime, corruption, and disease. The famine is starting to effect even the upper tiers of the City, and there doesn&#039;t seem to be a solution in sight beyond dedicating the majority of the tax income to buying food from outside the valley and through the Port in increasingly expensive caravans. The Legion is well regulated and paid, and are able to keep control of the town for the time being. But it is becoming clear that there needs to be a solution, and soon.&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;: 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Sundren&#039;s territory ranges outside of its walls moreso than most of the other city-states, due to the strength of its military. While weaker than it has been since Sundren&#039;s founding, it is still the premier fighting force in the valley, second to none. This has allowed a relatively larger expansion from its walls than most others, and Sundren enjoys the fields and farms of the [[Ulsteris]] family in addition to whatever lands the other nobility bring to its resources. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Since the fall of the City, the overcrowding has lessened over the past fifty years to spread outside Sundren&#039;s walls. That said, crime and corruption still run rampant in certain portions of the City, and even the Legion cannot patrol all the time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current State of Sundren&#039;s Economy===&lt;br /&gt;
&lt;br /&gt;
Sundren suffered since the end of the wars. They sustained considerable losses, and not just from the Legion. They took many political and economic hits, and with the city on the ground they are more vulnerable should any force threaten. This has forced a change in tact and through the [[Silent Peace]] they (mostly) accept the independence of the other states. Their military as it stands now is at least a match to Sestra, and they are much more populous than even Avanthyr, but they rely heavily on trade for many goods. This isn’t as large an issue as it may seem due to the resources they can export, but it does mean diplomacy is needed when dealing with their neighbors. While population is still below peaks in the pre-war eras of Sundren there are sections of the city such as Cheapside where living conditions are among the worst in all of Sundren. Crime is a constant threat to many of the common folk and they face some challenges within their own walls.&lt;br /&gt;
&lt;br /&gt;
To understand how the Economic System works, click [[Economy Guide|HERE]].&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6421</id>
		<title>Cities &amp; Towns</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6421"/>
		<updated>2022-09-05T22:55:56Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Sestra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren=&lt;br /&gt;
Sundren is as diverse as it is rich in resources. From coal, to iron, to gold, all forms of minerals can be extracted from the tall, snow capped mountains in the north. Lush forests house deer, boar and other animals to hunt for food. Lakes and the neighboring sea to the west provide more fish than the inhabitants can consume. While the majority of the land is covered in rolling hills and plains, sequestered away in the many regions of the valley are areas both magical and wondrous.&lt;br /&gt;
&lt;br /&gt;
[[Image:SundrenMap.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Sundren City==&lt;br /&gt;
The heart of Sundren is none other than the capital city. It is here, within the protective sphere of the Sundarian Legion, that markets flourish and the people roam freely.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sundren_City|MORE]].&lt;br /&gt;
&lt;br /&gt;
==Aquor==&lt;br /&gt;
Aquor is a city-state north of the capital that houses a growing population of tradesmen and luxury crafters. As the home of the [[Silent Peace]], it&#039;s a nexus for trade within the valley.&lt;br /&gt;
&lt;br /&gt;
Learn [[Aquor|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Port Avanthyr==&lt;br /&gt;
The port city-state of Avanthyr is a site of commerce and trade within the valley. Goods are shipped daily through a dangerous route known only to Sundarian mariners from here to nations all over Faerun.&lt;br /&gt;
&lt;br /&gt;
Learn [[Port Avanthyr|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Sestra==&lt;br /&gt;
Sestra is a growing city-state near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded within recent years for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in. Taken over by the Black Hand in the past, it has forged its own path forward.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sestra|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Bristlebeard&#039;s Hollow==&lt;br /&gt;
Dwarven warriors and smiths, hidden high upon the Spine, this dwarven clan has a long and storied history within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
Learn [[Bristlebeard&#039;s Hollow|MORE]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6420</id>
		<title>Cities &amp; Towns</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6420"/>
		<updated>2022-09-05T22:54:16Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Aquor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren=&lt;br /&gt;
Sundren is as diverse as it is rich in resources. From coal, to iron, to gold, all forms of minerals can be extracted from the tall, snow capped mountains in the north. Lush forests house deer, boar and other animals to hunt for food. Lakes and the neighboring sea to the west provide more fish than the inhabitants can consume. While the majority of the land is covered in rolling hills and plains, sequestered away in the many regions of the valley are areas both magical and wondrous.&lt;br /&gt;
&lt;br /&gt;
[[Image:SundrenMap.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Sundren City==&lt;br /&gt;
The heart of Sundren is none other than the capital city. It is here, within the protective sphere of the Sundarian Legion, that markets flourish and the people roam freely.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sundren_City|MORE]].&lt;br /&gt;
&lt;br /&gt;
==Aquor==&lt;br /&gt;
Aquor is a city-state north of the capital that houses a growing population of tradesmen and luxury crafters. As the home of the [[Silent Peace]], it&#039;s a nexus for trade within the valley.&lt;br /&gt;
&lt;br /&gt;
Learn [[Aquor|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Port Avanthyr==&lt;br /&gt;
The port city-state of Avanthyr is a site of commerce and trade within the valley. Goods are shipped daily through a dangerous route known only to Sundarian mariners from here to nations all over Faerun.&lt;br /&gt;
&lt;br /&gt;
Learn [[Port Avanthyr|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Sestra==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded within recent years for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sestra|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Bristlebeard&#039;s Hollow==&lt;br /&gt;
Dwarven warriors and smiths, hidden high upon the Spine, this dwarven clan has a long and storied history within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
Learn [[Bristlebeard&#039;s Hollow|MORE]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6419</id>
		<title>Cities &amp; Towns</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6419"/>
		<updated>2022-09-05T22:53:12Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Port Avanthyr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren=&lt;br /&gt;
Sundren is as diverse as it is rich in resources. From coal, to iron, to gold, all forms of minerals can be extracted from the tall, snow capped mountains in the north. Lush forests house deer, boar and other animals to hunt for food. Lakes and the neighboring sea to the west provide more fish than the inhabitants can consume. While the majority of the land is covered in rolling hills and plains, sequestered away in the many regions of the valley are areas both magical and wondrous.&lt;br /&gt;
&lt;br /&gt;
[[Image:SundrenMap.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Sundren City==&lt;br /&gt;
The heart of Sundren is none other than the capital city. It is here, within the protective sphere of the Sundarian Legion, that markets flourish and the people roam freely.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sundren_City|MORE]].&lt;br /&gt;
&lt;br /&gt;
==Aquor==&lt;br /&gt;
Aquor is a small village north of the capital that houses a small percentage of Sundren&#039;s actual population. It&#039;s for the most part deserted for the majority of the year, but during the hotter months, it becomes an active vacation spot for many of the merchants in the south.&lt;br /&gt;
&lt;br /&gt;
Learn [[Aquor|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Port Avanthyr==&lt;br /&gt;
The port city-state of Avanthyr is a site of commerce and trade within the valley. Goods are shipped daily through a dangerous route known only to Sundarian mariners from here to nations all over Faerun.&lt;br /&gt;
&lt;br /&gt;
Learn [[Port Avanthyr|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Sestra==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded within recent years for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sestra|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Bristlebeard&#039;s Hollow==&lt;br /&gt;
Dwarven warriors and smiths, hidden high upon the Spine, this dwarven clan has a long and storied history within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
Learn [[Bristlebeard&#039;s Hollow|MORE]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6418</id>
		<title>Port Avanthyr</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6418"/>
		<updated>2022-09-05T22:47:41Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Port Avanthyr is the main shipping area for most of Sundren&#039;s ocean-bound goods. Its coast is somewhat easier to navigate than other parts of the Sundarian coastline; most ships from places such as Neverwinter and beyond decide to make their berth here. The Port is also the main entrance point for many adventurers who decide to come to Sundren.&lt;br /&gt;
&lt;br /&gt;
Since House Meriadoc founded the original port, they have had a majority of the controlling interest in the Port&#039;s activities over the years. They patrol the waters and command a large fleet, constantly on the watch for pirate activity. The Temple of [[Umberlee]] also makes its home within the town, a tribute to the Bitch Queen and her ilk. While Umberlee is indeed a goddess of wrath and a terrible one, the sailoring community always sees fit to offer some sort of compensation and tribute to her in order to prevent storms and tragedy at sea. &lt;br /&gt;
&lt;br /&gt;
Following the Emperor&#039;s announcement of the [[Silent Peace|Silence Peace]] 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 seen an unprecedented expansion of the city under Evelyn’s rule, Everett Meriadoc now turns his gaze inward to address the mounting problems of crime and overpopulation. To support the city’s burgeoning growth, Everett has undertaken several large infrastructure projects including an expansion of the city’s aqueduct system, road repair, and dock maintenance. &lt;br /&gt;
&lt;br /&gt;
Because of the rumors circling his own parentage, Everett is desperate to produce a legitimate heir of his own. His current wife, Lady Tyrene, has proven barren. Whispers at court suggest he may soon set her aside in favor of wooing Camarine of House Lachlam.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
After the declaration of the [[Silent Peace|Silent Peace]], a meeting was called among the Port&#039;s various leaders and stakeholders, including the two noble families of Aurelianus and Meridoc, temple representatives, and prominent merchants. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duke Everett [[House Meriadoc|Meriadoc]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Duke serves as Avanthyr&#039;s head of state and chief executive and passed down the Meriadoc family tree. Starting with the first Duke of Avanthyr, Nicantor Meriadoc, the role is inherited through birth - though it may also be bequeathed to the most able family member if one&#039;s direct descendant is unqualified or unwilling to serve. While the office comes with considerable power, the Duke is fully subject to prosecution to the fullest extent of city laws. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Council of Ten&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Ten is the central political body of the Port whose members are voted in from the General Assembly (after a minimum 1 year of service), serving limited terms of 2 years. Former Councilmen may be voted in again but not consecutively. The Council was given authority over public finance and improvements, military action, and lawmaking. While the Duke has the right to veto over Council actions, the Council in turn has the power to investigate and even remove the Duke from power (to be replaced by another Meriadoc) if sufficient evidence of dereliction is presented to the General Assembly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The General Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The General Assembly represents the common people and other Port stakeholders (currently between 50-60 members). Yearly elections are held among the citizens, and most Representatives are prominent merchants, respected clergy, public servants, and other local leaders. Campaigning for this office is forbidden, and indeed, one can be elected to the Assembly without running for office at all - at which point it is a citizen&#039;s patriotic duty to serve. Anyone currently living within the Port (for at least one year) can participate in this process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Supreme Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to ensure such powers are not abused by any government body, the Supreme Tribunal was formed five years after the declaration of independence. Three state inquisitors - one selected from the Duke&#039;s advisers, two from the Council of Ten - are employed to regulate the governmental powers, preventing any group from gaining too much power.&lt;br /&gt;
&lt;br /&gt;
- Argus Stillwater, “The Crow,” a former pirate captain and advisor to Duke Everett Meriadoc&amp;lt;br&amp;gt;&lt;br /&gt;
- Vigo Hilltower, a merchant with strong family ties to the port and a Member of the Council of Ten&amp;lt;br&amp;gt;&lt;br /&gt;
- Pryat Tarone Val&#039;Tess of the Church of Helm, Member of the Council of Ten&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
&lt;br /&gt;
Palace of the Duke, The Great Hall of Assembly (City Hall), Northern Watch Headquarters, Temple of Helm, Temple of Umberlee, Stouthammer&#039;s Brews, Lighthouse&lt;br /&gt;
&lt;br /&gt;
==Prominent Residents/Organizations==&lt;br /&gt;
[[House Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Northern Watch|The Northern Watch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eboncoin Pact|The Eboncoin Pact]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 16,000&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Plains, Ocean&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Attractive&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: -1 (Port town, not naturally healthy environs)&amp;lt;br&amp;gt;&lt;br /&gt;
Normal Magic (Common Enchantment, due to the Port&#039;s goods)&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: Accented&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Comfortable&amp;lt;br&amp;gt;&lt;br /&gt;
Status: -2 to 6 (Slave to Major Nobility)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government: Republic/Aristocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: House Meriadoc/Council of Ten/General Assembly&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;: Armaments, Commodities, Grain, Wool, Salt, Sugar, Dyes, Silks&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;
Avanthyr&#039;s ports are open to trade and its waters are patrolled by its navy, which has significantly grown since its independence. This has attracted the attentions of various other nations, and trade ships frequently make harbor. In particular, Sembia has been keen on developing strong sea ties with Avanthyr. Like the other cities (with the exception of Sundren) Avanthyr’s population and trade has grown considerably. They are a much wealthier town than they had been in the past and are now the second most populous state, though still well behind Sundren City. This has been a blessing and a curse as there are issues with disease and over-population in some areas. Still, while not as militarily powerful as Sestra, or as large an economy as Sundren it holds a powerful seat amongst it’s peers in the valley and is generally prospering.&lt;br /&gt;
&lt;br /&gt;
It&#039;s imports are in high demand within the country as a whole, and Avanthyr faces significant trade competition from Sestra. While their access to the international waters are not as widespread as Avanthyr&#039;s, they&#039;ve been creeping up to the Port&#039;s productivity levels. A good deal of corporate espionage exists between the two port cities, each trying their best to undermine and to steal trade from the other.&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;: Unlike in the past, Avanthyr has nurtured a small but potent military land force, in addition to its warships. [[The Northern Watch]]&#039;s calvary acts as a support to the Port&#039;s own Corpsman, and they are a feared, but small, fighting force.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Avanthyr&#039;s territory has expanded less so around its external borders than it has the waters around it. While before the Avanthyr warships could not deal with whatever intrusions might take place in whole, and had to deal with issues as they arose, the navy now has almost complete mastery over its trade routes in and out of Sundren waters. Avanthyr&#039;s placement, in addition to its city defenses, allow it to continue without much need for lands inside the country proper.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Beyond the general health of the Port, Avanthyr&#039;s competition with Sestra has been slowly boiling for the last ten years or so. War hasn&#039;t broken out, but tensions are strained.&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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6354</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6354"/>
		<updated>2022-09-04T17:58:57Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &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|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|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;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Advent_of_the_Artificer&amp;diff=6353</id>
		<title>Advent of the Artificer</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Advent_of_the_Artificer&amp;diff=6353"/>
		<updated>2022-09-04T17:58:21Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;==Lantan&amp;#039;s Schism==  Following the declaration of Peace with the Veritas syndicate during the Bloodmaim Wars, Exigo went to some lengths to acquire the service of many of their engineers who specialized in the constructs that had protected and maintained their mountain stronghold, striking a deal between Sundren State and the Veritas forces to take possession of their former base of operations.  In the years that followed the birth of the Senate and fall of Hellstrom, Ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lantan&#039;s Schism==&lt;br /&gt;
&lt;br /&gt;
Following the declaration of Peace with the Veritas syndicate during the Bloodmaim Wars, Exigo went to some lengths to acquire the service of many of their engineers who specialized in the constructs that had protected and maintained their mountain stronghold, striking a deal between Sundren State and the Veritas forces to take possession of their former base of operations.&lt;br /&gt;
&lt;br /&gt;
In the years that followed the birth of the Senate and fall of Hellstrom, Exigo poured development money into the Schild Mountain Facility, creating one of the most cutting edge construct development sites known outside of Latan. This was bolstered further after the Lantan Schism, where a chief artificer fled to Sundren after he was accused of treason by the Lantan government. Rumor dictates that the Sundarian nobility was to some extent involved in aiding him in his flight, but the gnomish artificer was welcomed into Sundren City with open arms. His defection provided an influx of keen minds from the famous island; artifice becomes popular within Sundren City and its wealthy citizens after the Artificer partners with the Oghma temple and Exigo interests to spread it.&lt;br /&gt;
&lt;br /&gt;
Hellstrom&#039;s fall from grace in turn offered Exigo a chance to solidify its ties with Blackwood, as the Hellstrom family collapsed Exigo&#039;s management team took the opportunity to purchase as many of their own shares and Blackwoods as they could, rendering themselves a truly independent organization.&lt;br /&gt;
&lt;br /&gt;
Their relationship with [[Bristlebeard&#039;s Hollow]] remains strong, even though time, distance and convenience have loosened their partnership. They still remain a valuable trading partner however as folk the world over understand the value of dwarven goods.&lt;br /&gt;
&lt;br /&gt;
==The Colony of Ferracosta==&lt;br /&gt;
&lt;br /&gt;
An attempt was made to set up a colony on Ferracosta, the iron rich island was seen as a potential mining site by would be settlers. Some 130 colonists consisting largely of humans and dwarves with smaller numbers of other races made landfall and erected a small fortified village named Freetown. Over the following months the village became more secure, attracting further colonists and traders. A little under a year after its founding traders reported seeing quarantine flags flying from one of its watchtowers, all attempts to communicate with the colony went unanswered. Fearing plague it was some time before the colony was explored, when a party did eventually break into the locked compound they found the place abandoned. Some small signs of a struggle were found in the watchtower displaying the quarantine flag and two other locations, other than that there were no bodies, notes or other symbols that might have shown the fate of the towns 200+ inhabitants.&lt;br /&gt;
&lt;br /&gt;
Since the failure of Freetown excursions to Ferracosta have been rare, though thanks to the mystery of the townsfolk’s disappearance and the rewards for information offered by numerous relatives trips to the island are not unheard of. So far though no further information has been found and Freetown itself has been slowly overtaken by the island&#039;s flora.&lt;br /&gt;
&lt;br /&gt;
Exigos presence on the islands hasn’t been all smooth sailing. Their dealings with the lizardfolk have had unintended consequences across the islands.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6352</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Timeline&amp;diff=6352"/>
		<updated>2022-09-04T17:55:07Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &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|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|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.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Blinding_of_the_Gods&amp;diff=6351</id>
		<title>Blinding of the Gods</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Blinding_of_the_Gods&amp;diff=6351"/>
		<updated>2022-09-04T17:51:18Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Triumvirate and The Blinding of the Gods=&lt;br /&gt;
&lt;br /&gt;
Ten years past, the gods went blind.&lt;br /&gt;
&lt;br /&gt;
There was no sign, no celestial event when it took place. But when it did, the entire valley slowly realized what it meant. Those touched by the gods, paladins and blackguards alike, came to the realization that they could no longer sense the righteousness of the soul. No longer were paladins able to discern the holy from the corrupt, nor those fiendish warriors who served dark gods able to distinguish potential tool from dangerous foe. This strange happening seemed to take place only within Sundren&#039;s borders. The farther one got from the formerly war-ridden country, the ability to sense good grew.&lt;br /&gt;
&lt;br /&gt;
The knights of the Triumvirate, though few in number, gathered at a summit in the halls of the Temple of Lathander. While at first formal and restrained, the more the holy warriors debated the cause, the more fractious the meeting became. There were those who believed that it was a test from Tyr and the other goodly gods, while some thought it a sign to abandon the valley to its devices. Others proclaimed a holy crusade, asking to bring faithful from other lands in, while yet still more remained steadfastly certain that their power to see the hearts of men was clouded by their own sins, and that they had all fallen.&lt;br /&gt;
&lt;br /&gt;
Finally, a holy knight of the Lathanderite temple called a pause to the deliberations. Speaking calmly to those gathered, the knight brought forth an empty hand and spoke.&lt;br /&gt;
&lt;br /&gt;
Those gathered heard the wisdom in the knight&#039;s words, and to a great extent agreed: their mission had not changed, nor had it any bearing on their behavior in the eyes of their gods. Calling the summit to an end, the knights filed out.&lt;br /&gt;
&lt;br /&gt;
==The Vanitium==&lt;br /&gt;
&lt;br /&gt;
All that is, but one. 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;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Blinding_of_the_Gods&amp;diff=6350</id>
		<title>Blinding of the Gods</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Blinding_of_the_Gods&amp;diff=6350"/>
		<updated>2022-09-04T17:50:54Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;=The Triumvirate and The Blinding of the Gods=  Ten years past, the gods went blind.  There was no sign, no celestial event when it took place. But when it did, the entire valley slowly realized what it meant. Those touched by the gods, paladins and blackguards alike, came to the realization that they could no longer sense the righteousness of the soul. No longer were paladins able to discern the holy from the corrupt, nor those fiendish warriors who served dark gods abl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Triumvirate and The Blinding of the Gods=&lt;br /&gt;
&lt;br /&gt;
Ten years past, the gods went blind.&lt;br /&gt;
&lt;br /&gt;
There was no sign, no celestial event when it took place. But when it did, the entire valley slowly realized what it meant. Those touched by the gods, paladins and blackguards alike, came to the realization that they could no longer sense the righteousness of the soul. No longer were paladins able to discern the holy from the corrupt, nor those fiendish warriors who served dark gods able to distinguish potential tool from dangerous foe. This strange happening seemed to take place only within Sundren&#039;s borders. The farther one got from the formerly war-ridden country, the ability to sense good grew.&lt;br /&gt;
&lt;br /&gt;
The knights of the Triumvirate, though few in number, gathered at a summit in the halls of the Temple of Lathander. While at first formal and restrained, the more the holy warriors debated the cause, the more fractious the meeting became. There were those who believed that it was a test from Tyr and the other goodly gods, while some thought it a sign to abandon the valley to its devices. Others proclaimed a holy crusade, asking to bring faithful from other lands in, while yet still more remained steadfastly certain that their power to see the hearts of men was clouded by their own sins, and that they had all fallen.&lt;br /&gt;
&lt;br /&gt;
Finally, a holy knight of the Lathanderite temple called a pause to the deliberations. Speaking calmly to those gathered, the knight brought forth an empty hand and spoke.&lt;br /&gt;
&lt;br /&gt;
Those gathered heard the wisdom in the knight&#039;s words, and to a great extent agreed: their mission had not changed, nor had it any bearing on their behavior in the eyes of their gods. Calling the summit to an end, the knights filed out.&lt;br /&gt;
&lt;br /&gt;
==The Vanitium==&lt;br /&gt;
&lt;br /&gt;
All that is, but one. 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;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Eboncoin_Pact&amp;diff=6323</id>
		<title>Eboncoin Pact</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Eboncoin_Pact&amp;diff=6323"/>
		<updated>2022-09-04T01:39:33Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Summary=&lt;br /&gt;
Little is known about the Eboncoin Pact, who they are, or where they came from, but it is clear that they are here to stay. Deeply rooted in the shadows that surround the City-State&#039;s economy, the Eboncoin -- or &#039;the Guild&#039; as they are so often referred to -- is thought to be the source of the many nefarious deeds which occur at the night hours and shady deals in dark back alleys of Sundren City.&lt;br /&gt;
&lt;br /&gt;
No one truly knows the extent of the Eboncoin&#039;s influence. Truthfully, very few people actually believe they exist, willing more to chalk up the crime in the City to random thugs and petty criminals. If most of the population knew the full extent of the Guild&#039;s power, there would be far more serious consequences than not. However, the Eboncoin makes sure that this sort of information doesn&#039;t leak out by any means necessary. Assassinations are its main line of work, but thievery within the city has also been a focus of theirs throughout the years. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Sundren City&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Generally assassins&lt;br /&gt;
* Strong sense of brotherhood; will protect secrecy of the organization&lt;br /&gt;
* Typically non-good alignment&lt;br /&gt;
* Reviews all possible jobs carefully and thoughtfully&lt;br /&gt;
&lt;br /&gt;
=Origin/History=&lt;br /&gt;
The Eboncoin&#039;s history is unknown even to its own members. All they do know is that there are links between the organization and the Shadow Thieves of Amn. No one knows who was the first to arrive, nor who was able to curb the streets crime into a unified group.&lt;br /&gt;
&lt;br /&gt;
With the explosion that destroyed the Cartel Mountain during the Second Sundering, the remainder were absorbed back into the Eboncoin in order to preserve what remained of the smuggling group. They now operate as Eboncoin, albeit with more of a specialization than most in things requiring smuggling goods.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
Thieves Den, Sundren City (Unknown)&amp;lt;br&amp;gt;&lt;br /&gt;
Port Avanthyr &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The true objectives of the Eboncoin are shrouded in mystery much like the organization itself. Some say that they seek to control Sundren from the underworld up, while others protest that they are only looking to become rich and powerful while keeping the Emperor as a puppet. Whatever the reason, the Eboncoin act on a mission to mission basis. Depending on the job offer, the pay, and the risk, the Eboncoin will determine what is best for its people. Honor among thieves is not just a saying in the Guild, and each and every member lives up to it.&lt;br /&gt;
&lt;br /&gt;
=Ranks=&lt;br /&gt;
Guildmaster&amp;lt;br&amp;gt;&lt;br /&gt;
Pactmaster&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowbound&amp;lt;br&amp;gt;&lt;br /&gt;
Pactholder&amp;lt;br&amp;gt;&lt;br /&gt;
Made Man&amp;lt;br&amp;gt;&lt;br /&gt;
Pickpocket&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialty==&lt;br /&gt;
Any Eboncoin member above the rank of Made Man is also able to take a specialty. These specialties are prerequisites, as there are Pactmasters in charge of each and have a distinct role within the Eboncoin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sicarii&#039;&#039;&#039;: The Sicarii are the Eboncoin&#039;s assassins. They handle a variety of jobs, but mainly ones that involve the physical removal of the Eboncoin&#039;s enemies through stealth or secrecy. The assassins are trained by the Pactmaster, who in turn directs them accordingly to the requests and jobs that the Pact acquires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vincolo&#039;&#039;&#039;: Vincolo are rogue mages, sometimes from the Hands, other times from even more exotic locales. Regardless of their origins, they serve the Pact as the experts on the arcane, and assist the Pact in matters magical and obscure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Esattore&#039;&#039;&#039;: There&#039;s always a need for muscle in the Pact. The Esattore are the brawn that enforce a variety of long standing jobs within the Coin, from protection to smuggling. A large portion of the former Cartel joined the Esattore, and are able thieves as well as fighters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demarcchio/a&#039;&#039;&#039;: A Demarcchio or Demarcchia is a priest or priestess of Mask within the Coin. Granted, there are other gods that are allowed in, but the vast majority are the Brothers and Sisters of Mask. These priests assist the Coin in their works, and provide a religious aspect to the Pact that keeps it in favor with the god of Thieves.&lt;br /&gt;
&lt;br /&gt;
==Initiation Process/Organization Structure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Upright Man&#039;&#039;&#039; controls every facet of the guild, but lets it run itself. He only steps in rarely, and when he steps back there are stains to be removed, and positions for the competent to fill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pact Masters&#039;&#039;&#039; are the ultimate authority on anything concerning designated field, and &amp;lt;i&amp;gt;everyone&amp;lt;/i&amp;gt; must obey, including other Pact Masters. That being said, those Pact Masters that abuse this privilege will be done away with in short order, and a new Pact Master will be filling their shoes, and room. As an example, a Pactmaster PC is Pact Master of Legion Relations. His sole job is to keep the Legion away from the Pact. If he says it&#039;s on his order as a Pact Master, even The Upright Man, Veiro would take pause. Not because Veiro is under him, hardly. But because this is a shadowy group, and the Pactmaster PC has more information on the Legion than any other member, so arguing, or disobeying, can lead to the sort of consequences where somebody ends up beaten to death and strung up in the training room as a warning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;After&amp;lt;/i&amp;gt; the event, inquiries can be made, and judgement can be rendered.&lt;br /&gt;
&lt;br /&gt;
Below Pact Masters are the &#039;&#039;&#039;Shadowbound&#039;&#039;&#039;, who have indeed been bound to Shadow and to the Pact via a Maskarran ritual to ensure unwavering loyalty. The details of this ritual are not spoken of, even in jest, and the mechanism by which such loyalty is guaranteed is likewise not spoken of, least of all while a Shadowbound is present. As the ritual itself is secret, and time consuming (there are wild guesses as to the material cost), only the most talented and trusted of Pactholders are invited to take part in the ritual. Saying no is tantamount to admitting to betrayal. The Shadowbound are the elite, and they collect small retinues of Pactholders and outsiders to assist them in their causes or jobs.&lt;br /&gt;
&lt;br /&gt;
As for the &#039;&#039;&#039;Pactholders&#039;&#039;&#039; themselves, they are the majority of the Eboncoin Pact members. Those ranks beneath them are considered disposable, if possibly useful assets. It is a Pactholder&#039;s job to recruit pickpockets and select the most talented and trusted of them to become &#039;&#039;&#039;Made Men&#039;&#039;&#039;, a misnomer that makes the thief think they&#039;re &#039;in&#039;. They&#039;re not. Other Pact Holders see little difference between a Made Man, a &#039;&#039;&#039;Pickpocket&#039;&#039;&#039;, and a rogue thief that pays the Tax.&lt;br /&gt;
&lt;br /&gt;
Once a Made Man has proven him or herself to be intelligent, clandestine, and loyal, it goes up for a vote among the other Pactholders (which includes Shadowbound and Pactmasters. No vote is weighed more than another, but a Shadowbound and Pactmaster&#039;s personal &#039;gang&#039; will always vote with their gang. Those that don&#039;t are carefully watched for unrest before it spills into the street.&lt;br /&gt;
&lt;br /&gt;
Pickpockets never learn a smidgen about the Eboncoin, and those that do are either joined to the Pact, or killed. As far as they should be concerned, they&#039;re working for a small time crew doing odd jobs, probably for a bigger organization, but it&#039;s nothing for them to think about, and their boss takes orders from above just like them, so they&#039;re all in it together.&lt;br /&gt;
&lt;br /&gt;
Those pickpockets that show talent, discretion, intelligence, and above all, trust, are given hints about &#039;the men upstairs&#039;. They are flattered, rewarded, and given a drop of information that may or may not be true. They can follow it up, or sit on it. That decision doesn&#039;t matter. What does matter is their test, where another gang, possibly a Shadowbound, looks to get something out of him. They can do it gently, or they can attempt to force it out of him.&lt;br /&gt;
&lt;br /&gt;
In any case, he comes out of the ordeal changed.&lt;br /&gt;
&lt;br /&gt;
Pickpockets can leave the organization at any time, and unless there&#039;s reason to believe they know something, no action is taken.&lt;br /&gt;
&lt;br /&gt;
Made Men have proven their loyalty, and in case they only have implications and theories. Made Men have no threatening information on the Pact. They almost always can leave if it gets too hot, as the Pact doesn&#039;t want someone to stay in out of fear of death, only to eventually find their out once they have info that can damage the Pact.&lt;br /&gt;
&lt;br /&gt;
Pactholders are in for life, and made aware of that. They also own the lives of their Men and Pockets. Assaults on them is a property crime against the Pactholder, and restitution must be paid.&lt;br /&gt;
&lt;br /&gt;
Killing a Pactholder without unanimous consent from the rest of the Pact is a personal death warrant. Fights aren&#039;t unheard of, but weapons never come out.&lt;br /&gt;
&lt;br /&gt;
=Timeline/Historical Events of Note=&lt;br /&gt;
For years, a bit of a turf war had brewed between the Eboncoin and the Cartel. Their businesses are different--the Eboncoin are secretive Shadow Thieves and assassins, while the Cartel specialize in smuggling. A meeting was finally held, illuminating the idea that their turf could be shared since their businesses rarely overlapped. Bargains were struck and peace came between the two groups, who joined to work together as allies.&lt;br /&gt;
&lt;br /&gt;
Aquor, the home of the Cartel, 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. &lt;br /&gt;
&lt;br /&gt;
The Cartel and the Eboncoin had joined the wizards in fighting the Bloodmaim, and were horrified (even for the thieves and murderers that they were) that the mountain had been brought down on the Bloodmaim. Necessary, yes. But ever since, the Eboncoin has remembered the Red Wizards who killed so many of their comrades in the war.&lt;br /&gt;
&lt;br /&gt;
After the war and the taking in of the remaining Cartel, the Eboncoin sought to find a groundside base to call home. Thus far unsuccessful, they have instead taken shelter in the crowded and fiscally bountiful [[Port Avanthyr]].&lt;br /&gt;
&lt;br /&gt;
=Leadership/People of Note=&lt;br /&gt;
&lt;br /&gt;
The secretive leaders of the Eboncoin remain mostly hidden from the eyes of the public. But those who do deal with the Coin know a few whispered names of their agents, and keep them largely to themselves.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Magisterium&amp;diff=6322</id>
		<title>The Magisterium</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Magisterium&amp;diff=6322"/>
		<updated>2022-09-04T01:38:28Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;In response to the strict levels of magical policing in Sundren City, the former Left Hands of Mundus formed their own organization dedicated to teaching the Art to any who would seek to use it responsibly. Calling themselves the true inheritors of Mundus’ will, their school has grown to encompass many of the magical arts into its collegium of magisters.  This college, once sequestered in the Viridale, came to light with the fall of Sundren City and the acts of its mem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In response to the strict levels of magical policing in Sundren City, the former Left Hands of Mundus formed their own organization dedicated to teaching the Art to any who would seek to use it responsibly. Calling themselves the true inheritors of Mundus’ will, their school has grown to encompass many of the magical arts into its collegium of magisters.&lt;br /&gt;
&lt;br /&gt;
This college, once sequestered in the Viridale, came to light with the fall of Sundren City and the acts of its members. &lt;br /&gt;
&lt;br /&gt;
=Charter Statement=&lt;br /&gt;
The Magisterium is committed to fostering fellowship, cooperation, and law among its members in order to mutually protect and defend the techniques and vision of Mundus. This Magisterium was created after the Day of Broken Blades, in order to gather and protect the members of the Left Hand that were exiled from Sundren and to create a new and more inclusive university of magic. To better address the needs of the mages gathered together after the exile, and to establish a uniform protocol to better serve these needs, this Charter has been written.&lt;br /&gt;
&lt;br /&gt;
Mundus believed that magic should constantly be innovating and spreading, but tempered by law and order. It is these precepts that provide the foundation for this Charter.&lt;br /&gt;
==Purpose==&lt;br /&gt;
This Magisterium exists to mediate disputes between it&#039;s members, maintain and enforce laws for the stability and protection of magi in the region, and organize to foster and include new practitioners of the Weave who seek learning. Further, it  seeks to protect its members from the controlling and corrupting influences of the Abyss and Hells, Black Hand, worshipers of the Shadow Weave and loyal supporters of the Emperor Tyrant of Sundren. The Magisterium claims jurisdiction over all those who seek membership but also requires that all mages who reside within the valley follow it&#039;s laws and precepts while within this territory.&lt;br /&gt;
==Rights==&lt;br /&gt;
The Magisterium is empowered to act when individuals are in violation of the precepts and laws set forth in the Laws of the Charter as listed below. The Laws of the Charter also lists punishments, methods and specifics of this order. The Magisterium will also intervene when actions by its members risk exposing secrets of arcana to enemies, or to counter threats deemed dangerous enough to risk the destruction of the Magisterium. The Magisterium may also act when disputes between mages escalate and become a danger to non-magi, other members or risk exposure, regardless of whether the individuals involved seek mediation.&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
All members and students are expected to follow the Magisterium&#039;s edicts and laws. The actions of any students a given member may have, will be considered as the actions of the Master. The Magisterium will maintain a gathering space, with offices for the Master and also a meeting and holding area and library, to which access will be restricted and only allowed to members of the Magisterium.&lt;br /&gt;
=Positions and their Duties and Responsibilities=&lt;br /&gt;
==The Council==&lt;br /&gt;
The Magisterium shall be lead by a Council of Masters created from its members. These Masters shall act as representatives for the governance of the members and generals in the wars against the Magisterium&#039;s enemies. The authority of the Council is only limited by what is in the Charter. The Council shall hereafter refer to those who hold the position of Master or Hierarch (see subsections on each) with Quen&#039;ir filling in when necessary. The Council shall be responsible for the Magisterium Charter, both in upholding its laws and amending it. 2/3 vote of the currently sitting Council shall be required to enact a change in the Charter. &lt;br /&gt;
===Hierarch===&lt;br /&gt;
&#039;&#039;Head of the Magisterium&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hierarch shall be appointed by the sitting Council once per two years, requiring 3/5 of the Councilors to approve of the new Hierarch. The Hierarch shall be responsible for the establishment and maintenance of a common meeting grounds and headquarters for the Magisterium. The Hierarch shall sit as a member of the Council, with all rights contained therein, with one vote equal to that of any other member.&lt;br /&gt;
===Master===&lt;br /&gt;
&#039;&#039;One of five individuals chosen to sit on the Council and lead the Magisterium with the Hierarch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Master of the Council shall hold an area of study unique to their talents and skills. These Masters shall act as teachers for the new magi that come to the Magisterium, in addition to their administrative duties. They shall teach the students their area of study, and provide such guidance and counsel as needed to each. The Masters will sit in session as a Council no less than once per month to discuss the state of the Magisterium and any business facing it. Masters will make themselves available to provide guidance and mediation when member magi request it of the Magisterium.&lt;br /&gt;
&lt;br /&gt;
When a Master retires, dies, or chooses to abdicate his position, a meeting will be held by the Council to elect a new Master. They will seek out any eligible Quen&#039;ir who were former students of the Master in question, and determine if any are of suitable candidacy to replace the Master in his specialty. If none are found, or the Master has no living Quen&#039;ir, the Council will open the position of Master to other Quen&#039;ir of differing specialties. The Quen&#039;ir chosen must have a unique specialty to the Council, and must be fit and able to perform the duties of the Master.&lt;br /&gt;
====Removal of a Master====&lt;br /&gt;
&#039;&#039;There are three methods by which a Master may be removed from their seat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Request of the Magisterium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Master is approached by an individual who is a full member of the Magisterium. The complainant must indicate the reasons why they believe the Master is not effective and is failing to support the aims of the Magisterium. The complainant is notified that they may be required to testify to such before the Council. The complainant is notified that no vote may be taken until three such complaints have been made by separate members of the order. At this point, a Master may call a vote of no confidence. The vote calling is not mandatory, as such complainants are recommended to approach more than one Master to request that they represent their concerns. When called, a hearing can be established to present testimony if desired to better understand the reasons. A 3/5 vote of Council with the additional approval of the Hierarch is necessary for this vote to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Failure of Duty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should a Master not respond or contribute to Council business for a period of 4 weeks, then any Councilor may call a vote to petition the Hierarch for removal. A Master on a leave of absence for longer than this period of time must have a temporary replacement in place who can continue business while they are gone. Meaningful contribution should include actual opinion and suggestion or making progress on issues before the Council. Once the vote is called, it may proceed even if the individual in question resumes their duties appropriately during the voting period. This vote requires the agreement of 3 Masters and the Hierarch. This vote shall be held as a sidebar without contribution of the Master in question. Should any Master not respond to the vote within 4 weeks, their vote shall be considered yes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By Hierarch Request&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hierarch may also call a petition to have a Master removed. This vote can be called without cause and requires agreement of four Masters to pass rather than a simple majority.&lt;br /&gt;
&lt;br /&gt;
===Elite Magi/Quen&#039;ir===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A full member of the Magisterium, these mages are given full reign to choose their paths to arcane knowledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Quen&#039;ir has graduated from the Magisterium, and is granted full rights and privileges to available research and  resources in their goals. They may seek to become Masters, or may decide that their goals lie elsewhere, outside the Magisterium. Either way, as long as they adhere to the Charter, these mages are always welcomed back with open arms. Of those who choose to remain with the Magisterium, some serve as guardians of the Charter and the Magisterium, others seek out new tomes and magical techniques to bring back. They are the Magisterium&#039;s pride, and are given a magical artifact to signify their graduation from the school.&lt;br /&gt;
===Magi/Istim&#039;ir===&lt;br /&gt;
&#039;&#039;An understudy to a Master, an Istim&#039;ir is a student seeking to complete his or her masterwork, and become a full member of the Magisterium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Istim&#039;ir shall be made by appointment from the Hierarch or Master that they serve, without need to gain approval from anyone else prior to the appointment. When they have chosen a Master to study under, they shall see to the needs of the Master in relation to Magisterium business. They are not servants, but are expected to handle tasks that the Master requires in regards to his research. A Master is expected to treat his Istim&#039;ir with respect, and with the purpose of teaching them their craft.&lt;br /&gt;
&lt;br /&gt;
An Istim&#039;ir is subject to the full laws (including the precepts) of the Magisterium, and are considered full members on probation. When they graduate, they are given full rights without the probationary supervision that a Master provides. An Istim&#039;ir may choose to leave the Magisterium, provided they allowed themselves to have a geas cast on them to not speak of the Master&#039;s research.&lt;br /&gt;
&lt;br /&gt;
===Apprentice/Elear===&lt;br /&gt;
&#039;&#039;Signifying the bright future of magic, apprentices are the lifeblood of the Magisterium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An apprentice, or Elear shall attend lectures by each of the Masters, until such a time that they decide to pick a master to act as Istim&#039;ir for. They shall have access to the lower level arcana, until such a time that a Master grants the apprentice access to more powerful magics. If an apprentice is caught seeking these magics without permission, they may find themselves either subject to lashing, or expulsion from the Magisterium. An apprentice is not bound to serve a Master, until such a time that he or she binds themselves to one to complete their masterwork.&lt;br /&gt;
&lt;br /&gt;
An Elear is not subject to the full laws of the Magisterium, only the Unbreakable Laws and the Iron Law. The Precepts do not need to be adhered to the extent that full members are. Further, an Elear has the option to leave the Magisterium entirely, before they are granted access to the full knowledge of the Magisterium.&lt;br /&gt;
===Other Positions===&lt;br /&gt;
&lt;br /&gt;
To be determined.&lt;br /&gt;
=Joining the Magisterium=&lt;br /&gt;
The process for joining the Magisterium is as follows: &lt;br /&gt;
&lt;br /&gt;
1. New mage arrives in town and seeks out a Master/Quen&#039;ir to introduce themselves.&lt;br /&gt;
&lt;br /&gt;
2. Master scrys the new mage with their permission, to determine if their loyalties fall in with any of the Magisterium&#039;s enemies. Alternatively, the Quen&#039;ir finds a Master to do so.&lt;br /&gt;
&lt;br /&gt;
3. The Master informs at least one other Master of the new mage, who does the same.&lt;br /&gt;
&lt;br /&gt;
4. A Master sponsors the new mage for membership into the Magisterium.  &lt;br /&gt;
&lt;br /&gt;
5. Approved mages are then announced as &amp;quot;welcome&amp;quot; at the next Magisterium meeting.&lt;br /&gt;
=Laws of the Charter=&lt;br /&gt;
&lt;br /&gt;
These are the laws, rulings, procedures and precedents of this Magisterium. The body of law is constantly evolving as precedents are accrued and added to the list, giving further reference for resolution guidelines. &lt;br /&gt;
==The Unbreakable Laws==&lt;br /&gt;
&#039;&#039;&#039;The Unbreakable Laws are observed by all Magi, with severe consequences for violating them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Right of Emeritus&#039;&#039;&#039; &#039;&#039;Those who have earned respect must be treated with respect.&#039;&#039; This protocol requests that those within the Magisterium deserving of respect are granted such. A primary application of this would be respecting the positions within the Magisterium and aiding, rather than defying or actively hindering those individuals in their duties. Not simply titles are deserving of respect, deeds and understanding are also worthy and this is more a suggestion that members should heed the words of those who have accomplished something worth respecting. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Right of Hospitality&#039;&#039;&#039; &#039;&#039;Those who request hospitality must be granted it.&#039;&#039; Any mage not an enemy of the Magisterium, member or not may request Hospitality under this right which will protect a mage for a visit up to the length of three phase changes of the moon (approximately slightly more than a week). During this time he shall be protected from threats (internal and external) given a place to stay and provided with at least enough food to survive upon. Any injuries the mage has upon arriving which are life-threatening will be healed until the mage&#039;s health is stable. However, the right of Hospitality goes both ways. The mage is bound not to act against the providing magi&#039;s interests while a guest in their home, the consequences of not doing so being expelled, and not being able to claim it again. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Right of Nemesis&#039;&#039;&#039; &#039;&#039;When vengeance is declared, let none stand in its way.&#039;&#039; No Mage shall interfere with a feud between mages uninvited unless it becomes a direct threat to them, their apprentices or dependents. Mages shall have the right to challenge another to a Duel Arcane to settle their grievances which shall be held upon neutral Magisterium territory with witnesses if so desired. A mage may present a challenge for such by formal declaration which may also be forwarded to the Council. A duel to the death must be first approved by a majority vote of the Council after explanations on why such severity is necessary. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Right of Sanctuary&#039;&#039;&#039; &#039;&#039;Protect your home, and let no action cause it harm.&#039;&#039; No mage shall intentionally disrupt or threaten Magisterium holdings or resources. Aside from the aforementioned duels, feuds ongoing under the right of Nemesis shall be kept away from or temporarily held off while in Magisterium meeting places as not to endanger others. Similarly the Magisterium shall respect the Sanctums of member individuals.&lt;br /&gt;
==The Iron Laws==&lt;br /&gt;
&#039;&#039;&#039;Iron Laws&#039;&#039;&#039; are those laws that are instituted by the Council. &lt;br /&gt;
===Bargains and Oaths===&lt;br /&gt;
Bargains and Oaths made between recognized mages are enforceable by Magisterium Law and breaking an Oath made can be subject to punishment up to a Severe Reprimand.  This will only apply when Magisterium enforcement is made a part of the agreement.  A copy of the agreement may be submitted to the Magisterium via any Master.  Should either party then break the agreement, they may simply petition for the enforcement by the Magisterium and a reprimand will be acknowledged in the precedents against the at-fault party.&lt;br /&gt;
&lt;br /&gt;
===Crimes Against Another===&lt;br /&gt;
The laws of [[Sundren Laws|Sundren]] are comparable here, in relation to such crimes like banditry, rape, murder, assault, etc. The Magisterium will not tolerate such behavior, at least while in relation to its territories and members. Should a non-member of the Magisterium commit such acts on a member outside its territory, the Magisterium will seek involvement to provide justice to its member under the purview of representation in the courts of the reigning jurisdiction. Between two members, the Magisterium will conduct a trial and enforce a punishment, based on the trial procedures stated within this Charter.&lt;br /&gt;
&lt;br /&gt;
===Use of Magic Against Civilians===&lt;br /&gt;
Unless permitted by the Magisterium, members of the order shall not work harmful magics on civilians without their consent. This applies to all necromantic workings, enchantments, and other magics against the interests of the civilian in question.&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
&#039;&#039;&#039;The Precepts&#039;&#039;&#039; are guidelines for member behavior and also apply to non-members who reside within Sundren, although such individuals may be given some measure of leniency upon first offense.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secrecy&#039;&#039;&#039; The mysteries must be kept hidden from the enemies of Mystra and the Magisterium. Any mage who sees another giving knowledge specifically from the Magisterium to a stated enemy of the Magisterium, mage or not,  should report such to the Council; especially in cases where the Black Hand is incited. Such an individual will then testify to the Council and if the accused denies the allegations, trial may follow. Punishments will vary based upon severity and repetition will inspire greater punishment. The punishments may seem light, but these transgressions will be made known and the mage&#039;s reputation will undoubtedly suffer if she cannot be trusted to be discrete. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recognition&#039;&#039;&#039; Offenses against the laws and precepts of the Magisterium shall be recognized and put into the Charter so that precedents may be formed and used to gauge future offenses by others. Even acts that carry no formal penalty may be recognized as such as a warning and to be noted for future reference. This precept also includes recognition of Mages who are members of the Magisterium who shall be given less leeway that Mages who are not. Generally, only greater offenses shall be punished when the transgressor is not a part of the Magisterium ; these too shall be recorded and kept in the records and referred to should such individuals ever seek membership.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protectorate&#039;&#039;&#039; The Magisterium does not require that members declare where their sanctums are, however, those that do are then protected by this precept. No mage shall cause an investigation near another&#039;s sanctum without permission from the Council. No mage shall &#039;test&#039; the wards or limits of another&#039;s sanctum. No mage shall enter another&#039;s sanctum without formally granted permission. No mage shall magically attack another&#039;s sanctum. A Quen&#039;ir may also declare that their sanctums are entirely private, which will then require a mage announces formally their intent before even approaching the sanctum. Punishments may vary from minor reprimand or penance for approaching unannounced or testing the limits, to incarceration for entering a sanctum without permission.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hubris&#039;&#039;&#039; The Magisterium cannot entirely police morality, nor does it even have the resources or inclination to monitor immoral behavior. However, there are certain grievous actions which will result in formal declarations to members or punishment in some cases, particularly if the transgression is against another mage. These include, using magic for Murder and Soul theft. Other harmful acts of magic may also be cause for the events to be made known to the Magisterium at large should witnesses testify to the Council.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;War&#039;&#039;&#039; Should disputes between magi get to the point where they cannot be settled with the aid of the Magisterium, there is the option for war to be declared. The petitioning mage and his allies may come before the Council and request that they temporarily withdraw from the juristiction of the Charter and explain their reasoning for this requirement. The Council, if agreeing, may then further limit the actions that are allowed within the conflict. Violating the Precept of Secrecy is never justified, even in war, nor must civilians be harmed during the engagements.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
&#039;&#039;&#039;Punishments&#039;&#039;&#039; There are ten degrees of punishment and these are detailed below. Punishments are exacted by the Council, or by a Quen&#039;ir appointed to perform such a task.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Reprimand&#039;&#039;&#039; A formal statement that will be available to all members explaining what was done, and who by.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Major Reprimand&#039;&#039;&#039; As above, although the Council may further request that Masters, Mages and their allies refuse assistance to the transgressor for a certain period of time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Payment of Debt&#039;&#039;&#039; The transgressor will be instructed to may payment, which may be a future favor, or a specific act. Favors may then be traded, as is often the case and fulfillment of these should be made known to the Magisterium.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Penance&#039;&#039;&#039; The party will be asked to perform a duty for the Magisterium; this may range from cleaning the holdings to indexing the library. Alternatively, one to four lashes at the post may be acceptable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Major Penance&#039;&#039;&#039; The mage will be asked to undertake a dangerous act on behalf of the Magisterium. Such a punishment is usually a sign that the mage is at least believed competent. Alternatively, the mage may accept five to eight lashes at the post.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Severe Reprimand&#039;&#039;&#039; The mage is instructed to remain in seclusion or told not to practice magic for a certain duration and there is a further punishment of incarceration for not complying. Furthermore, a decree is issued that no one may aid or assist the transgressor for a specific duration. Assisting the mage during this time will merit the same punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incarceration&#039;&#039;&#039; This serious punishment will confine the mage with wards where he may meditate upon what he has done and is reserved for offenses where the mage has put others at serious risk of harm or exposure.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banishment&#039;&#039;&#039; The mage will be told to leave the city, either for a specific duration or permanently. There may also be provisions upon return, requiring specific deeds be accomplished before the banishment will be lifted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Scourging&#039;&#039;&#039; A Master of Necromancy will be called upon to take the magi&#039;s soul and bind it to a place or object for a specified duration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spiritual Oblivion&#039;&#039;&#039; For the most heinous of crimes, the punishment will be the destruction of the mage&#039;s soul.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death&#039;&#039;&#039; Death. Generally reserved for those who serve the Abyss, Black Hand and Sharrans.&lt;br /&gt;
&lt;br /&gt;
==Trial Procedure==&lt;br /&gt;
&#039;&#039;&#039;Trial Procedure:&#039;&#039;&#039; This section details how trials are performed within this Magisterium.&lt;br /&gt;
&lt;br /&gt;
Any member of the Magisterium may bring to the Council a complaint that another has violated the laws or precepts of the Magisterium, although if the charge is relating to attack or victimization of a fellow member, then the victim must appear alongside the reporter. At this initial hearing, the complaint will be given and discussed.&lt;br /&gt;
&lt;br /&gt;
Minor and Major Reprimands may be accomplished without a trial, after discussing the circumstances with the witnesses and the accused.&lt;br /&gt;
&lt;br /&gt;
Should there be a majority vote by the Council, the matter may then proceed to trial under the auspices of the Charter. It is here noted that the results of such trial will become precedent and will be used to gauge future offenses.&lt;br /&gt;
&lt;br /&gt;
The Hierarch may force a trial without a majority vote, although any motion for punishment or guilt within such a trial will require a two thirds vote instead of a majority.&lt;br /&gt;
&lt;br /&gt;
If the Mage to stand trial is a Quen&#039;ir, or there are secrets of the Magisterium at risk, then a Master or the Hierarch may request that the trial be held in secret without open hearings. In such cases, the petitioner, accused and factotums may also be excluded from hearings.&lt;br /&gt;
&lt;br /&gt;
The petitioner and respondent may bring factotums from their order to speak on their behalf, acting as a lawyer of sorts.&lt;br /&gt;
&lt;br /&gt;
The petitioner may choose a Master to advocate for him, who will then be responsible for the method of bringing witnesses to trial and on summoning the respondent.&lt;br /&gt;
&lt;br /&gt;
In cases involving potential punishments greater than a major penance, the Masters may bring witnesses to trial against their will.&lt;br /&gt;
&lt;br /&gt;
Should the defendant refuse to cooperate with the trial proceedings, they may be banished from the Magisterium, pending the result of the trial - which will proceed without them.&lt;br /&gt;
&lt;br /&gt;
The trials will be held in the Magisterium meeting chambers, although the Hierarch or a two thirds majority vote of Council may override this default choice.&lt;br /&gt;
&lt;br /&gt;
After invoking the Charter, the trial will proceed. The Hierarch stands as judge and the Council as jury. Testimony will be called for, witnesses examined and evidence presented while precedent should also be cited. Magic may be cast by Masters to determine truth or falsehood and further magic may be requested as circumstances merit.&lt;br /&gt;
&lt;br /&gt;
The verdict shall be determined by majority vote (except as above in cases of forced trial by the Hierarch). In case of a tie, the Hierarch&#039;s vote is removed.&lt;br /&gt;
&lt;br /&gt;
For a guilty verdict, both sides may then state a punishment they feel appropriate. The Masters will then state their opinion. The Hierarch will then decide the punishment.&lt;br /&gt;
&lt;br /&gt;
Lesser sentences may be carried out by the Quen&#039;ir, while more severe punishments may require the assistance of the Masters, although a Quen&#039;ir will be assigned to verify in such a case that the punishment is in fact carried out.&lt;br /&gt;
&lt;br /&gt;
In the case of repeat offenders or on the merits of severity, Magisterium members may be detained prior to any hearing should it be considered necessary by majority vote of Council. &lt;br /&gt;
&lt;br /&gt;
If there is to be a trial, the individual may be released to prepare a defense (A requirement, unless the party is being held for severe misconduct that would regularly justify imprisonment, banishment or worse) but will be subject to appropriate restrictions and/or Geas. The Master acting as a gaoler will provide frequent follow up to ensure the terms are being met.&lt;br /&gt;
&lt;br /&gt;
If an infraction occurs wherein the party attempts to injure another either physically or spiritually, or instances where the likely punishment will be severe (imprisonment and above), if the events are witnessed by a member of the Council, or a Quen&#039;ir, then the party may be held for up to 24 hours pending vote of Council on detainment.&lt;br /&gt;
&lt;br /&gt;
==Precedents==&lt;br /&gt;
&#039;&#039;&#039;Precedents&#039;&#039;&#039; &#039;&#039;This section lists past rulings and punishments and is used as a basis for future rulings.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=The Dueling Code of the Magisterium=&lt;br /&gt;
&#039;&#039;&#039;The Right of Nemesis:&#039;&#039;&#039; When vengeance is declared, let none stand in its way. No magi shall interfere with a feud between mages uninvited unless it becomes a direct threat to them, their students or any civilians under their care. Mages shall have the right to challenge another to a Duel Arcane to settle their grievances which shall be held upon neutral Magisterium territory with witnesses if so desired, or at another agreed upon location with at least one neutral witness present. A mage may present a challenge for such by formal declaration which may also be forwarded to the Council. A duel to the death must be first approved by a majority vote of the Council after explanations on why such severity is necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Duello==&lt;br /&gt;
The following protocols should be taken as standard for the Duel Arcane.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; A formal challenge or declaration of hostilities is the first step. The challenger informs the challenged of the nature of the dispute and what his demands are. Challenges may be brought by a group of mages, although if a group challenges a smaller number of mages then the challenge can be refused without recourse. A challenge, much like a declaration of war under the precept of war, may be brought against/by an individual or against/by a cabal.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;A request to the Council, citing necessity and reasoning is required for any Duel Arcane that will be to the death, prior to the challenge being issued.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The demands must be pertinent to the issue stated and if there is a feeling that the demands do not align with the severity of the problem, a petition may be filed with the Council before the Duel commences. For example, requiring a mage to create and relinquish a soul stone due to an insult to one&#039;s honor could be considered out of line. Petty appeals used to simply stall for time may be subject to reprimand.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Should a Mage refuse a Duel Arcane outright without either conceding the point and agreeing to the Challengers demands or indicating that they will petition the Council to review the demands made by the Challenger, the Challenger may then use other means at their disposal to exact vengeance upon the Challenged, without interference from those outside the conflict so long as others are not put at risk. This may include the death of the party who refused the challenge, and no punishment shall be brought against the challenger for any part of this vengeance. Those challenged to a Duel Arcane should consider the seriousness of being Challenged to a Duel, and the potentially dire consequences of refusal.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Demands are issued by the challenger. The benefit to the challenged party for victory is a permanent end to the dispute, as the challenger may not &#039;reopen&#039; the case. Had the challenged party considered their grievance sufficient to make demands, they could have easily issued the challenge themselves.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Standard dueling terms are that parties may show for the duel having prepared spells themselves, but not having been bolstered by others. Mages shall have the right to challenge another to a Duel Arcane to settle their grievances which may be held upon neutral Magisterium territory, generally within the Magisterium Library, with witnesses if so desired. Mages may also hold Duels Arcane in locations agreed upon by both parties, but must have at least one neutral witness. The time of the duel is also declared by the challenger and may well be &#039;Now&#039;, should the parties already be in acceptable territory.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Once both parties are present at the location and the challenge has been accepted, the duel is considered to be officially begun by the squaring of the circle although a formal declaration of starting may accomplish this before the spell is cast. After this starting point, any other mage who interferes with the proceedings will be charged with breaking the Right of Nemesis.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The challenge of wills is then immediately followed by the duel itself.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The actual duel comprises of non-lethal attacks of the Weave. Any spell casting that tears the soul from the body (such as Finger of Death) is prohibited. Should a mage attempt to cast another spell in lieu of a sanctioned attack, his opponent is no longer bound by the restrictions of the duel and may continue it up to any point including death regardless of whether his opponent yields. So that this tennant is not abused, a neutral watcher must be present and confirm the casting to the participants before any final blow is struck.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;An opponent may otherwise yield at any time. A party is required to yield once they are mentally exhausted, unless the Council has sanctioned a duel to the death. An opponent may also yield during a duel to the death, and such a yield must be accepted.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The loser of the duel is expected to yield the point of contention to the victor who is in turn expected to gracefully accept and allow the loser to depart peaceably and not press the advantage. The loser should not challenge the winner over the same issue again. Doing so opens the challenger up to censure by the Council.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Taking advantage of a defeated mage after a duel by the victor will also leave the party open for punishment and reparations ordered by the Council.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cwn_Annwn&amp;diff=6321</id>
		<title>Cwn Annwn</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cwn_Annwn&amp;diff=6321"/>
		<updated>2022-09-04T01:37:44Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;=&amp;#039;&amp;#039;&amp;#039;Cŵn Annwn&amp;#039;&amp;#039;&amp;#039;=  &amp;#039;&amp;#039;(The Wild Hunt)&amp;#039;&amp;#039;  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 &amp;#039;survival of the fittest&amp;#039; over all else. Brutal, vicious warriors and druids, the Cwn Annwn claim the lands untouched by man as their own.  ==Summary==  Born from the remnants of the Aurilite tribesmen, as well as the Wolves of Caul, these kings and queens o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Cŵn Annwn&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The Wild Hunt)&#039;&#039;&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;
==Summary==&lt;br /&gt;
&lt;br /&gt;
Born from the remnants of the Aurilite tribesmen, as well as the Wolves of Caul, these kings and queens of the ice lands of the Spine look down upon all who seek to enter their domain without cause or with malice. Fiercely protective of their territory, they seek to hunt and dominate the unlucky few who try and bring &#039;civilization&#039; to the wilds. They frequently kill settlers who come too close to their holy glades and hunting grounds, and bring the wrath of the furies down on those who are too weak or too imbecilic to properly respect nature.&lt;br /&gt;
&lt;br /&gt;
==Origin/History==&lt;br /&gt;
&lt;br /&gt;
Icewind Dale has been home to hunters and barbarians ever since its settlement, but before the most recent century, few ever banded together outside of traditional tribal groups or loose alliances between a few members. The nature of such folk precluded it – like all apex predators, they required their own territories, and where those territories overlapped, matters could become bloody.&lt;br /&gt;
&lt;br /&gt;
That changed in 1356 DR, when great events rocked the Dale and its settlements. By the time all was done, the threat had been averted but the Dale bore scars of war, supernatural magics and the meddling of outsiders. A conclave of druids, barbarians, nature priests and others met in a cave designated as a neutral ground, a shelter from the cold where these events could be discussed. Oaths were sworn, and mostly kept, that there would be no fighting for the length of the conclave.&lt;br /&gt;
&lt;br /&gt;
The Cŵn Annwn was born later that tenday under the leadership of a weathered man who called himself Arawn. His pack of beasts and men, followers of Malar, formed the basis for a greater pack incepted to strike at threats from outside. Never again, Arawn swore, would the Dale be rocked by such treacherous outside influence without being hounded at every turn by the faithful of the Beastlord. This frozen North was their land, the prey and people theirs by right, and any intervening would suffer the wrath of the pack: nipping, driving, circling, and eventually killing.&lt;br /&gt;
&lt;br /&gt;
In truth, this new &#039;wild hunt&#039; carried little significance for two decades and more. Arawn grew older, but no less canny. The Dale suffered occasional upheaval, and again an echo of the violence and outside influence that had earlier wracked it, but little changed.&lt;br /&gt;
&lt;br /&gt;
Then a stranger approached Arawn&#039;s camp one night, while the coals of his fire burned low. Clad in a while cloak, yet showing bare flesh underneath, she seemed little troubled by the icy terrain. Arawn&#039;s companions growled and circled, but he bid them stand down; he knew an Aurilite by smell, and thought to at least hear her out before he and his companions fed on her flesh.&lt;br /&gt;
&lt;br /&gt;
This new arrival brought tidings from lands to the south. She claimed to be a seer, one who could speak with spirits and divine events from expanses of glittering ice. And she brought a message from one named Braghuru that the lands to the South, now called Sundren, would soon be spilling northwards. That great strife and trouble awaited them, and they would bring it with them into the wilds. She pledged the service of her divinations and her spirits. Her presence, too, would begin to call Aurilites to add to the strength of the Wild Hunt. While Malar despised the Frostmaiden and her fey antics, there was no denying that the strange woman&#039;s gifts would help counter this new rising threat. Arawn agreed, and the two bound themselves in oath that they would not spill each others&#039; blood, nor the blood of their followers, while both stayed true to the Hunt.&lt;br /&gt;
&lt;br /&gt;
The next years were spent in tense waiting. Scouts ventured south into Sundren, never showing themselves and always returning with tidings of great unrest. Of Bloodmaim armies marching, of a city rising into the air. That particular bit stirred the blood of the Hunt, and in recompense for such a wrong done to the land they took to the snow. Nearly fifty settlers, villagers and travellers died that night, their remains left bloody on the snow as a graphic reminder that the land would take back what was taken from it.&lt;br /&gt;
&lt;br /&gt;
Then, outside influence stirred again. This time, though, it was not the ruinous plundering of settlers, but a swell of new opportunity. The ragged remnants of the Snow Leopards and their allies straggled northwards, expelled from Aquor by the hated gleaming shields and blades of civilization. Some remained true to their totem and to Auril. Others forsake her, spitting on the name and returning to old ways. And nearly all of them found themselves circled, one by one, by men and beasts. They were given tidings of the Wild Hunt, and an offer to come to Arawn&#039;s camp. There, they could recover, strengthen, and form a new bastion against the encroachment of the hated Exigo and its Blackwood goons. Many took the offer; a few didn&#039;t, and were slain and left as a warning.&lt;br /&gt;
&lt;br /&gt;
Now, the Wild Hunt finds its numbers swelled to three times what they once were. Although no army, they now have the strength to pursue their aims even as the glacier begins to recede. Those that trespass would do well to heed them, or else end their lives as a reminder that nature is neither kind nor gentle to the stupid.&lt;br /&gt;
&lt;br /&gt;
==Bases of Operations==&lt;br /&gt;
&lt;br /&gt;
The Cwn Annwn claimed the cave used in the conclave long ago, and has since turned it into a refuge. Although its members roam far and wide, this place – known as the &#039;Den&#039; to most of its members – serves as a place to barter for food and supplies, share the company of the like-minded, and chase away the Frostmaiden&#039;s chill for a while.&lt;br /&gt;
&lt;br /&gt;
The barbarian Genseric has established ground inside and outside to be used for challenge matches, but other than in these places, there is to be no bloodshed. The hierarchy of the pack is to be respected, and minor insults let slide. Those who recklessly challenge or threaten the safety of the Den have Arawn to answer to, and he is not the most patient of men.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
The gold-obsessed Exigo and their Blackwood and Whurest toadies bring ruin and the withering of the wilds. Scout the outsider. Hound the outsider. Drive the outsider away or kill the outsider, unless proper submission is offered.&lt;br /&gt;
&lt;br /&gt;
If the Black Hand thinks it can dominate the wilds, show it how wrong it is. Scout the outsider. Hound the outsider. Drive the outsider away or kill the outsider, unless proper submission is offered.&lt;br /&gt;
&lt;br /&gt;
Those that wear the Legion&#039;s colors bring troubles with them that the Dale can ill afford. Scout the outsider. Hound the outsider. Drive the outsider away or kill the outsider, unless proper submission is offered.&lt;br /&gt;
&lt;br /&gt;
Paladins and knights blunder through snow in plate, harming more than they heal. Scout the outsider. Hound the outsider. Drive the ousider away or kill the outsider, unless proper submission is offered.&lt;br /&gt;
&lt;br /&gt;
Those who suckle on the teat of the wild, yet ignore lessons of strength and mercilessness, are misguided yet might still be brought into the Hunt. Scout them. Hound then. Seek first to gain their submission, and if there is none, do what you please.&lt;br /&gt;
&lt;br /&gt;
Spill no blood of the Hunt unless it has been betrayed, then fall upon the betrayer with wild abandon and no mercy.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arawn the Huntsman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ranger and beastmaster, Arawn has grown to be very old in a profession where even the best die young. And, in spite of his age, he remains the nominal leader of the Wild Hunt. This should be a clue to any wide-eyed pup that he deserves and demands respect. Arawn hunts with two enormous paragon dire wolves, the male and female alpha of his pack, and is said to be able to howl tidings and hear them across the whole of the Dale.&lt;br /&gt;
&lt;br /&gt;
It is whispered that even Arawn&#039;s age is catching up to him, and he seeks one worthy to take control of the Hunt so that he can step back and advise. However, those who seek to exploit this perceived weakness and challenge him still end up on their ass and thrown out of Den for a night – if they&#039;re lucky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morrigas the Crone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many rumors and few facts about Morrigas, the Ice Seer who approached Arawn about four years ago. She can appear as a withered old hag, a maiden of ravishing beauty, or nearly anything else she pleases in spite of lacking a druid&#039;s gifts for true shapeshifting. Some whisper that she is touched by the Unseelie, and others that she might be a full-blooded fey. Still others dismiss her as an old woman clinging to scraps of vanity allowed by her unnatural gifts. Whatever the truth, Morrigas seems uninterested in leadership. She instead offers cryptic advice and glimpses of the future, guiding the Wild Hunt in its targets of choice. On the few occasions where members of the Hunt have found it necessary to negotiate with outsiders, Morrigas&#039; advice has proven crucial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genseric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nearly a polar opposite to Arawn, Genseric is young, loud, boistrous and utterly lacking in anything like civility or tact. A recent integration into the Wild Hunt from the Unthgardt tribes, Geneseric will happily voice his opinion on nearly anything except for the reason he left and the reason he&#039;s here. Besides, of course, to find some good fights. Geneseric worships Garagos, but believes his religious devotion is second to finding the purest expression of rage. He has little respect for anyone who can&#039;t lose themselves in a fit of screaming blood-madness, but defers to Arawn in matters of hunting and leadership, and defers to Morrigas because she either scares the piss out of him or he wants to take her to bed. Depends on who you ask.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Tuatha&amp;diff=6320</id>
		<title>Tuatha</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Tuatha&amp;diff=6320"/>
		<updated>2022-09-04T01:37:19Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tuatha Dé Dúlra&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(The People of the Land)&amp;#039;&amp;#039;  =Summary=  Founded in the distant past, before Sundren&amp;#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,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&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;
&lt;br /&gt;
=Summary=&lt;br /&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;
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;
&lt;br /&gt;
=Origin/History=&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=Objectives=&lt;br /&gt;
&lt;br /&gt;
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;
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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=6319</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=6319"/>
		<updated>2022-09-04T01:36:55Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &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;
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==Legio Discenius==&lt;br /&gt;
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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;
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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;
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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;
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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 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;
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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 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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Learn [[Whurest|MORE]]&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 Sestran Guard==&lt;br /&gt;
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The Sestran Guard is both ruling power and main military force in 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. Firmly holding the belief that discipline and obedience are the twin virtues that precede any other, the Sestran Guard rules Sestra in both its military matters and day to day governance.&lt;br /&gt;
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While some claim that such an organization is merely a dictatorship under the Grand Marshal, those within instead offer that the government is headed by those most worthy to do so: those who risk their lives in order for it to function. This meritocratic governing system has worked out well over the last fifty years; those who serve in the military are granted citizenship and the right to take a government position. Those who do not are not spurned, but rather devote their lives to the betterment of the town in other ways. For example, a small sect of monks devoted to Bane have grown at the city&#039;s heart as a result of its patron saint, Keegan Deverall. &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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=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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==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;
&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;
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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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Learn [[Blackwood Company|MORE]]&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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Learn [[Tuatha|MORE]]&lt;br /&gt;
&lt;br /&gt;
==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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Bristlebeard%27s_Hollow&amp;diff=6318</id>
		<title>Bristlebeard&#039;s Hollow</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Bristlebeard%27s_Hollow&amp;diff=6318"/>
		<updated>2022-09-04T01:34:21Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;==Summary== Bristlebeard&amp;#039;s Hollow - AKA Whurest  or the Iron Cavern in the dwarven tongue - is a small dwarven mining settlement found high atop the Spine of the World. Most of those that live and work Britlebeard&amp;#039;s Hollow hail from the Mithral Hall. While Whurest operates almost entirely independently, Dwarven oaths are eternal and many still owe allegiance to Clan Battlehammer, the great dwarven clan that resides in Mithral Hall.   The dwarves of Whurest hold a trade a...&amp;quot;&lt;/p&gt;
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&lt;div&gt;==Summary==&lt;br /&gt;
Bristlebeard&#039;s Hollow - AKA Whurest  or the Iron Cavern in the dwarven tongue - is a small dwarven mining settlement found high atop the Spine of the World. Most of those that live and work Britlebeard&#039;s Hollow hail from the Mithral Hall. While Whurest operates almost entirely independently, Dwarven oaths are eternal and many still owe allegiance to Clan Battlehammer, the great dwarven clan that resides in Mithral Hall. &lt;br /&gt;
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The dwarves of Whurest hold a trade alliance with Exigo Syndicate and consider the organization a strong business partner. They also have found a solid ally in the Blackwood Company and often supply arms and reinforcements to the two factions mutual benefit.  Many within Whurest Hold prefer their insular lifestyle, choosing to remain indifferent to the ways of men and the conflicts raging within the valley below.&lt;br /&gt;
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==Origin/History==&lt;br /&gt;
&#039;&#039;&#039;1382 (Year of the Black Blazon)&#039;&#039;&#039;&lt;br /&gt;
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Freed from the demands of war, and with a slow but steady increase in the total Shield Dwarf population despite recent losses at Mithral Hall, various groups of dwarves start a slow expansion across the North. Eriak Bristlebeard issues a call for free dwarves to march West towards Whurest, and about 50 do so, further bolstering Whurest&#039;s number.&lt;br /&gt;
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Whurest, led by Eriak Bristlebeard, marches together with House Hellstrom and the Thayan Enclave to liberate Aquor from Aurilite control.  The battle was fierce as it was thick, and Eriak is dealt a mortal blow by the icy edge of a Frost Giant&#039;s battle-axe.  Old-Axe makes his final journey to Erackinor.  Whurest names Dryn Stonewhisperer to succeed Eriak as Thane.&lt;br /&gt;
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In response to increased White Elk raids, the Iron Council engages Blackwood Company in a long-term contract, funded by Thane Stonewhisperer, to bolster the defense of caravans traveling both to and from Whurest.&lt;br /&gt;
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&#039;&#039;&#039;1379 (Year of the Lost Keep)&#039;&#039;&#039;&lt;br /&gt;
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Eriak Bristlebeard opens the ruins of Runedarrhyn to worthy adventurers from Sundren Valley.  Combined with Whurest’s own efforts, the forces of Xalliordell are finally matched and a long stand-off begins.&lt;br /&gt;
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The Skullcleaver Brigade, a group of dwarven mercenaries operating in Sundren Valley, swears fealty to Clan Bristlebeard of Whurest, providing welcome reinforcements.&lt;br /&gt;
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Murin Stouthammer, one of Sundren Valley&#039;s great brewmasters, becomes a pillar of diplomacy between Exigo and Bristlbeard&#039;s Hollow.  Rumors suggest that his operation, The Stouthammer Brewery, is funded entirely by contributions from his kin.&lt;br /&gt;
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&#039;&#039;&#039;1372 (Year of Wild Magic)&#039;&#039;&#039;&lt;br /&gt;
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The siege of Mithral Hall ends.&lt;br /&gt;
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&#039;&#039;&#039;1370 (Year of the Tankard)&#039;&#039;&#039;&lt;br /&gt;
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The orc hordes of King Obould Many-Arrows lay siege to Mithral Hall. A long war begins, and the other dwarven holds sensibly focus their efforts on assisting Mithral Hall. &lt;br /&gt;
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Whurest is neither able to help or be helped, but holds firm and is unassailed in its fastness.&lt;br /&gt;
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&#039;&#039;&#039;1369 (Year of the Gauntlet)&#039;&#039;&#039;&lt;br /&gt;
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Whurest continues to labor, expanding and rebuilding.   Under the direction of the Iron Council and the engineering prowess of clan Greyhammer, much of Runedarrhyn’s upper floors have been retaken and become the preferred hearth of the Whurest dwarves.  Little resists Whurest’s expansion and many believe the remaining ruins to be completely vacant. &lt;br /&gt;
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Late in the year, delvers discover the deepest halls of the ruin and Whurest first comes face-to-face with the forces of Xalliordell.  The resulting conflict is quick and bloody, lasting only a day.  Xalliordell&#039;s forces decimate a surprised Whurest guard and many of Whurest’s dwarves are captured and taken as thralls.  The surface hold is saved by the sacrifices of a small team of engineers who, led by Eldon and Orla Greyhammer, explode support structures caving-in several key tunnels, swiftly halting Xalliordell’s advance onto the surface.&lt;br /&gt;
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&#039;&#039;&#039;1367 (Year of the Shield)&#039;&#039;&#039;&lt;br /&gt;
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Citadel Felbarr is retaken from Many-Arrow orcs by dwarves of Clan Warcrown with the aid of Elves of Silverymoon.  King Emerus Warcrown crowned.&lt;br /&gt;
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&#039;&#039;&#039;1365 (Year of Sword)&#039;&#039;&#039;&lt;br /&gt;
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A sizable group of dwarves from Mithral Hall arrive to join Whurest, favoring a simpler life. Bristlebeard’s Hollow continues to expand and develop, adding defenses and exploring new cave networks.  During this exploration, the ruins of Runedarrhyn were discovered.  In earnest, the Iron Council of Whurest refocuses their efforts on reclaiming Runedarrhyn.&lt;br /&gt;
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&#039;&#039;&#039;1358 (Year of Shadows)&#039;&#039;&#039;&lt;br /&gt;
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The Battle of Keeper’s Dale - House Baenre leads an army of drow, goblins, and kobolds out of&lt;br /&gt;
Menzoberranzan to attack the dwarves of Mithral Hall. The dwarves are aided by svirfneblin, local barbarians, troops from Nesme and Silverymoon; even the mysterious Harpells and Lady Alustriel herself. The drow are ultimately defeated and driven back to their homeland.&lt;br /&gt;
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After the battle, Eriak Bristlebeard, longing to continue his work, leads a group of over fifty dwarves to reclaim his find and re-establish trade with Tentowns and Luskan. To delight, the complex had not been discovered or re-inhabited by the yeti that lived there originally.&lt;br /&gt;
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&#039;&#039;&#039;1356 (Year of the Worm)&#039;&#039;&#039;&lt;br /&gt;
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After some forty years of work Bristlebeard’s Hollow is nearing completion.  It was then that Clan Battlehammer’s namesake, Bruenor Battlehammer, led efforts to reclaim his clans long lost home, the Mithral Hall. &lt;br /&gt;
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Eriak Bristlbeard heeds Bruenor&#039;s call and Bristlebead&#039;s Hollow is abandoned.&lt;br /&gt;
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&#039;&#039;&#039;1313 (Year of the Shattered Oak)&#039;&#039;&#039;&lt;br /&gt;
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In the 185 years that the Battlehammers were displaced from their home of the Mithral Hall, Bruenor Battlehammer sends several small expeditions out to explore the caverns along The Spine of the World.&lt;br /&gt;
&lt;br /&gt;
A five-man expedition led by Eriak (Old-Axe) Bristlebeard discovers a cave network approximately 30-40 Miles South-West of Tentowns and positioned West of the Shaengarne River.  The small dwarven group dub the area Bristlebeard&#039;s Hollow and work for many years to establish an outpost here, only communicating with the clan in Kelvin&#039;s Cairn annually during the summer when the mountains were passable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1306 (Year of Thunder)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin bestows the Thunder Blessing upon his people. Miraculously, the birthrate of the dwarven race begins to soar.  Nearly a fifth of dwarven births after the Thunder Blessing result in identical or fraternal twins.  This new dwarven generation is commonly referred to as the Thunder Children. &lt;br /&gt;
&lt;br /&gt;
Previously a dying race in slow decline, things start looking up for the dwarves of Faerun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1164 (Year of Long Shadows)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mithral Hall falls to the shadow dragon Shimmergloom, aided by a horde of shadow creatures and an entire clan of Duergar, Clan Bukbukken. The young Bruenor Battlehammer is one of only 300 dwarves to survive, from a total population of 10,000. The clan scatters, an older Bruenor later leading 100 dwarves to Kevin’s Cairn in Icewind Dale.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Iron Council Members:&lt;br /&gt;
* Dryn Stonewhisperer (Thane) (PC)&lt;br /&gt;
* Fali Stonetoe (NPC)&lt;br /&gt;
* Glyir Belindorn (PC)&lt;br /&gt;
* Urias Deepforge (NPC)&lt;br /&gt;
* Dalgal Deepforge (NPC)&lt;br /&gt;
* Angus Ironforge (Retired PC)&lt;br /&gt;
&lt;br /&gt;
TODO:  Link to page detailing Whurest Law.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Population: 200&lt;br /&gt;
* Shied Dwarf: 98%&lt;br /&gt;
* Gold Dwarf: 2%&lt;br /&gt;
&lt;br /&gt;
===Physical and Magical Environment===&lt;br /&gt;
&lt;br /&gt;
Terrain: Mountains&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: Average&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: +1 (Healthy environment +1, Population fewer than 500 +1)&amp;lt;br&amp;gt;&lt;br /&gt;
Normal Magic (Rare Enchantment)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Culture and Economy===&lt;br /&gt;
&lt;br /&gt;
Language: Common, Dwarven&amp;lt;br&amp;gt;&lt;br /&gt;
Literacy: Accented&amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: Currently Struggling (Due to the infrequent caravans)&amp;lt;br&amp;gt;&lt;br /&gt;
Status: 0 to 2 (Citizen to Thane)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Political Environment===&lt;br /&gt;
&lt;br /&gt;
Government:Iron Council&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Whurest Dwarves&amp;lt;br&amp;gt;&lt;br /&gt;
Resident factions: Whurest&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, Lumber, Crafted Goods, Mining Supplies&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Exports&#039;&#039;&#039;: Metal Ores, Armaments, Metal Ingots, Stone, Salt [http://sundren.org/forum/showthread.php?t=22037], Pelts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economic Analysis===&lt;br /&gt;
&lt;br /&gt;
The insular Whurest Hold is a wellspring of ore and stone, but the dwarves find themselves faced with the same problem that faces the rest of the valley: transport. While a group of twenty or so dwarves will escort a caravan down to Aquor or Mirakus, the scarcity of protection means that it can&#039;t make these trips frequently without overextending themselves. That being said, the Whurest dwarves are incredible craftsmen, able to forge the most sought after armaments in the valley. Their weaponry and armor can be seen in the possession of those who have the coin to, and are the envy of anyone who knows their steel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, they have worked out a deal with the Exigo that allows them to transport slightly more often for a considerable price, and are able to get foodstuffs into the Hold through their agreement at a more regular rate. Transport is still a problem, but less so now that Exigo is free to offer its own services to an extent. As such, the Whurest dwarves send out small groups of contractors that work among the valley. Forging, land surveying, instruction, and other projects are the mainstay export of the dwarven hold. A lucky man indeed is one who is able to afford a dwarven smith to forge a weapon, or one to scout the fortifications of a town.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Whurest mines are rich with adamantine, mithril, gold, and silver. However, they are riddled with enemies, notably thralls held in mental captivity. This makes it extremely difficult to mine in peace, and the dwarves have to frequently devote resources to defensive measures that will allow them to piece apart a fraction of what lies beneath the mountains.&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;: The Whurest Dwarves have an able bodied force. However, that force is the main body of their population. Most dwarven craftsmen can swing an axe or hammer in the defense of their land, but they&#039;re by no means a professional military. However, give them a position to hold and the defenses to do it and a small group of Whurest warriors can hold off an army if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: The Spine is a dangerous place, but the Whurest Hold is safe enough from the creatures that wander the icy plains. Their mines go ever deeper downward, and their entire Hold is encased within the mountains themselves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: The Whurest mines are hostile, making it difficult to get ores out. The defensive measures taken are usually just enough to get in a week&#039;s worth of mining a month.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whurest is surrounded by potentially hostile forces in the Spine. Vampires, Aurilite Tribes, and even the weather itself seem to conspire against the dwarven hold in getting its goods to and from the valley.&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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6317</id>
		<title>Cities &amp; Towns</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=6317"/>
		<updated>2022-09-04T01:34:13Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Sundren=&lt;br /&gt;
Sundren is as diverse as it is rich in resources. From coal, to iron, to gold, all forms of minerals can be extracted from the tall, snow capped mountains in the north. Lush forests house deer, boar and other animals to hunt for food. Lakes and the neighboring sea to the west provide more fish than the inhabitants can consume. While the majority of the land is covered in rolling hills and plains, sequestered away in the many regions of the valley are areas both magical and wondrous.&lt;br /&gt;
&lt;br /&gt;
[[Image:SundrenMap.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Sundren City==&lt;br /&gt;
The heart of Sundren is none other than the capital city. It is here, within the protective sphere of the Sundarian Legion, that markets flourish and the people roam freely.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sundren_City|MORE]].&lt;br /&gt;
&lt;br /&gt;
==Aquor==&lt;br /&gt;
Aquor is a small village north of the capital that houses a small percentage of Sundren&#039;s actual population. It&#039;s for the most part deserted for the majority of the year, but during the hotter months, it becomes an active vacation spot for many of the merchants in the south.&lt;br /&gt;
&lt;br /&gt;
Learn [[Aquor|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Port Avanthyr==&lt;br /&gt;
The port village of Avanthyr is a site of commerce and trade within the valley. Goods are shipped daily through a dangerous route known only to Sundarian mariners from here to nations all over Faerun.&lt;br /&gt;
&lt;br /&gt;
Learn [[Port Avanthyr|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Sestra==&lt;br /&gt;
Sestra is a small village near Sundren&#039;s central coast. Unlike its sister settlements, Sestra was founded within recent years for the sole purpose of allowing new commoners locations outside of the capital&#039;s walls to settle in.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sestra|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Bristlebeard&#039;s Hollow==&lt;br /&gt;
Dwarven warriors and smiths, hidden high upon the Spine, this dwarven clan has a long and storied history within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
Learn [[Bristlebeard&#039;s Hollow|MORE]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6316</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=6316"/>
		<updated>2022-09-04T01:18:00Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &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|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 has 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 have dried up the business to a large extent. The Enclave still sells magical items, but the majority of the Enclave has moved on, back to Thay.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of [[Bane]], Floating Flagon, Thayan Enclave&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Thayan Enclave]]&#039;&#039;&#039;- Run by Alcazar Tel&#039;Rune &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
Population Approximate: 700&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: Average&amp;lt;br&amp;gt;&lt;br /&gt;
Hygiene: -2 (Healthy environment +1, but Recent Catastrophe -2)&amp;lt;br&amp;gt;&lt;br /&gt;
High Magic (Rare Enchantment, due to Enclave&#039;s prices)&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 Poor (Due to the frequent battles that take place)&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: Thaumatocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Ruling party: Thayan Enclave&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;
According to most trade experts in Sundren, Aquor has gone through a period of destabilization that has near ruined its economy. As a result, the ruling part of the Thayan Enclave has 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 controls most of the goods that go through the town. Despite the eventual problems with such a strategy, it has proven effective in this brief period of time to settle the economy from falling further into depression. Craftsmen, workers, and other experts have been slowly trickling into the town, but it&#039;s hardly at the levels it was at its peak during the reign of the Arbiters. These past few years, the real economic growth had fallen drastically due to the Second Sundering. However, Aquors strengths include an abundant supply of raw materials, as well as access to the Spine and Icewind Dale. Trade routes have been rare as of late, but with a good deal of investment it would be possible to expand trading northwards into the Ten Towns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunting and trapping are popular this far north since the trade lines have faltered. Forced to resort to means other than food shipments from the Gate or the Port, Aquor has been trading in small amounts in the southern areas of the valley. In particular, Sestra has been providing food sources to the Black Hand allied town.&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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range of Territory&#039;&#039;&#039;: Aquor is sectioned off from the main valley due to its insular rulers. However, were they to expand, they would have to expand patrols to combat Bloodmaim raiders.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current Problems&#039;&#039;&#039;: Despite being a potentially powerful town with access to the Spine, the dwarven hold, and eventually Icewind Dale, it has had little chance to take advantage of such due to the constant strife the town has been centered in since the Second Sundering. Were it ever to have a stable ruler and trade, it&#039;s likely that bartering and business would bloom in the small town under a careful hand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, this comes with problems as well. Tribes from the north are always raiding caravans, and the town has been considered a lost asset by the Legion, making trade difficult down in the valley.&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>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6315</id>
		<title>Port Avanthyr</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6315"/>
		<updated>2022-09-04T01:17:20Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
The Port Avanthyr is the main shipping area for most of Sundren&#039;s ocean bound goods. Its coast is somewhat easier to navigate than some other parts of the Sundarian coastline, and so most of the shipments from places such as Neverwinter and the like decide to make their berth here. The Port is also the main entrance point for many adventurers who decide to come to Sundren, often greeted by the Port&#039;s Darge Hemslate on where they are from and their business while within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
The Port is now ruled by the [[Meriadoc]] family in lieu of any Legion troops. This has been somewhat of a contested issue, with the Emperor insisting on Legion troops taking their rightful place in the Port, but the noble family has been reluctant to do so.&lt;br /&gt;
&lt;br /&gt;
Since the Meriadoc House founded the original port, they have had a majority of the controlling interest in the Port&#039;s activities over the years. They collect a small tax on goods that come in and go out through the Port alongside the government, as they own about three quarters of the land, including most of the docks. In return for the operation and management of the docks, the government allows them to tax the goods and the store owners that operate on their land. The Meriadocs own several apartments, shops, and buildings, including the Menacing Mariner.&lt;br /&gt;
&lt;br /&gt;
The Meriadocs patrol the waters in several ships in order to prevent piracy, however, and provide a second level of security to the surrounding seas. That being said, their power isn&#039;t entirely widespread. There are private owners within the Port, and there are docks that do not have the Meriadoc tax attached to them (about 1/4th). This, coupled with the mostly &#039;hands off&#039; approach the Meriadocs have to strictly enforcing rules and regulations, has made the Port a place of opportunity that the Meriadocs profit from by encouraging trade and transactions. &lt;br /&gt;
&lt;br /&gt;
The Temple of [[Umberlee]] also makes its home within the town, a tribute to the Bitch Queen and her ilk. While Umberlee is indeed a goddess of wrath and a terrible one, the sailoring communtiy always see it fit to offer some sort of compensation and tribute to her in order to prevent storms and tragedy at sea. Recently, her temple has been reduced to a shrine, when Umberlee&#039;s Wrath came against the Port and the Meriadocs, who she saw as not giving proper tribute. The daughter of Nicantor Meriadoc and a few companions stayed this disaster of a storm somehow, saving the Port from certain destruction. The Port has been divided into East and West, with the channel running through it to the open ocean. You can find most goods and services you need in the Eastern portion, including City hall and the main docks. The West portion is home to the lighthouse, as well as the Bank of [[Waukeen]].&lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in the Port, moving from [[Aquor]]. New to Sundren, this mercenary company is frequently hired by the [[Exigo Syndicate|Exigo Trading Company]] to protect their outposts and trading areas. Open to hiring by other organizations, the Blackwoods have a fierce reputation as being the best of the best. Well armored, well equipped, and well trained is the motto they profess to prospective clients.&lt;br /&gt;
&lt;br /&gt;
The Menacing Mariner is a dangerous spot, full of tough sailors and even more drunken fighters. Keep an eye out of Tyris, the bartender, and see if you can&#039;t get some information out of him when you need to.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Nicantor [[House Meriadoc|Meriadoc]]&#039;&#039;&#039;- Lord of the Meriadoc Household&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Jeremiah&#039;s store, City Hall, Shrine of Umberlee, Stouthammer&#039;s Brews, Lighthouse&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6314</id>
		<title>Port Avanthyr</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=6314"/>
		<updated>2022-09-04T01:16:58Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
The Port Avanthyr is the main shipping area for most of Sundren&#039;s ocean bound goods. Its coast is somewhat easier to navigate than some other parts of the Sundarian coastline, and so most of the shipments from places such as Neverwinter and the like decide to make their berth here. The Port is also the main entrance point for many adventurers who decide to come to Sundren, often greeted by the Port&#039;s Darge Hemslate on where they are from and their business while within Sundren&#039;s borders.&lt;br /&gt;
&lt;br /&gt;
The Port is now ruled by the [[Meriadoc]] family in lieu of any Legion troops. This has been somewhat of a contested issue, with the Emperor insisting on Legion troops taking their rightful place in the Port, but the noble family has been reluctant to do so.&lt;br /&gt;
&lt;br /&gt;
Since the Meriadoc House founded the original port, they have had a majority of the controlling interest in the Port&#039;s activities over the years. They collect a small tax on goods that come in and go out through the Port alongside the government, as they own about three quarters of the land, including most of the docks. In return for the operation and management of the docks, the government allows them to tax the goods and the store owners that operate on their land. The Meriadocs own several apartments, shops, and buildings, including the Menacing Mariner.&lt;br /&gt;
&lt;br /&gt;
The Meriadocs patrol the waters in several ships in order to prevent piracy, however, and provide a second level of security to the surrounding seas. That being said, their power isn&#039;t entirely widespread. There are private owners within the Port, and there are docks that do not have the Meriadoc tax attached to them (about 1/4th). This, coupled with the mostly &#039;hands off&#039; approach the Meriadocs have to strictly enforcing rules and regulations, has made the Port a place of opportunity that the Meriadocs profit from by encouraging trade and transactions. &lt;br /&gt;
&lt;br /&gt;
The Temple of [[Umberlee]] also makes its home within the town, a tribute to the Bitch Queen and her ilk. While Umberlee is indeed a goddess of wrath and a terrible one, the sailoring communtiy always see it fit to offer some sort of compensation and tribute to her in order to prevent storms and tragedy at sea. Recently, her temple has been reduced to a shrine, when Umberlee&#039;s Wrath came against the Port and the Meriadocs, who she saw as not giving proper tribute. The daughter of Nicantor Meriadoc and a few companions stayed this disaster of a storm somehow, saving the Port from certain destruction. The Port has been divided into East and West, with the channel running through it to the open ocean. You can find most goods and services you need in the Eastern portion, including City hall and the main docks. The West portion is home to the lighthouse, as well as the Bank of [[Waukeen]].&lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in the Port, moving from [[Aquor]]. New to Sundren, this mercenary company is frequently hired by the [[Exigo Syndicate|Exigo Trading Company]] to protect their outposts and trading areas. Open to hiring by other organizations, the Blackwoods have a fierce reputation as being the best of the best. Well armored, well equipped, and well trained is the motto they profess to prospective clients.&lt;br /&gt;
&lt;br /&gt;
The Menacing Mariner is a dangerous spot, full of tough sailors and even more drunken fighters. Keep an eye out of Tyris, the bartender, and see if you can&#039;t get some information out of him when you need to.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Nicantor [[Meriadoc]]&#039;&#039;&#039;- Lord of the Meriadoc Household&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Jeremiah&#039;s store, City Hall, Shrine of Umberlee, Stouthammer&#039;s Brews, Lighthouse&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_Aurelianus&amp;diff=6313</id>
		<title>House Aurelianus</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_Aurelianus&amp;diff=6313"/>
		<updated>2022-09-04T01:14:15Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; A gold eagle on a white field with a gold globe in one talon and a small silver knife in the other.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Restore What Is Broken&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; Father house of Blackburn, one of the founders of Sestra.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Baernorn Aurelianus&amp;lt;br&amp;gt;  ====History====  House Aurelianus was born from the efforts of an Ilmateri wanderer with the same name. No one is quite sure where the man came from, but he arrived during the tumult...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest:&#039;&#039;&#039; A gold eagle on a white field with a gold globe in one talon and a small silver knife in the other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Restore What Is Broken&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of Blackburn, one of the founders of Sestra.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Baernorn Aurelianus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
House Aurelianus was born from the efforts of an Ilmateri wanderer with the same name. No one is quite sure where the man came from, but he arrived during the tumultuous period of the Bloodmaim Wars. Offering aid and succor to the Legion, Aurelianus single-handedly fostered the growth of the Legion&#039;s medical corps and the Ilmater faithful in Sundren. He was known as a great healer, and wise in medical lore. His knowledge came in especially useful when facing off against enemies. He used his blade with exact precision, slicing tendons and arteries in the rare times when he was called into combat.&lt;br /&gt;
&lt;br /&gt;
His knowledge was compiled into the Medica: a tome that spans across every nerve and bone in the human body, and other races besides. For his efforts, the Arbiters granted him lands and a title. He eventually married, and his family has spread into various facets of Sundren life. Some joined the [[Sundarian Legion|Legion]], others the Arbiters, even the [[Exigo Syndicate|Exigo]]. The Aurelianus family is well respected by most, if not all medical practitioners and its members are frequent followers of [[Ilmater]] and other goodly gods.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Family====&lt;br /&gt;
&lt;br /&gt;
                                                Aurelianus&lt;br /&gt;
                                                     |&lt;br /&gt;
                                                     |   &lt;br /&gt;
                                                     |                              &lt;br /&gt;
                                                     |&lt;br /&gt;
                                                     |&lt;br /&gt;
                              Tavarian---------------|-------Rasiene------Florian &lt;br /&gt;
                                  |                                           |&lt;br /&gt;
                 Baernorn(&#039;&#039;&#039;Head&#039;&#039;&#039;)---|-----Julius                                |&lt;br /&gt;
                    |      |                |                                 |&lt;br /&gt;
                    |      |                |                                 |&lt;br /&gt;
                    |      |                |                                 |&lt;br /&gt;
         [[Sosthene Aurelianus]](KIA)           |                                 |&lt;br /&gt;
                           |                |                                 |&lt;br /&gt;
               [[Lynnette Aurelianus]]  [[Esmond Aurelianus]]              [[Marcarius Aurelianus]]&lt;br /&gt;
&lt;br /&gt;
====Noble Ties====&lt;br /&gt;
&lt;br /&gt;
The Aurelianus family has always been on good terms with the Legion and Temple of the [[Triumverate]]. It has donated a good amount of coin annually to the medical facilities and priesthoods that promote well being. As for other noble houses, the family has gotten along relatively well with most with the usual amount of intrigue and happenstances. They have a working relationship with the [[Meriadoc]] family in the ports, as well as one with the [[Ulsteris]] house in the fields. They are relatively well connected to the [[Lacroix]] family, even marrying one or two of the lesser cousins.&lt;br /&gt;
&lt;br /&gt;
The only houses that the Aurelianus nobles have any unsavory history with are the [[Pendraig|Pendraigs]] and the [[Hellstrom|Hellstroms]]. The Pendraig&#039;s penchant for violent pursuits on and off the tournament field have cooled relations between the two houses, and the Hellstroms have always been a natural opposite due to their financing of the [[Blackwood Company|Blackwood]] mercenaries.&lt;br /&gt;
&lt;br /&gt;
====Head of Household==== &lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
https://dl.dropboxusercontent.com/u/51980673/NWN2/Sundren/Baelnorn.jpg&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;font-size: small;vertical-align: top;padding: 5px;&amp;quot; rowspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
Born not long after the [[Timeline|Bloodmaim Wars]], Baernorn grew up in the bloodthirsty courts of Sundren nobility. After the threat of the Bloodmaim was contained, and the cities and lands rebuilt, the previous bond that had held the nobility together during times of war splintered and buckled under the strain of personal motivation and conflict. This in turn led to several long years of inter-court warfare and intrigue, resulting in anything from assassination to sabotage during the power plays of the courts.&lt;br /&gt;
&lt;br /&gt;
Baernorn watched as his father, Tavarian, struggled to remain the man he was in the face of such cruel plotting and terrible manipulation. He was a man of the previous age, one of nobility and chivalry. He didn&#039;t have the strength (or lack) of character to deal with this entirely different threat.&lt;br /&gt;
&lt;br /&gt;
Baernorn learned the court&#039;s ways by watching his father fall prey to them, and he sought the help of his elder uncle, Florian. Florian taught him the means to think not only as a warrior, but as a noble. Baernorn tirelessly thwarted plots against his house and his family until he came of age, and his father passed on to Illmater&#039;s embrace. As the head of the house, Baernorn consolidated his influence within the courts, and was key in staving off several power grabs by both Hellstrom and Pendraig.&lt;br /&gt;
&lt;br /&gt;
The blonde noble shows no fear, no pain, and certainly never anger. He is known as the &#039;Lord of Frost&#039; behind closed doors, and few will directly challenge him. He has married an [[Ulsteris]] daughter, Fiona.&lt;br /&gt;
&lt;br /&gt;
His eldest daughter, Priscilla, is the known contender to become head of the house against her cousin Esmond.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;font-size: small;font-style:italic;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
image by artastrophe&amp;lt;br&amp;gt;&lt;br /&gt;
used with permission&amp;lt;br&amp;gt;&lt;br /&gt;
http://artastrophe.deviantart.com/&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
The Aurelianus House has had the benefit of a very close history with the Arbiters and the Sundren government. Since Aurelianus himself practically built the Legion&#039;s medical corps from the ground up, his family has had close ties with the Legion, in particular the 2nd. The house lands fall outside Sestra near the Elthazar River, hugging the riverbanks and its trade routes from Ulsteris lands. However, while the holdings are relatively medium sized, the real power that the Aurelianus house holds is economic in nature. They have shares in several key shipping companies and caravans, alongside their partnerships with the [[Waukeen]] clergy within Sundren City. There are not a few caravans and other trading organizations that have an Aurelianus member as a main owner, and this brings in significant monetary influence and value to the Aurelianus name.&lt;br /&gt;
&lt;br /&gt;
The services they do provide also extend to protection, and they are constantly fighting the influence of the [[Hellstrom]] House and their [[Blackwood Company|Blackwood]] mercenaries.&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
&lt;br /&gt;
The House, as a whole, has a good reputation with the people of Sundren. Known for charitable generosity, the Aurelianus name is well known in the goodly temples of Sundren, including the Helmite and the Triumverate. [[Sundren City]] has the highest opinion of them, with that reputation decreasing as one leaves the capital and into the ancestral lands of the other noble houses (such as the fields for the Ulsteris, the Port for the [[Meriadocs]], etc). They have a reputation for honesty in trade, and fairness in unseen disasters.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_Ulsteris&amp;diff=6312</id>
		<title>House Ulsteris</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_Ulsteris&amp;diff=6312"/>
		<updated>2022-09-04T01:13:47Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; A forest green elk on a background of autumn orange with rich purple grapes wreathing the outside.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Reap What is Sown&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; To be determined.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Oberin Ulsteris&amp;lt;br&amp;gt;  ====History====  The Ulsteris House and its bondsmen have descended from Sundren settlers that looked to till the fields. Their lands lie mostly north and west of Sundren city, and own a decently large portion of the farms and field...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest:&#039;&#039;&#039; A forest green elk on a background of autumn orange with rich purple grapes wreathing the outside.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Reap What is Sown&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; To be determined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Oberin Ulsteris&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
The Ulsteris House and its bondsmen have descended from Sundren settlers that looked to till the fields. Their lands lie mostly north and west of Sundren city, and own a decently large portion of the farms and fields in that area. Not known for very involved participation in the games of nobility, the Ulsteris House has been a quietly loyal, steadfast noble house since its inception.&lt;br /&gt;
&lt;br /&gt;
Perin Ulsteris was a farmer on the edge of the Viridale forest around 1215 DR. A famous woodsman, and known for his affinity for animals and farming, he was hunting in the wood one fateful afternoon when he saw signs of a gnoll encampment with an elven prisoner tied to a stake. He crept quietly forward until he was able to make out that the gnolls were a scouting party for a large contingent of gnolls. The woman, or so he gathered, was an elven druid that had tried to warn the nearby settlements of impending attack.&lt;br /&gt;
&lt;br /&gt;
Thinking quickly, Perin set traps along an old forest path, and carefully took aim with his bow. He shot the gnoll leader so perfectly that its skull split in two. The gnoll followers went after Perin, and fell to the cleverly disguised traps he had set.&lt;br /&gt;
&lt;br /&gt;
When all of the gnolls were dead or incapacitated, Perin went back and freed the elven druid. They warned the fledgling Legion in time, and the gnolls were driven back. For his service, Perin was granted the fertile lands that his family holds today as well as a knighthood. Known as the &#039;Knight of the Wood&#039;, Perin had a single child by the elven druid before she vanished into the forest, leaving the babe with Perin.&lt;br /&gt;
&lt;br /&gt;
Perin eventually remarried a human woman, but he named his first child his heir. The son, who built the estate in which the Ulsteris family is housed, died fighting in 1340 during an orc skirmish on the Mossdale. His human heirs now rule the house with the affinity for nature that he and his father had, and are very popular with the Sundren common folk.&lt;br /&gt;
&lt;br /&gt;
====Family====&lt;br /&gt;
&lt;br /&gt;
                    Perin Ulsteris(1196)--|--Faernyth Wildwood (Vanished 1217)&lt;br /&gt;
                                          |--Talia Aumar (Married in 1220)&lt;br /&gt;
    (Yet to be determined)                |&lt;br /&gt;
                                          |&lt;br /&gt;
                                        Oberin (1328)&lt;br /&gt;
                                          |&lt;br /&gt;
                                          |&lt;br /&gt;
                         Quintin (1355)---|---Haldrin (1351)&lt;br /&gt;
&lt;br /&gt;
====Head of Household====&lt;br /&gt;
&lt;br /&gt;
A thin man with a slashed scar down his left eye, Oberin Ulsteris is known for his warmth and generosity among his lands and the people who live on them. He is deceptively strong, often seen helping farmers fix wagons and sowing fields. A lifetime of hard labor has made him into a lean whip of a man, who has a passionate love for his land and people.&lt;br /&gt;
&lt;br /&gt;
In his younger years, he fought alongside the [[Sundarian Legion|Legion]] at the Viridale Posts against the Mossclaw Alliance in the light infantry as a Velite. He&#039;s known among them as a fearsome enemy for his prowess with his spear, named Lant&#039;elen for it&#039;s ability to bring swift death to any who he aimed and threw at. It was said that whomever saw it only saw a twinkling of a star before the spear pierced their skulls. Oberin rose to the rank of Salararius in the Legion before he quit the field, but rumors persist that he has connections to the secretive organization known as the 13th Legion.&lt;br /&gt;
&lt;br /&gt;
Now older, and removed from the battlefield, Oberin seeks to preserve his land and his people from whatever threats may arrive. He frequents the noble circles when visiting [[Sundren City]], and does his best to procure allies in what he see&#039;s as an inevitable clash between the lands of the Ulsteris commoners and the array of enemies that face Sundren.&lt;br /&gt;
&lt;br /&gt;
Stories say that Oberin and [[Meriadoc|Nicantor]], the leaders of their respective houses, once dueled over a half-elven woman that gave Oberin the scar on his left eye. Oberin is tight lipped about these rumors, and folk rarely mention them within his presence. However, even if they do, he will not have any reaction besides one of momentary pain and tenderly touch the scar.&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
The house resources are rooted in the fields outside Sundren City. The rich, fertile earth has been blessed by [[Chauntea]], some say, and provides a vast majority of the crops for the city and its inhabitants. This money is funneled into a large portion of caravan and crop trading, leaving the Ulsteris house reasonably wealthy and powerful. Its people also have close ties with the [[Exigo Syndicate]] and the Legion, frequently providing its vast amount of craftsmen and laborers to both organizations.&lt;br /&gt;
&lt;br /&gt;
The house also has a tenuous relationship with the Wardens of the Vale, trading and working with the rangers for supplies and home-made goods. Not a few Ulsteris have been known to dart off to the Wardens in search of adventure and excitement.&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
&lt;br /&gt;
The house has a decent reputation in Sundren, as with all things, is mixed. In the fields and in the common towns, the house is considered to be benevolent towards its people. Within the cities, the Ulsteris family are regarded as country bumpkins who couldn&#039;t tell a spoon from a knife. Despite their reliance on the crops that its lands provide, the majority of Sundren&#039;s elite has a dim view on the &#039;Farmer Family&#039; as they condescendingly call them.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_Pendraig&amp;diff=6311</id>
		<title>House Pendraig</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_Pendraig&amp;diff=6311"/>
		<updated>2022-09-04T01:13:28Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Crest&amp;#039;&amp;#039;&amp;#039;: A crimson dragon on a black field, with a white star overhead.&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Motto&amp;#039;&amp;#039;&amp;#039;: &amp;quot;We Are Born in Fire&amp;quot;&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;History&amp;#039;&amp;#039;&amp;#039;: A noble family that resides in Aquor, this dynasty was born from the deeds of the heroic dragonslayer Brannon Highsun. A low born knight from the southern parts of Cormyr, Brannon was lord of a small but happy hold. Disaster struck when his son, Gawain, fell into a deep cavern while playing. The child unknowing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest&#039;&#039;&#039;: A crimson dragon on a black field, with a white star overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto&#039;&#039;&#039;: &amp;quot;We Are Born in Fire&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: A noble family that resides in [[Cities_%26_Towns#Aquor|Aquor]], this dynasty was born from the deeds of the heroic dragonslayer Brannon Highsun. A low born knight from the southern parts of Cormyr, Brannon was lord of a small but happy hold. Disaster struck when his son, Gawain, fell into a deep cavern while playing. The child unknowingly woke a hibernating red wyrm, and died to the foul beast. The newly woken and hungry dragon rose from the cavern&#039;s depths, seeking to do ill to the people of Brannon&#039;s hold. It razed and destroyed much of the farmland and people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Brannon sent his fastest rider to the capital city of Suzail, but he knew that the messenger would not reach it in time. And even if he did, there would be no way for King Palaghard to send forces quickly enough. Knowing full well the outcome, Lord Brannon Highsun donned his armor and rode out to meet the beast with a paltry force of archers and bondsman. As expected, the wyrm slew and roasted all of his men until only Lord Brannon remained. Raising his spear, he charged the dragon just as it blasted a full breath of flame over the man. On his deathbed, Lord Brannon could only describe it as thus:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;As I thrust my spear towards the beast, the wyrms fiery breath engulfed me. I could only see the streaks of flame as they rushed over me, and should have been roasted alive. But lo, through the blaze I saw a shining beacon, a mid-day star. Steeling myself, I pushed my spear through the flame and was untouched, striking the heart of the beast. And so, we of House Pendraig were born in flame.&amp;quot;&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the time the King and his forces arrived, Lord Brannon had severed the head of the foul dragon after piercing its heart with his spear. Amazed, and awed, the King offered Brannon further lands as his own were wrecked by dragon fire. The lord slowly shook his head.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your Grace, the gods have sent me a sign. My lands are in ruin, and my people are in tatters. I ask only for your permission to seek a new life with my hold, one that has been born from flame.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not understanding, the king reluctantly agreed to do so. But before he left, the king granted the knight a new name and crest, the current of House Prendraig. The lord and his group eventually made their way to Sundren, and settled in the newly built town of Aquor. To this day, the patron gods of the noble house are [[Selune]] and [[Kossuth]], and many of its members are followers. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regent of the House==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lady Diane (Highsun) Pendraig&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lady Pendraig is the current matriarch of the Pendraig household within Aquor. A small woman, she nevertheless radiates charisma and power beyond her frame. She rules her house with an iron hand in a velvet glove, unyielding and yet gentle with her unbending will. She considers the house to be the most distinguished of any besides the [[Lacroix]] and [[Hellstrom]] houses, being descended from actual Cormyrian nobility. Ruthless in her dealings, she makes certain that her house always ends up better for any transaction that takes place.&lt;br /&gt;
&lt;br /&gt;
She is the current leader of the house, due to her son (Telmerin Pendraig) falling desperately ill and passing away. His only remaining child is his daughter Felicia Pendraig, the current heir to the Pendraig name and currently nine years old. As a result, Diana has stepped back into her role as leader of the Pendraig name with a ferocity that makes one wonder if perhaps she is fiercer than when she left.&lt;br /&gt;
&lt;br /&gt;
Lady Diane is both hard and gentle with the young girl, looking ahead to her own inevitable death and the continuation of the Pendraig name and line. She seeks to instill a rigorous learning into her grandchild, from swordsmanship to the arcane. Her own powers are born from some otherworldly influence, but she wishes her grand daughter to at least have an idea of what magic can do, and to not be at the mercy of mages or warlocks who might advise her falsely. &lt;br /&gt;
&lt;br /&gt;
In the mean time, however, Lady Diane does her best to pick up the pieces of her son&#039;s death and press forward, moving the house&#039;s agenda among Sundren&#039;s elite.&lt;br /&gt;
&lt;br /&gt;
==House Resources==&lt;br /&gt;
&lt;br /&gt;
The Pendraigs are the beneficiaries of a significant income, due to in a large part their investment into the [[Thayan Enclave]] and the luxury shops within Aquor. They have a working and even amiable relationship with the Thayans, and use the gold garnered from the [[Aquor]] businesses in order to outfit their forces in the best gear available. Pendraig guards are considered elite fighting guardsmen, protecting the house with an intensity not unlike the Thayan Knights and Blackwood Mercenaries that they some times train with.&lt;br /&gt;
&lt;br /&gt;
This wealth and influence has recently even spread into Sundren City, with the Pendraigs purchasing several condominiums in the Entertainment District. They also have been sending out talented performers to Sundren City in an effort to spark interest in Sundren&#039;s wealthy into moving to [[Aquor]], and thus closer to the Pendraig seat of power.&lt;br /&gt;
&lt;br /&gt;
==House Reputation==&lt;br /&gt;
&lt;br /&gt;
The House has a reputation for being a powerfully charismatic business group, and a generous donator to the arts. In particular, the Pendraig house has donated heavily to the temple of Sune within Aquor, even paving the way financially for its settlement. Bards, musicians, and actors all seek the patronage of the Pendraig name, inspiring great festivals and events in Aquor for even those who can&#039;t afford the glittering wares.&lt;br /&gt;
&lt;br /&gt;
In the noble courts, however, the Pendraigs are known for being deliciously callous to those who do not fulfill their bargains, or seek to smear the Pendraig name by doing so. Proud, powerful, and wealthy. The Pendraigs are not entirely unlike the dragon on their crest.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_Meriadoc&amp;diff=6310</id>
		<title>House Meriadoc</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_Meriadoc&amp;diff=6310"/>
		<updated>2022-09-04T01:13:09Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; Solitary black galleon sailing west over a rising blue wave.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;One Step Ahead&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; Founders and ruling body of Port Avanthyr.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Nicantor Meriadoc&amp;lt;br&amp;gt;  ====History====  One of the greatest shipwrights to ever set a boat afloat, Levi Meriadoc practically built Sundren&amp;#039;s naval trade from the ground up. Legends say that he searched the rocky coastline for over a year before finding the perfect spot...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest:&#039;&#039;&#039; Solitary black galleon sailing west over a rising blue wave.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;One Step Ahead&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Founders and ruling body of Port Avanthyr.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Nicantor Meriadoc&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
One of the greatest shipwrights to ever set a boat afloat, Levi Meriadoc practically built Sundren&#039;s naval trade from the ground up. Legends say that he searched the rocky coastline for over a year before finding the perfect spot in which to build docks, and eventually [[Port Avanthyr]]. He and his family settled in the spot where future ships would port and dock, bringing the town up from one or two small cottages to the thriving seaport it is today. For his wealth and service, the Arbiters granted him nobility and lands around the Port.&lt;br /&gt;
&lt;br /&gt;
Rumors speculate that Levi was actually a smuggler, and that through his efforts the Port was built by bribing and threatening any who would seek to place sea business elsewhere. Members of the House discount this, sometimes with laughter but more often not. But rumors persist of the Thrice Scarred Captain of the Whispers of the Deep. A fearsome pirate, he raided the Sword Coast until he was stopped short by a beautiful red-haired woman. &lt;br /&gt;
&lt;br /&gt;
The captain fell desperately in love, and swore never to pirate again for her affections. Stories are always going on about how the pirate captain buried an unspeakable treasure somewhere on the coastline. Again, though, members of the House point out that if this was so, they&#039;d be the richest family in Sundren. A round of laughter is usually exchanged, and then one of grog.&lt;br /&gt;
&lt;br /&gt;
====Family Tree====&lt;br /&gt;
                                 Levi Meriadoc&lt;br /&gt;
                                       |&lt;br /&gt;
                                       |&lt;br /&gt;
                                       |&lt;br /&gt;
      Captain Georgias Meriadoc (1250)-|&lt;br /&gt;
            |                      &lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
 Lord Nicodemus Meriadoc (1280)&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
 Lord Nicantor Meriadoc (1308)&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
 Captain [[Evelyn Meriadoc|Evelyn Meriadoc]] (1346)&lt;br /&gt;
  Born to Moira Pendraig&lt;br /&gt;
&lt;br /&gt;
====Noble Ties====&lt;br /&gt;
&lt;br /&gt;
The Meriadoc family has had a fierce rivalry with the [[Ulsteris]] family ever since they came into power. The trades that they both invest in are heavily opposed, and they are frequent competitors on the open market. Nothing exemplifies this more than the duel between Lord Nicodemus Meriadoc and the Ulsteris head over the import rights for Mulhandori silks. Lord Nicodemus was triumphant, and scarred the Ulsteris head in his right eye. To this day, there is a bristling temper that rises whenever the two houses meet.&lt;br /&gt;
&lt;br /&gt;
They have a normal, working relationship with the other houses, more so with [[Pendraig]] than any other. Moira [[Pendraig|Pendraig]], the head&#039;s second daughter, was even offered to Nicantor Meriadoc in marriage.&lt;br /&gt;
&lt;br /&gt;
====Head of Household====&lt;br /&gt;
&lt;br /&gt;
Nicantor is a man well built with pepper colored hair, and sea green (and failing) eyes. A once young and brash member of House Meriadoc, he once served as the protector of Sundren&#039;s sea trade from the helm of his ship, the Wolfshead. An excellent fighter, and an even more so tactician, he once single-handedly delayed an entire armada of Luskan pirates by using a combination of speed, stealth, and illusionary magics from his first mate until the remainder of Sundren&#039;s naval protection were able to rendezvous with his ship and route the raiders from Sundren&#039;s coastline.&lt;br /&gt;
&lt;br /&gt;
As he aged his brashness faded and a cool, calculating man was eventually revealed. Experienced, cunning, and well connected among Sundren&#039;s wealthy and common alike, Lord Nicantor is a deadly opponent and a stalwart ally, depending on how he views you. First impressions are everything with him, and he values a quick mind over raw strength or flowery words. He views the Port as his family&#039;s birthright, and is quick to anger (not unlike his daughter) when he believes his family name is being insulted. The anger is swallowed up by his level head, and he directs it towards slowly and painfully picking apart the person who had dared to question his family.&lt;br /&gt;
&lt;br /&gt;
As quick as he is to anger when his family is insulted, he is equally as expedient in showing generosity and friendship to those who treat his family with the same. Not unlike the sea, Lord Nicantor is unpredictable in temperament and behavior.&lt;br /&gt;
&lt;br /&gt;
His goals are myriad, but they all serve the betterment of his house and the protection of Sundren&#039;s Port. Anything else, he could honestly care little about unless it affected these goals. He has a deep hatred for the Ulsteris family, culminating in a duel between himself and the [[Ulsteris|Ulsteris]] head, Oberin Ulsteris. Rumors circulate that the duel was over a half elven woman, but such things are only said quietly.&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
Since the Meriadoc House founded the original port, they have had a majority of the controlling interest in the Port&#039;s activities over the years. They collect a small tax on goods that come in and go out through the Port alongside the government, as they own about three quarters of the land, including most of the docks. In return for the operation and management of the docks, the government allows them to tax the goods and the store owners that operate on their land. The Meriadocs own several apartments, shops, and buildings, including the Menacing Mariner.&lt;br /&gt;
&lt;br /&gt;
This works out for the best, since the government provides the actual enforcement of the docks, and allows the Meriadocs to focus on the operation and management of the Port activities. The Meriadocs do patrol the waters in several ships in order to prevent piracy, however, and provide a second level of security to the surrounding seas. That being said, their power isn&#039;t entirely widespread. There are private owners within the Port, and there are docks that do not have the Meriadoc tax attached to them (about 1/4th). This, coupled with the mostly &#039;hands off&#039; approach the Meriadocs have to strictly enforcing rules and regulations, has made the Port a place of opportunity that the Meriadocs profit from by encouraging trade and transactions.&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
&lt;br /&gt;
The Meriadoc name produces a mix of emotions in people. Certainly, they are respected, especially within the Port. But depending on where one grew up within the valley, they might also be hated. They are foes of the Ulsteris family and trade, and it spreads to an extent down the chain of people involved with land or sea trading. The Meriadocs are viewed as the holders of the sea trade, however loosely, and so are either respected or hated for their power.&lt;br /&gt;
&lt;br /&gt;
The Meriadocs don&#039;t charge incredibly out of line rent within the Port, because they take so little from a huge variety of sources. Shippers are somewhat resentful of the taxes they collect, but are also grateful for the protection they provide on Sundren seas.&lt;br /&gt;
&lt;br /&gt;
As for the rest of Sundren, they&#039;re viewed as the house that&#039;s somewhat shady, but can be trusted to always find a deal or profit (not unlike the [[Thayan Enclave|Thayans]]). Since their operations are centered around the Port, their influence on the major political machinations of Sundren&#039;s elite are minimal at best. This doesn&#039;t stop Lord Nicantor, however, from garnering support among his many connections and providing a solid base of power that cannot be easily tangled with.&lt;br /&gt;
&lt;br /&gt;
In short, they are feared in their own little part of Sundren, and aren&#039;t really interested in reaching further into Sundren&#039;s political games unless it profits somehow.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6309</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6309"/>
		<updated>2022-09-04T01:12:10Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House LaCroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_Hellstrom&amp;diff=6308</id>
		<title>House Hellstrom</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_Hellstrom&amp;diff=6308"/>
		<updated>2022-09-04T01:10:47Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; A black wolf racing west on a green field. A crimson great sword runs parallel across the top.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;A Red Night Comes&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; Father house of Melcant.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Harold van Hellstrom&amp;lt;br&amp;gt;  ====History====  The Hellstrom family can trace its roots back to the original migration of families that followed Mundus to the valley. Known for their incredible nobility of manner, unyielding political presence, and r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest:&#039;&#039;&#039; A black wolf racing west on a green field. A crimson great sword runs parallel across the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;A Red Night Comes&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of [[Melcant]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Harold van Hellstrom&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
The Hellstrom family can trace its roots back to the original migration of families that followed Mundus to the valley. Known for their incredible nobility of manner, unyielding political presence, and robust financial connections, the family has a significant holding in Sundren. The early founders of the family invested heavily in the fledgling mining industry that took hold within the valley, and they partner with the Exigo on quite a few development projects that take place in various parts of Sundren.&lt;br /&gt;
&lt;br /&gt;
The founder of the family was one Mikhail van Hellstrom. Mikhail was an adventurer of some renown, and known as the &#039;Bloody Knight&#039;. He sold his services to various noble families around the Sword Coast, and was known for getting the job done, no matter the odds. Rumor had it that he was one of the Masked Lords of Waterdeep, but that is purely hearsay and has no significant proof backing it. Regardless, Mikhail and his wife Annabelle joined Mundus in his expedition, investing into minerals and ores when they landed in Sundren.&lt;br /&gt;
&lt;br /&gt;
Mikhail&#039;s family grew, as did his wealth. By the time he had died, he and his connections within the Exigo had made enough money to build the Hellstrom castle, as well as lay the foundations for what would become the infamous Hellstrom Arena.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_LaCroix&amp;diff=6307</id>
		<title>House LaCroix</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_LaCroix&amp;diff=6307"/>
		<updated>2022-09-04T01:10:17Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* House Lacroix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crest:&#039;&#039;&#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of [[Kellridge]], loyal to Sundren State.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was born a commoner, and grew to be a powerful sellsword in the service of Waterdeep&#039;s first official ruler, Ahghairon. Calinus fought in the battles against the troll clans that sought to destroy the city, and supported Ahghairon against Warlord Rhaulor in his quest of expansion and conquer. Calinus himself was a extremely capable warrior, a trait that has been passed down through his family. &lt;br /&gt;
&lt;br /&gt;
It is said that on the eve of the battle against the forces of Rhaulor who refused to give up after their leader&#039;s death, he spent hours fashioning a blade with a cross shaped tip designed to maim and dismember his foes, and break their blades. As the battle began Calinus roared his defiance against Rhaulor and his warriors, and was a veritable whirlwind of steel who killed at least one general by the day&#039;s end. As a reward, Ahghairon gave Calinus his knighthood and lordship. &lt;br /&gt;
&lt;br /&gt;
Calinus chose the name &#039;Lacroix&#039; as a reminder of the blade he used in his lord&#039;s defense as well as the two things he held most dear: duty and honor. Several hundred years later, Gaius Lacroix --- second son of the Lacroix family in Waterdeep --- along with many of his brethren was one of the many noble groups who joined Mundus in his quest for Sundren valley. Swearing loyalty to Mundus, he and his family grew to prosperity in the valley and have a heavy involvement in the Legion.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=House_LaCroix&amp;diff=6306</id>
		<title>House LaCroix</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=House_LaCroix&amp;diff=6306"/>
		<updated>2022-09-04T01:09:59Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;=House Lacroix= &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; Father house of Kellridge, loyal to Sundren State.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;  ====History==== The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was born a commoner, and grew to be a powerful sellsword in the service of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=House Lacroix=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crest:&#039;&#039;&#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of [[Kellridge]], loyal to Sundren State.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was born a commoner, and grew to be a powerful sellsword in the service of Waterdeep&#039;s first official ruler, Ahghairon. Calinus fought in the battles against the troll clans that sought to destroy the city, and supported Ahghairon against Warlord Rhaulor in his quest of expansion and conquer. Calinus himself was a extremely capable warrior, a trait that has been passed down through his family. &lt;br /&gt;
&lt;br /&gt;
It is said that on the eve of the battle against the forces of Rhaulor who refused to give up after their leader&#039;s death, he spent hours fashioning a blade with a cross shaped tip designed to maim and dismember his foes, and break their blades. As the battle began Calinus roared his defiance against Rhaulor and his warriors, and was a veritable whirlwind of steel who killed at least one general by the day&#039;s end. As a reward, Ahghairon gave Calinus his knighthood and lordship. &lt;br /&gt;
&lt;br /&gt;
Calinus chose the name &#039;Lacroix&#039; as a reminder of the blade he used in his lord&#039;s defense as well as the two things he held most dear: duty and honor. Several hundred years later, Gaius Lacroix --- second son of the Lacroix family in Waterdeep --- along with many of his brethren was one of the many noble groups who joined Mundus in his quest for Sundren valley. Swearing loyalty to Mundus, he and his family grew to prosperity in the valley and have a heavy involvement in the Legion.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6305</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6305"/>
		<updated>2022-09-04T01:09:27Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Greater Noble Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House LaCroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Veritas|House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[Val&#039;Tess|House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zenten|House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[Blackburn|House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kellridge|House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Melcant|House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[Ashby|House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell|House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lachlam|House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain_Tornbrook|House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weir|House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6304</id>
		<title>The Origin of Sundren</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6304"/>
		<updated>2022-09-04T01:09:11Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* The Nobility of Sundren */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of Sundren ==&lt;br /&gt;
&lt;br /&gt;
=== Year of the Sunderer (1196-1200) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sundren, unlike many nations, was not the result of warring states or unified tribes. It instead, emanated from a young diviner&#039;s desire to be unrivaled as an explorer. Through the clever use of scrying, in 1196 Mundus of Waterdeep discovered within &amp;quot;The North&amp;quot; a formation of mountains that concealed a bountiful valley, which at the time was uncharted and perplexing. Further divining revealed lush forests, serene coastlines and even mines filled with precious ores. Mundus drew many conclusions from his nightly discoveries, but could find no way to access the mysterious new piece of land. The seas while beautiful--were filled with rocks that would make travel by water impossible. The mountain formation continued until the spine of the world. Their height and girth made them both immovable and impassable. In his desperation, the young wizard spent several months scaling the bluffs and precipices of the mountains. It was not until four years after the original discovery that the frantic Mundus finally found a way to reach the valley. He would break the smallest mountain in the formation with channeled circle magic produced by over fifty Thayan mages. For the astounding price of 60,000 gold pieces the Red Wizards of Thay cast a chain of fireballs that shook the earth and sundered the mountain completely, sending boulders and debris flying miles away. When the dust cleared, the mages were gone and the rocky road to fame finally appeared.&lt;br /&gt;
&lt;br /&gt;
=== The Shaping (1200-1201) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the mountain now consisting of rubble, Mundus was now hindered by only the stones before him--or so he believed. It was apparent however, that regardless of how he would proceed, the remains of the mountain would need to be relocated or allocated elsewhere. A few nights after the sundering, by Selune&#039;s light, Mundus found a practical way to rid himself of the troublesome debris. Early the next morning he assembled his peers and in a great display of skill caused the largest of the stones to chain together to form earth elementals. Then, with a solitary hand motion sent them off to work. The hulking creatures toiled day and night until their task was finished. When Mundus returned with his assembly in the morning the elementals had vanished and there stood a gigantic wall of polished stone that spanned the entire distance separating the two nearest mountains. In the center, an iron gate no less than twenty meters tall stood triumphantly.&lt;br /&gt;
&lt;br /&gt;
=== Rock and Gnoll (1201-1213) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gate of the sunderer was complete and although there were no roads, travel to and from the new land became vastly easier with the creation of the wall. Mundus&#039; exploration could finally begin on foot. The first full year in the immature territory was spent charting the grasslands and shores. Cartographers were summoned daily and new maps were drawn consantly but with so many disagreements amongst his Underlings, the wizard became impatient. He took it upon himself to investigate the few unexplored areas remaining within the valley--the twin forests on the east and west ridges. Mundus assumed that since the rest of the valley was uninhabited, the forests would be as well. It was not until traveling only a few yards passed the first tree, that he was abruptly corrected by a gnoll ambush and nearly slain. Mundus escaped with a contingency teleportation spell, but his companions were not as fortunate as he. They were all mercilessly slain and never returned. Following his arrival at his camp at the gate, a battalion of gnolls struck at the sentinels awaiting at the wall. The wizard&#039;s forces succesfully defended their encampment, but the discovery of opposing forces damped the morale of the entire exploration team.&lt;br /&gt;
&lt;br /&gt;
=== The Advent (1213-1215) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After discovering the hostile forces in the forests, Mundus began to concoct another scheme--this time, focusing on protecting his underlings. To carry out his plan, he called into service a translator capable of speaking gnoll and an apothecary. From the Apothecary, Mundus took several vials of the most flamable substance he could muster and met the translator on the edge of forest. Together, the two snuck passed the gnoll sentries and quietly began their preparations outside of the largest village they could find. Mundus first created a large circle of the flamable oil around the edges of the camp. He then proceeded to gleefully whisper a few words to the trees, causing them to animate. The final step of his plan came to fruition when he cast a booming voice spell on the translator and ignited with the oil--leaving the camp surrounded in a ring of fire and the translator&#039;s voice clear for all to hear... &amp;quot;Yeenoghu demands the attention of his servants!&amp;quot; The trees shambled toward the fire engulfing the camp and the gnolls themselves began to quake in fear. &amp;quot;You will not harm anyone outside of the forest! Your territory is here! Feast on the corpses of your enemies within the trees, not outside. To do anything else would defy my word! Inform the other tribes of my judgement. Let it be known that those that defy my word will face my wrath!&amp;quot; At the end of the speech, the trees halted, the fire subsided and the two fled to safety.&lt;br /&gt;
&lt;br /&gt;
=== The Beginning (1215-1230) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mundus, pleased with his success in handling the gnoll situation began to direct his attention elsewhere. First, he claimed the new land for himself and his followers and named it &amp;quot;Sundren.&amp;quot; After declaring Sundren his land, he began to market the various resources to the surrounding territories, bringing him both wealth and renown. All of his fortune however, went to nothing but the development of the land. Before he died in 1230 he invested heavily in the development of Sundren, bringing it from a small village to a large city filled with commerce. On his death bed, he left his closest advisors a large tome containing an outline for how he wished Sundren to develop after he died.&lt;br /&gt;
&lt;br /&gt;
== Sundren Today ==&lt;br /&gt;
=== The Economy of Sundren ===&lt;br /&gt;
&lt;br /&gt;
====Trade Overview====&lt;br /&gt;
&lt;br /&gt;
Sundren enjoys prospering trade with Mirabar, to which most of Sundrens’ plentiful mineral resources are exported. The various regions of Sundren are all rich in minerals, such as Iron and Mithral. Sundren also trades openly with Waterdeep, which still regards Sundren as an uninteresting colony. However, with the prospering trade and flourishing culture, this perception is fast on the retreat. The settlements in Icewind Dale trade with Sundren when possible, seeing a possibly powerful new neighbor.&lt;br /&gt;
Trade in Sundren is mainly conducted over land, as the reef in the seas around Sundren makes navigation nigh impossible.&lt;br /&gt;
&lt;br /&gt;
====Flexibility of the Economy====&lt;br /&gt;
&lt;br /&gt;
The Sundren economy is still very flexible, mainly because it is not yet firmly rooted in large organizations. However, some large factions do theirs to maintain control of trade in Sundren. At present time, the largest such is the Exigo Syndicate, composing mainly of Mulhorandi immigrants and others of such descent. At current time, the Exigo Syndicate is a mere 20 years of age, and fast expanding their influence.&lt;br /&gt;
&lt;br /&gt;
Sundren’s economy is, unlike Waterdeeps’, not massive, and as such, the acquisition of truly expensive items is not yet possible. However, with the recent insurgence of adventurers, emissaries and the like, magical item trade is beginning to appear in Sundren, and magic is changing hands at a furious pace.&lt;br /&gt;
&lt;br /&gt;
===The People of Sundren===&lt;br /&gt;
Sundren is a land that was recently colonized by civilization. Its people are mostly migrants from the Faerunian north, with minority groups that came from elsewhere. For the most part, Sundren is composed of humans, the vast majority of whom are [[Illuskans|Illuskans]] and [[Chondathans|Chondathans]]. In that regard, Sundren is not unlike the metropolises of the Sword Coast. Its overall demographics shows enough diversity as to not be completely homogeneous, as both ethnic groups maintain their distinct identities in harmony.&lt;br /&gt;
&lt;br /&gt;
In politics, Chondathans tend to dominate leadership positions, as their complex social structure makes them more suited to upholding the day-to-day running of Sundren. In other pursuits, Chondathans and Illuskans are equally able workers, though Chondathans are more likely to have backgrounds in farming, engineering, scholarship, and commerce, whereas the Northlanders are the stereotypical fisherfolk, seafarers, builders, and soldiers.&lt;br /&gt;
&lt;br /&gt;
Illuskan-Sundarians are migrants or descendants of migrants from the north, the Silver Marches, and the Sword Coast. They outnumber the Chondathans, but have adapted to living peacefully alongside them. Most Illuskan-Sundarians speak Common, Illuskan and understand Chondathan to varying degrees. Some Chondathan-Sundarians are the descendants of early settlers that came with Mundus of Waterdeep, though the vast majority migrated later from the Silver Marches, Waterdeep, and the Faerunian heartlands. They speak Common and Chondathan, and the lower-class amongst them tend to understand Illuskan to some extent.&lt;br /&gt;
&lt;br /&gt;
Whilst Illuskans make up roughly sixty percent of the human population, Chondathans make up most of the remaining forty percent. Intermingling is nowhere from rare, but neither ethnic group is likely to entirely disappear to assimilation in the foreseeable future. In addition, Common (which itself began as a dialect of Chondathan) is used not only in trade or casual communications, but has also been adopted as the language in official use.&lt;br /&gt;
&lt;br /&gt;
Other prominent civilized peoples that have colonized Sundren include elves, half-elves, and dwarves. The migration of half-elves accompanied that of humans, and they face no ill treatment even in rural parts. Considering the age of Sundren, few elves were born in Sundren, and there thus is no elven culture unique to the region. The dwarves came to Sundren as miners, mercenaries, and explorers. Most of them are Shield Dwarves, with a negligible minority of Gold Dwarves. They have their own thriving if small communities.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of Sundren===&lt;br /&gt;
The Nobility of Sundren is varied, and contains various nobles of different power and wealth. There are, however, two main Houses:&lt;br /&gt;
&lt;br /&gt;
[[House LaCroix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two noble houses have immense wealth and power, and are influential in ways that the common people can&#039;t possibly begin to understand, or fathom.&amp;lt;br&amp;gt; However, there are four intermediate noble houses as well:&lt;br /&gt;
&lt;br /&gt;
[[House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, there are the newest noble houses, born from the ashes of the Second Bloodmaim Wars. They are fledgling, but they are slowly gaining influence and power.&lt;br /&gt;
&lt;br /&gt;
[[House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
House Tornbrook&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6303</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6303"/>
		<updated>2022-09-04T01:07:12Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Greater Noble Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House LaCroix|House LaCroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Veritas|House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[Val&#039;Tess|House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zenten|House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[Blackburn|House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kellridge|House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Melcant|House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[Ashby|House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell|House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lachlam|House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain_Tornbrook|House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weir|House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6302</id>
		<title>The Origin of Sundren</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6302"/>
		<updated>2022-09-04T01:06:28Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* The Nobility of Sundren */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of Sundren ==&lt;br /&gt;
&lt;br /&gt;
=== Year of the Sunderer (1196-1200) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sundren, unlike many nations, was not the result of warring states or unified tribes. It instead, emanated from a young diviner&#039;s desire to be unrivaled as an explorer. Through the clever use of scrying, in 1196 Mundus of Waterdeep discovered within &amp;quot;The North&amp;quot; a formation of mountains that concealed a bountiful valley, which at the time was uncharted and perplexing. Further divining revealed lush forests, serene coastlines and even mines filled with precious ores. Mundus drew many conclusions from his nightly discoveries, but could find no way to access the mysterious new piece of land. The seas while beautiful--were filled with rocks that would make travel by water impossible. The mountain formation continued until the spine of the world. Their height and girth made them both immovable and impassable. In his desperation, the young wizard spent several months scaling the bluffs and precipices of the mountains. It was not until four years after the original discovery that the frantic Mundus finally found a way to reach the valley. He would break the smallest mountain in the formation with channeled circle magic produced by over fifty Thayan mages. For the astounding price of 60,000 gold pieces the Red Wizards of Thay cast a chain of fireballs that shook the earth and sundered the mountain completely, sending boulders and debris flying miles away. When the dust cleared, the mages were gone and the rocky road to fame finally appeared.&lt;br /&gt;
&lt;br /&gt;
=== The Shaping (1200-1201) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the mountain now consisting of rubble, Mundus was now hindered by only the stones before him--or so he believed. It was apparent however, that regardless of how he would proceed, the remains of the mountain would need to be relocated or allocated elsewhere. A few nights after the sundering, by Selune&#039;s light, Mundus found a practical way to rid himself of the troublesome debris. Early the next morning he assembled his peers and in a great display of skill caused the largest of the stones to chain together to form earth elementals. Then, with a solitary hand motion sent them off to work. The hulking creatures toiled day and night until their task was finished. When Mundus returned with his assembly in the morning the elementals had vanished and there stood a gigantic wall of polished stone that spanned the entire distance separating the two nearest mountains. In the center, an iron gate no less than twenty meters tall stood triumphantly.&lt;br /&gt;
&lt;br /&gt;
=== Rock and Gnoll (1201-1213) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gate of the sunderer was complete and although there were no roads, travel to and from the new land became vastly easier with the creation of the wall. Mundus&#039; exploration could finally begin on foot. The first full year in the immature territory was spent charting the grasslands and shores. Cartographers were summoned daily and new maps were drawn consantly but with so many disagreements amongst his Underlings, the wizard became impatient. He took it upon himself to investigate the few unexplored areas remaining within the valley--the twin forests on the east and west ridges. Mundus assumed that since the rest of the valley was uninhabited, the forests would be as well. It was not until traveling only a few yards passed the first tree, that he was abruptly corrected by a gnoll ambush and nearly slain. Mundus escaped with a contingency teleportation spell, but his companions were not as fortunate as he. They were all mercilessly slain and never returned. Following his arrival at his camp at the gate, a battalion of gnolls struck at the sentinels awaiting at the wall. The wizard&#039;s forces succesfully defended their encampment, but the discovery of opposing forces damped the morale of the entire exploration team.&lt;br /&gt;
&lt;br /&gt;
=== The Advent (1213-1215) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After discovering the hostile forces in the forests, Mundus began to concoct another scheme--this time, focusing on protecting his underlings. To carry out his plan, he called into service a translator capable of speaking gnoll and an apothecary. From the Apothecary, Mundus took several vials of the most flamable substance he could muster and met the translator on the edge of forest. Together, the two snuck passed the gnoll sentries and quietly began their preparations outside of the largest village they could find. Mundus first created a large circle of the flamable oil around the edges of the camp. He then proceeded to gleefully whisper a few words to the trees, causing them to animate. The final step of his plan came to fruition when he cast a booming voice spell on the translator and ignited with the oil--leaving the camp surrounded in a ring of fire and the translator&#039;s voice clear for all to hear... &amp;quot;Yeenoghu demands the attention of his servants!&amp;quot; The trees shambled toward the fire engulfing the camp and the gnolls themselves began to quake in fear. &amp;quot;You will not harm anyone outside of the forest! Your territory is here! Feast on the corpses of your enemies within the trees, not outside. To do anything else would defy my word! Inform the other tribes of my judgement. Let it be known that those that defy my word will face my wrath!&amp;quot; At the end of the speech, the trees halted, the fire subsided and the two fled to safety.&lt;br /&gt;
&lt;br /&gt;
=== The Beginning (1215-1230) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mundus, pleased with his success in handling the gnoll situation began to direct his attention elsewhere. First, he claimed the new land for himself and his followers and named it &amp;quot;Sundren.&amp;quot; After declaring Sundren his land, he began to market the various resources to the surrounding territories, bringing him both wealth and renown. All of his fortune however, went to nothing but the development of the land. Before he died in 1230 he invested heavily in the development of Sundren, bringing it from a small village to a large city filled with commerce. On his death bed, he left his closest advisors a large tome containing an outline for how he wished Sundren to develop after he died.&lt;br /&gt;
&lt;br /&gt;
== Sundren Today ==&lt;br /&gt;
=== The Economy of Sundren ===&lt;br /&gt;
&lt;br /&gt;
====Trade Overview====&lt;br /&gt;
&lt;br /&gt;
Sundren enjoys prospering trade with Mirabar, to which most of Sundrens’ plentiful mineral resources are exported. The various regions of Sundren are all rich in minerals, such as Iron and Mithral. Sundren also trades openly with Waterdeep, which still regards Sundren as an uninteresting colony. However, with the prospering trade and flourishing culture, this perception is fast on the retreat. The settlements in Icewind Dale trade with Sundren when possible, seeing a possibly powerful new neighbor.&lt;br /&gt;
Trade in Sundren is mainly conducted over land, as the reef in the seas around Sundren makes navigation nigh impossible.&lt;br /&gt;
&lt;br /&gt;
====Flexibility of the Economy====&lt;br /&gt;
&lt;br /&gt;
The Sundren economy is still very flexible, mainly because it is not yet firmly rooted in large organizations. However, some large factions do theirs to maintain control of trade in Sundren. At present time, the largest such is the Exigo Syndicate, composing mainly of Mulhorandi immigrants and others of such descent. At current time, the Exigo Syndicate is a mere 20 years of age, and fast expanding their influence.&lt;br /&gt;
&lt;br /&gt;
Sundren’s economy is, unlike Waterdeeps’, not massive, and as such, the acquisition of truly expensive items is not yet possible. However, with the recent insurgence of adventurers, emissaries and the like, magical item trade is beginning to appear in Sundren, and magic is changing hands at a furious pace.&lt;br /&gt;
&lt;br /&gt;
===The People of Sundren===&lt;br /&gt;
Sundren is a land that was recently colonized by civilization. Its people are mostly migrants from the Faerunian north, with minority groups that came from elsewhere. For the most part, Sundren is composed of humans, the vast majority of whom are [[Illuskans|Illuskans]] and [[Chondathans|Chondathans]]. In that regard, Sundren is not unlike the metropolises of the Sword Coast. Its overall demographics shows enough diversity as to not be completely homogeneous, as both ethnic groups maintain their distinct identities in harmony.&lt;br /&gt;
&lt;br /&gt;
In politics, Chondathans tend to dominate leadership positions, as their complex social structure makes them more suited to upholding the day-to-day running of Sundren. In other pursuits, Chondathans and Illuskans are equally able workers, though Chondathans are more likely to have backgrounds in farming, engineering, scholarship, and commerce, whereas the Northlanders are the stereotypical fisherfolk, seafarers, builders, and soldiers.&lt;br /&gt;
&lt;br /&gt;
Illuskan-Sundarians are migrants or descendants of migrants from the north, the Silver Marches, and the Sword Coast. They outnumber the Chondathans, but have adapted to living peacefully alongside them. Most Illuskan-Sundarians speak Common, Illuskan and understand Chondathan to varying degrees. Some Chondathan-Sundarians are the descendants of early settlers that came with Mundus of Waterdeep, though the vast majority migrated later from the Silver Marches, Waterdeep, and the Faerunian heartlands. They speak Common and Chondathan, and the lower-class amongst them tend to understand Illuskan to some extent.&lt;br /&gt;
&lt;br /&gt;
Whilst Illuskans make up roughly sixty percent of the human population, Chondathans make up most of the remaining forty percent. Intermingling is nowhere from rare, but neither ethnic group is likely to entirely disappear to assimilation in the foreseeable future. In addition, Common (which itself began as a dialect of Chondathan) is used not only in trade or casual communications, but has also been adopted as the language in official use.&lt;br /&gt;
&lt;br /&gt;
Other prominent civilized peoples that have colonized Sundren include elves, half-elves, and dwarves. The migration of half-elves accompanied that of humans, and they face no ill treatment even in rural parts. Considering the age of Sundren, few elves were born in Sundren, and there thus is no elven culture unique to the region. The dwarves came to Sundren as miners, mercenaries, and explorers. Most of them are Shield Dwarves, with a negligible minority of Gold Dwarves. They have their own thriving if small communities.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of Sundren===&lt;br /&gt;
The Nobility of Sundren is varied, and contains various nobles of different power and wealth. There are, however, two main Houses:&lt;br /&gt;
&lt;br /&gt;
[[House LaCroix|House LaCroix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two noble houses have immense wealth and power, and are influential in ways that the common people can&#039;t possibly begin to understand, or fathom.&amp;lt;br&amp;gt; However, there are four intermediate noble houses as well:&lt;br /&gt;
&lt;br /&gt;
[[House Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, there are the newest noble houses, born from the ashes of the Second Bloodmaim Wars. They are fledgling, but they are slowly gaining influence and power.&lt;br /&gt;
&lt;br /&gt;
[[House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
House Tornbrook&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6301</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6301"/>
		<updated>2022-09-04T01:05:01Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Greater Noble Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Lacroix|House LaCroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Veritas|House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[Val&#039;Tess|House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zenten|House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[Blackburn|House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kellridge|House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Melcant|House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[Ashby|House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell|House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lachlam|House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain_Tornbrook|House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weir|House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6300</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6300"/>
		<updated>2022-09-04T01:04:44Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Greater Noble Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lacroix|House LaCroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Veritas|House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[Val&#039;Tess|House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zenten|House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[Blackburn|House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kellridge|House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Melcant|House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[Ashby|House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell|House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lachlam|House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain_Tornbrook|House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weir|House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6299</id>
		<title>Nobility</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nobility&amp;diff=6299"/>
		<updated>2022-09-04T01:04:22Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;==Sundarian Nobility==  ====Greater Noble Houses====  These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.  House Hellstrom&amp;lt;br&amp;gt; House Lacroix  ====Intermediate Nobl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sundarian Nobility==&lt;br /&gt;
&lt;br /&gt;
====Greater Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These houses own power and wealth far beyond the believable scope of the commonwealth, and they arguably decide what goes in the caste system above their respective fields. Most nobles can only dream to someday attain as much prestige or notoriety as the greater houses command; even fewer recognize an impossible goal when they see one.&lt;br /&gt;
&lt;br /&gt;
[[Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lacroix|House Lacroix]]&lt;br /&gt;
&lt;br /&gt;
====Intermediate Noble Houses====&lt;br /&gt;
&lt;br /&gt;
While not the true pinnacle of high society, the intermediate nobles juggle considerable wealth and responsibilities with all the finesse of their betters. Their presence is usually a beneficiary one to the establishment of the Sundarian Valley, with numerous settlements having been founded and managed by the houses listed.&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Veritas|House Veritas]]&lt;br /&gt;
&lt;br /&gt;
====Lesser Noble Houses====&lt;br /&gt;
&lt;br /&gt;
The lesser nobles are well on their way up in the realm of politics in the vale, having established a firm grip on their investments, and are gradually raking in the prestige that comes with success. Typically servicing the cities and towns that the intermediate houses found, they are regarded as the specialists of the well-to-do.&lt;br /&gt;
&lt;br /&gt;
[[Val&#039;Tess|House Val&#039;Tess]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zenten|House Zenten]]&lt;br /&gt;
&lt;br /&gt;
====Minor Noble Houses====&lt;br /&gt;
&lt;br /&gt;
Either due to wealth, prestige or the limitations imposed upon their hold, fledgling nobility are barely considered upper class society by the more established houses. Some aim to climb the ranks of the social system through business while others favor politics, but all can agree that it will be a long and arduous road.&lt;br /&gt;
&lt;br /&gt;
[[Blackburn|House Blackburn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kellridge|House Kellridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Melcant|House Melcant]]&lt;br /&gt;
&lt;br /&gt;
====Defunct Noble Houses====&lt;br /&gt;
&lt;br /&gt;
These noble houses have faded into obscurity, either due to having lost all of their assets or their prestige has degraded over the years. Should they resurface in the valley&#039;s politics in an attempt to reclaim all they&#039;ve lost, they would be regarded as insignificant when levied against the status their peers wield, and considered little better than commoners by comparison. A noble crest is however still leagues beyond the common man, at least in terms of respect if not in wealth. &lt;br /&gt;
&lt;br /&gt;
[[Ashby|House Ashby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[House Blackwell|House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lachlam|House Lachlam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain_Tornbrook|House Tornbrook]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weir|House Weir]]&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Main_Page&amp;diff=6298</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Main_Page&amp;diff=6298"/>
		<updated>2022-09-04T01:04:13Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: /* Sundren History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Welcome==&lt;br /&gt;
Welcome to the Sundren Wiki page! Here you can find important information regarding Sundren, the Neverwinter Nights 2 persistent world.&lt;br /&gt;
&lt;br /&gt;
New players should familiarize themselves with the [[Getting Started|GETTING STARTED]] section, which includes rules, tips on how to get started, and much more. The Sundren Tutorial is a great place to begin: [http://www.sundren.org/guide/player.html LAUNCH]&lt;br /&gt;
&lt;br /&gt;
The [[Sundren_History|SUNDREN HISTORY]] section is an encyclopedia of knowledge that details timelines, factions, important events, famous people, and interesting places.&lt;br /&gt;
&lt;br /&gt;
Learn more about our players in the [[Character_Bios|CHARACTER BIOS]] section, and discover who has won the prestigious [[Role_Player_of_the_Month|ROLE PLAYER OF THE MONTH]] award.&lt;br /&gt;
&lt;br /&gt;
Please also visit our [http://www.sundren.org/forum/ FORUM].&lt;br /&gt;
&lt;br /&gt;
==Quick Links==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
* [http://sundren.org/guide/player.html Tutorial]&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Alignments]]&lt;br /&gt;
* [[Gameplay Mechanics]]&lt;br /&gt;
* [[Crafting System]]&lt;br /&gt;
* [[Glossary of Terms]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
===Create Your Character===&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Classes]]&lt;br /&gt;
* [[Deities]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Disabled/Modified Epic Feats]]&lt;br /&gt;
* [[SkillvsSkill|Skills]]&lt;br /&gt;
&lt;br /&gt;
=== Sundren History ===&lt;br /&gt;
* [[The Origin of Sundren]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[Cities &amp;amp; Towns]]&lt;br /&gt;
* [[Sundren Laws]]&lt;br /&gt;
* [[Places of Interest]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Nobility]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=LaCroix&amp;diff=6297</id>
		<title>LaCroix</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=LaCroix&amp;diff=6297"/>
		<updated>2022-09-04T01:03:23Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=House Lacroix=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crest:&#039;&#039;&#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of [[Kellridge]], loyal to Sundren State.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was born a commoner, and grew to be a powerful sellsword in the service of Waterdeep&#039;s first official ruler, Ahghairon. Calinus fought in the battles against the troll clans that sought to destroy the city, and supported Ahghairon against Warlord Rhaulor in his quest of expansion and conquer. Calinus himself was a extremely capable warrior, a trait that has been passed down through his family. &lt;br /&gt;
&lt;br /&gt;
It is said that on the eve of the battle against the forces of Rhaulor who refused to give up after their leader&#039;s death, he spent hours fashioning a blade with a cross shaped tip designed to maim and dismember his foes, and break their blades. As the battle began Calinus roared his defiance against Rhaulor and his warriors, and was a veritable whirlwind of steel who killed at least one general by the day&#039;s end. As a reward, Ahghairon gave Calinus his knighthood and lordship. &lt;br /&gt;
&lt;br /&gt;
Calinus chose the name &#039;Lacroix&#039; as a reminder of the blade he used in his lord&#039;s defense as well as the two things he held most dear: duty and honor. Several hundred years later, Gaius Lacroix --- second son of the Lacroix family in Waterdeep --- along with many of his brethren was one of the many noble groups who joined Mundus in his quest for Sundren valley. Swearing loyalty to Mundus, he and his family grew to prosperity in the valley and have a heavy involvement in the Legion.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=LaCroix&amp;diff=6296</id>
		<title>LaCroix</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=LaCroix&amp;diff=6296"/>
		<updated>2022-09-04T01:02:33Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;=House Lacroix= &amp;lt;br&amp;gt; http://www.sundren.org/photoplog/images/5090/medium/1_lacroix.png  &amp;#039;&amp;#039;&amp;#039;Crest:&amp;#039;&amp;#039;&amp;#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Motto:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Relations:&amp;#039;&amp;#039;&amp;#039; Father house of Kellridge, loyal to Sundren State.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Head of Household:&amp;#039;&amp;#039;&amp;#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;  ====History==== The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was bor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=House Lacroix=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sundren.org/photoplog/images/5090/medium/1_lacroix.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crest:&#039;&#039;&#039; A blue lion rampant on a white field, flanked by crossed blades.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Duty and Honor Over All&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039; Father house of [[Kellridge]], loyal to Sundren State.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Head of Household:&#039;&#039;&#039; Lord Lucius Lacroix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
The Lacroix family is one of the oldest families to come to Sundren, originating in Waterdeep. Calinus Heavyhand was born a commoner, and grew to be a powerful sellsword in the service of Waterdeep&#039;s first official ruler, Ahghairon. Calinus fought in the battles against the troll clans that sought to destroy the city, and supported Ahghairon against Warlord Rhaulor in his quest of expansion and conquer. Calinus himself was a extremely capable warrior, a trait that has been passed down through his family. &lt;br /&gt;
&lt;br /&gt;
It is said that on the eve of the battle against the forces of Rhaulor who refused to give up after their leader&#039;s death, he spent hours fashioning a blade with a cross shaped tip designed to maim and dismember his foes, and break their blades. As the battle began Calinus roared his defiance against Rhaulor and his warriors, and was a veritable whirlwind of steel who killed at least one general by the day&#039;s end. As a reward, Ahghairon gave Calinus his knighthood and lordship. &lt;br /&gt;
&lt;br /&gt;
Calinus chose the name &#039;Lacroix&#039; as a reminder of the blade he used in his lord&#039;s defense as well as the two things he held most dear: duty and honor. Several hundred years later, Gaius Lacroix --- second son of the Lacroix family in Waterdeep --- along with many of his brethren was one of the many noble groups who joined Mundus in his quest for Sundren valley. Swearing loyalty to Mundus, he and his family grew to prosperity in the valley and have a heavy involvement in the Legion.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6295</id>
		<title>The Origin of Sundren</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Origin_of_Sundren&amp;diff=6295"/>
		<updated>2022-09-04T01:02:09Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of Sundren ==&lt;br /&gt;
&lt;br /&gt;
=== Year of the Sunderer (1196-1200) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sundren, unlike many nations, was not the result of warring states or unified tribes. It instead, emanated from a young diviner&#039;s desire to be unrivaled as an explorer. Through the clever use of scrying, in 1196 Mundus of Waterdeep discovered within &amp;quot;The North&amp;quot; a formation of mountains that concealed a bountiful valley, which at the time was uncharted and perplexing. Further divining revealed lush forests, serene coastlines and even mines filled with precious ores. Mundus drew many conclusions from his nightly discoveries, but could find no way to access the mysterious new piece of land. The seas while beautiful--were filled with rocks that would make travel by water impossible. The mountain formation continued until the spine of the world. Their height and girth made them both immovable and impassable. In his desperation, the young wizard spent several months scaling the bluffs and precipices of the mountains. It was not until four years after the original discovery that the frantic Mundus finally found a way to reach the valley. He would break the smallest mountain in the formation with channeled circle magic produced by over fifty Thayan mages. For the astounding price of 60,000 gold pieces the Red Wizards of Thay cast a chain of fireballs that shook the earth and sundered the mountain completely, sending boulders and debris flying miles away. When the dust cleared, the mages were gone and the rocky road to fame finally appeared.&lt;br /&gt;
&lt;br /&gt;
=== The Shaping (1200-1201) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the mountain now consisting of rubble, Mundus was now hindered by only the stones before him--or so he believed. It was apparent however, that regardless of how he would proceed, the remains of the mountain would need to be relocated or allocated elsewhere. A few nights after the sundering, by Selune&#039;s light, Mundus found a practical way to rid himself of the troublesome debris. Early the next morning he assembled his peers and in a great display of skill caused the largest of the stones to chain together to form earth elementals. Then, with a solitary hand motion sent them off to work. The hulking creatures toiled day and night until their task was finished. When Mundus returned with his assembly in the morning the elementals had vanished and there stood a gigantic wall of polished stone that spanned the entire distance separating the two nearest mountains. In the center, an iron gate no less than twenty meters tall stood triumphantly.&lt;br /&gt;
&lt;br /&gt;
=== Rock and Gnoll (1201-1213) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gate of the sunderer was complete and although there were no roads, travel to and from the new land became vastly easier with the creation of the wall. Mundus&#039; exploration could finally begin on foot. The first full year in the immature territory was spent charting the grasslands and shores. Cartographers were summoned daily and new maps were drawn consantly but with so many disagreements amongst his Underlings, the wizard became impatient. He took it upon himself to investigate the few unexplored areas remaining within the valley--the twin forests on the east and west ridges. Mundus assumed that since the rest of the valley was uninhabited, the forests would be as well. It was not until traveling only a few yards passed the first tree, that he was abruptly corrected by a gnoll ambush and nearly slain. Mundus escaped with a contingency teleportation spell, but his companions were not as fortunate as he. They were all mercilessly slain and never returned. Following his arrival at his camp at the gate, a battalion of gnolls struck at the sentinels awaiting at the wall. The wizard&#039;s forces succesfully defended their encampment, but the discovery of opposing forces damped the morale of the entire exploration team.&lt;br /&gt;
&lt;br /&gt;
=== The Advent (1213-1215) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After discovering the hostile forces in the forests, Mundus began to concoct another scheme--this time, focusing on protecting his underlings. To carry out his plan, he called into service a translator capable of speaking gnoll and an apothecary. From the Apothecary, Mundus took several vials of the most flamable substance he could muster and met the translator on the edge of forest. Together, the two snuck passed the gnoll sentries and quietly began their preparations outside of the largest village they could find. Mundus first created a large circle of the flamable oil around the edges of the camp. He then proceeded to gleefully whisper a few words to the trees, causing them to animate. The final step of his plan came to fruition when he cast a booming voice spell on the translator and ignited with the oil--leaving the camp surrounded in a ring of fire and the translator&#039;s voice clear for all to hear... &amp;quot;Yeenoghu demands the attention of his servants!&amp;quot; The trees shambled toward the fire engulfing the camp and the gnolls themselves began to quake in fear. &amp;quot;You will not harm anyone outside of the forest! Your territory is here! Feast on the corpses of your enemies within the trees, not outside. To do anything else would defy my word! Inform the other tribes of my judgement. Let it be known that those that defy my word will face my wrath!&amp;quot; At the end of the speech, the trees halted, the fire subsided and the two fled to safety.&lt;br /&gt;
&lt;br /&gt;
=== The Beginning (1215-1230) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mundus, pleased with his success in handling the gnoll situation began to direct his attention elsewhere. First, he claimed the new land for himself and his followers and named it &amp;quot;Sundren.&amp;quot; After declaring Sundren his land, he began to market the various resources to the surrounding territories, bringing him both wealth and renown. All of his fortune however, went to nothing but the development of the land. Before he died in 1230 he invested heavily in the development of Sundren, bringing it from a small village to a large city filled with commerce. On his death bed, he left his closest advisors a large tome containing an outline for how he wished Sundren to develop after he died.&lt;br /&gt;
&lt;br /&gt;
== Sundren Today ==&lt;br /&gt;
=== The Economy of Sundren ===&lt;br /&gt;
&lt;br /&gt;
====Trade Overview====&lt;br /&gt;
&lt;br /&gt;
Sundren enjoys prospering trade with Mirabar, to which most of Sundrens’ plentiful mineral resources are exported. The various regions of Sundren are all rich in minerals, such as Iron and Mithral. Sundren also trades openly with Waterdeep, which still regards Sundren as an uninteresting colony. However, with the prospering trade and flourishing culture, this perception is fast on the retreat. The settlements in Icewind Dale trade with Sundren when possible, seeing a possibly powerful new neighbor.&lt;br /&gt;
Trade in Sundren is mainly conducted over land, as the reef in the seas around Sundren makes navigation nigh impossible.&lt;br /&gt;
&lt;br /&gt;
====Flexibility of the Economy====&lt;br /&gt;
&lt;br /&gt;
The Sundren economy is still very flexible, mainly because it is not yet firmly rooted in large organizations. However, some large factions do theirs to maintain control of trade in Sundren. At present time, the largest such is the Exigo Syndicate, composing mainly of Mulhorandi immigrants and others of such descent. At current time, the Exigo Syndicate is a mere 20 years of age, and fast expanding their influence.&lt;br /&gt;
&lt;br /&gt;
Sundren’s economy is, unlike Waterdeeps’, not massive, and as such, the acquisition of truly expensive items is not yet possible. However, with the recent insurgence of adventurers, emissaries and the like, magical item trade is beginning to appear in Sundren, and magic is changing hands at a furious pace.&lt;br /&gt;
&lt;br /&gt;
===The People of Sundren===&lt;br /&gt;
Sundren is a land that was recently colonized by civilization. Its people are mostly migrants from the Faerunian north, with minority groups that came from elsewhere. For the most part, Sundren is composed of humans, the vast majority of whom are [[Illuskans|Illuskans]] and [[Chondathans|Chondathans]]. In that regard, Sundren is not unlike the metropolises of the Sword Coast. Its overall demographics shows enough diversity as to not be completely homogeneous, as both ethnic groups maintain their distinct identities in harmony.&lt;br /&gt;
&lt;br /&gt;
In politics, Chondathans tend to dominate leadership positions, as their complex social structure makes them more suited to upholding the day-to-day running of Sundren. In other pursuits, Chondathans and Illuskans are equally able workers, though Chondathans are more likely to have backgrounds in farming, engineering, scholarship, and commerce, whereas the Northlanders are the stereotypical fisherfolk, seafarers, builders, and soldiers.&lt;br /&gt;
&lt;br /&gt;
Illuskan-Sundarians are migrants or descendants of migrants from the north, the Silver Marches, and the Sword Coast. They outnumber the Chondathans, but have adapted to living peacefully alongside them. Most Illuskan-Sundarians speak Common, Illuskan and understand Chondathan to varying degrees. Some Chondathan-Sundarians are the descendants of early settlers that came with Mundus of Waterdeep, though the vast majority migrated later from the Silver Marches, Waterdeep, and the Faerunian heartlands. They speak Common and Chondathan, and the lower-class amongst them tend to understand Illuskan to some extent.&lt;br /&gt;
&lt;br /&gt;
Whilst Illuskans make up roughly sixty percent of the human population, Chondathans make up most of the remaining forty percent. Intermingling is nowhere from rare, but neither ethnic group is likely to entirely disappear to assimilation in the foreseeable future. In addition, Common (which itself began as a dialect of Chondathan) is used not only in trade or casual communications, but has also been adopted as the language in official use.&lt;br /&gt;
&lt;br /&gt;
Other prominent civilized peoples that have colonized Sundren include elves, half-elves, and dwarves. The migration of half-elves accompanied that of humans, and they face no ill treatment even in rural parts. Considering the age of Sundren, few elves were born in Sundren, and there thus is no elven culture unique to the region. The dwarves came to Sundren as miners, mercenaries, and explorers. Most of them are Shield Dwarves, with a negligible minority of Gold Dwarves. They have their own thriving if small communities.&lt;br /&gt;
&lt;br /&gt;
===The Nobility of Sundren===&lt;br /&gt;
The Nobility of Sundren is varied, and contains various nobles of different power and wealth. There are, however, two main Houses:&lt;br /&gt;
&lt;br /&gt;
[[LaCroix|House LaCroix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hellstrom|House Hellstrom]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These two noble houses have immense wealth and power, and are influential in ways that the common people can&#039;t possibly begin to understand, or fathom.&amp;lt;br&amp;gt; However, there are four intermediate noble houses as well:&lt;br /&gt;
&lt;br /&gt;
[[Aurelianus|House Aurelianus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Meriadoc|House Meriadoc]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pendraig|House Pendraig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ulsteris|House Ulsteris]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally, there are the newest noble houses, born from the ashes of the Second Bloodmaim Wars. They are fledgling, but they are slowly gaining influence and power.&lt;br /&gt;
&lt;br /&gt;
[[House Blackwell]]&amp;lt;br&amp;gt;&lt;br /&gt;
House Tornbrook&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Economy_Guide&amp;diff=6294</id>
		<title>Economy Guide</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Economy_Guide&amp;diff=6294"/>
		<updated>2022-09-04T01:00:10Z</updated>

		<summary type="html">&lt;p&gt;GrinningDeath: Created page with &amp;quot;This is a guide for PC&amp;#039;s who may or may not have access to the amount of information completely available to a town/city. Use this in order to build a picture of what a town&amp;#039;s economic, population, hygiene, etc. actually look like in the grand scheme.  &amp;#039;&amp;#039;&amp;#039;Credit: GBX&amp;#039;s words, exactly&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Disclaimer: The DM is always right, even when he/she&amp;#039;s wrong.&amp;#039;&amp;#039;&amp;#039;   ==Population==  This value represents the total number of people who dwell within a locale.  This value is not simpl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for PC&#039;s who may or may not have access to the amount of information completely available to a town/city. Use this in order to build a picture of what a town&#039;s economic, population, hygiene, etc. actually look like in the grand scheme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Credit: GBX&#039;s words, exactly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer: The DM is always right, even when he/she&#039;s wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
This value represents the total number of people who dwell within a locale.&lt;br /&gt;
&lt;br /&gt;
This value is not simply &amp;quot;How many people live in this locale?&amp;quot; but may also affect actions that require more individuals. For example, if an individual was looking for a buyer/seller, a certain profession, a certain business style, or more, the greater the population, the greater the chance you have to find it. A city with a population of 500,000 is easier to find exactly what you&#039;re looking for than a city of 500 people.&lt;br /&gt;
&lt;br /&gt;
It can also affect other values such as how much tax is collected and how good the hygiene is in the city, and so on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
This is essentially the terrain and geography around the city. This can affect what natural resources might be nearby or what sort of creatures/encounters are dealt with, it can affect hygiene, as well has difficulty of travel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arctic, Mountain, Desert, Plains, Island/Beach, Swampland, Jungle, or Woodlands.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some places may be artificial and therefore may have different terrain options.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
This is the visual quality of the city or how much time is spent caring for it. Higher values mean people are more likely to be impressed with the town and wish to be within it. Lower values mean you will have a problem with people wishing to leave the region or will harbor dislike for it.&lt;br /&gt;
&lt;br /&gt;
Acceptable values are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horrific&#039;&#039;&#039;: Indescribably monstrous or unspeakably foul, and normal mortals likely panic with fear. Example cities might be something you&#039;d find in a planar world where buildings are carved from caustic flesh, street lamps are souls begging for mercy, and fountains spray putrid bile. You&#039;ll never find anything like this in the normal world without magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous&#039;&#039;&#039;: A more natural version of the above. This city is monstrous and clearly unnatural or utterly grotesque. Maybe bodies of dead are piled around, bones are used instead of wood, perhaps there is a river of fecal matter flowing by, and many other. This may still be supernatural but it doesn&#039;t go as far as above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hideous&#039;&#039;&#039;: Just disgusting. Might be a garbage pile, who knows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ugly&#039;&#039;&#039;: Orc dens, rubble of a ruined town made to live in, mud pits, just a place you wouldn&#039;t want to be but it&#039;s livable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unattractive&#039;&#039;&#039;: Shanty towns, poor districts, places that just look less than acceptable to Humane standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average&#039;&#039;&#039;: It&#039;s a town, people live in normal houses, there&#039;s some plants here and there, but no one is going out of their way to look appealing, yet it&#039;s not given to ruin or decorated in bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractive&#039;&#039;&#039;: Aesthetics are mildly important. People trim their lawns, they plant some gardens, homes and businesses are well kept. Hardly any litter if any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beautiful&#039;&#039;&#039;: Marble statues and pillars, granite surfaces that are smoothed, homes have a great deal of natural appeal with gardens and parks. There&#039;s no trash and probably laws against it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Beautiful&#039;&#039;&#039;: Gold and silver adorn the city. Roads are neatly pieced together stones like they are the golden brick road. Not a single home isn&#039;t carefully decorated for the appeal of visitors. Businesses feel as though Sune herself has placed it there and you never want to leave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transcendent&#039;&#039;&#039;: There is nothing natural about this city but it&#039;s magically created to draw in everyone&#039;s attention. Cities in Celestia might all have this aesthetic appeal. You&#039;ll not likely find a place this magnificent on Toril.&lt;br /&gt;
&lt;br /&gt;
==Hygiene==&lt;br /&gt;
&lt;br /&gt;
This is the cleanliness of the city and it&#039;s people. It&#039;s given in modifier levels which would probably directly affect how well someone would roll if they would get a disease or sickness visiting the city.&lt;br /&gt;
&lt;br /&gt;
All cities start at -1 simply because they are naturally bad for someone&#039;s health. Then a few things affect it from there. Here&#039;s some samples that can modify it.&lt;br /&gt;
&lt;br /&gt;
Healthy or Unhealthy Environment: +1 for a healthy environment; Arctic, Desert, or Mountain terrain is often healthy. -1 for an unhealthy environment; Jungle or Swampland terrain is often unhealthy. If the foundersmade a point of choosing the healthiest possible site available, as the ancient Greeks and&lt;br /&gt;
Romans often did, treat this as a healthy environment.&lt;br /&gt;
&lt;br /&gt;
Strict Public Health Enforcement: +1 (see Control Rating, below).&lt;br /&gt;
Poverty: -1 for Wealth stat Poor or Dead Broke (see Wealth, below).&lt;br /&gt;
Catastrophe: -2 for the effects of a recent famine, natural disaster, military conquest, or collapse of government.&lt;br /&gt;
&lt;br /&gt;
Just imagine it a modifier to your fortitude of CON roll to see if you catch a cold or sickness in the city against a certain DC. A poor hygiene city means sickness is likely to spread quickly. A good hygiene city means it&#039;s not likely to at all.&lt;br /&gt;
&lt;br /&gt;
==Magic Level (Enchantment Level)==&lt;br /&gt;
&lt;br /&gt;
Generally D&amp;amp;D tends to keep the same magic level across the world, but if this is a factor, this is essentially how magically rich the area is. Is it in a place of power? Does a leyline cross over it? Etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None: Magical dead zones.&amp;lt;br&amp;gt;&lt;br /&gt;
Low: Weak or Sublevels of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Normal: Same as the rest of the world.&amp;lt;br&amp;gt;&lt;br /&gt;
High: A leyline or place of power might be nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
Very High: Magic power is utterly potent here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enchantment levels are a sub level of Magic Level. This is how easy it is to find enchanters or magic users that&#039;ll enchant something in the city region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None: The idea of magic items in this city is practically unheard of. No alchemists or enchanters.&amp;lt;br&amp;gt;&lt;br /&gt;
Very Rare: Maybe some outsiders have sold a few or some were discovered, but no one is beyond a dabbler if there are any crafters at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Rare: There&#039;s a decent number of practitioners and magical goods can be found in multiple locations.&amp;lt;br&amp;gt;&lt;br /&gt;
Common: Lots of crafters are within the city and magic goods are practically on the list of exports for the city. Potions, trinkets, enchanted wares... you name it you can find it.&amp;lt;br&amp;gt;&lt;br /&gt;
Very Common: Magic items find every day use. Even the average citizen has magical wares and potions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
The main language or languages found in this city.&lt;br /&gt;
&lt;br /&gt;
==Literacy==&lt;br /&gt;
&lt;br /&gt;
How educated the population is essentially. A city’s Literacy is defined as None, Broken, Accented, or Native. This represents the ability of a typical inhabitant to read and write. Cities of illiterates don’t have written street signs, legal notices, or inscriptions; cities with Broken literacy may have these, but supplement them with regular oral proclamations and visual iconography.&lt;br /&gt;
&lt;br /&gt;
==Wealth==&lt;br /&gt;
&lt;br /&gt;
This is where economy begins. Wealth is a rating in the amount of coin (Or equivalent) income a citizen of the city makes. AVERAGE. Assume the average D&amp;amp;D income is 10GP per month. (See below for values).&lt;br /&gt;
&lt;br /&gt;
Dead Broke (0GP/Month): You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found.&lt;br /&gt;
&lt;br /&gt;
A city can be Dead Broke, but only temporarily, usually in the aftermath of war or natural disaster. If it stays Dead Broke for more than a week or two, its population will crash, leaving it a deserted ruin.&lt;br /&gt;
&lt;br /&gt;
Poor (Less than 100GP/Month): Some jobs are not available, and no job you find pays very well. People live in poverty, ruined state of dwellings or worse. Squatters and beggars are common and likely high amounts of hunger.&lt;br /&gt;
&lt;br /&gt;
Struggling (200GP/Month): Any job is open to you (you can be a Struggling doctor or alchemist), but you don’t earn much. Perhaps the economy is on hard times, or there is an overpopulation problem.&lt;br /&gt;
&lt;br /&gt;
Average (400GP/Month): Normal D&amp;amp;D Citizenship. The citizen lives in his own apartment, small house, or similar location.&lt;br /&gt;
&lt;br /&gt;
Comfortable (600GP/Month): The citizens are doing well and they eat well, have good quality homes or have amenities to make life relatively stress free.&lt;br /&gt;
&lt;br /&gt;
Wealthy (800GP/Month): The citizens are well off and has sizeable homes or apartments. They enjoy quality suites within inns and they eat very well.&lt;br /&gt;
&lt;br /&gt;
Very Wealthy (1000GP/Month): Citizens can buy quite a bit and have comfortable lifestyles. Large homes and manors with many amenities afforded them.&lt;br /&gt;
&lt;br /&gt;
Filthy Rich (1200GP/Month): Citizens can buy almost anything they want without considering cost. Estates, small castles, large manors and more are quite common. Almost everyone has one for themselves and their families.&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of cities are Struggling, Average, or Comfortable. A city above that range is either an enclave for the privileged, or a magnet for immigrants seeking to find places in its rapidly growing economy. A city below it is probably dying off as its people move elsewhere in search of work.&lt;br /&gt;
&lt;br /&gt;
This value becomes important because when you take the population and multiply it by the average income you get the total production level of the city.&lt;br /&gt;
&lt;br /&gt;
For example, a wealthy city of 1,000 people will bring in 50,000 GP per month on average. Where a poor city of 100, 000 will bring in 200,000 GP per month with 100x the people!&lt;br /&gt;
&lt;br /&gt;
This comes into play later for things like budgets and military and what not.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
&lt;br /&gt;
This represents the status level of inhabitants of the city. It is two numbers, the low end to the high end, not the average.&lt;br /&gt;
&lt;br /&gt;
Here are what each number represents roughly if in a feudal system:&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;br /&gt;
8 - Emperor/King/Queen&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Imperial Consort or Heir&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Prince/Princess&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Duke/Duchess&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Marquess/Marchioness &amp;lt;br&amp;gt;&lt;br /&gt;
5 - Earl or Count/Countess&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Viscount/Viscountess&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Senior Baron/Baroness&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Lesser Baron/Baroness&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Landed Knight/Dame&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Unlanded Knight/Dame&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Governor/Mayor&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Guildmaster/Guildmistress&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Squire&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Captain&amp;lt;br&amp;gt;&lt;br /&gt;
1 - Craftsman, Merchant&amp;lt;br&amp;gt;&lt;br /&gt;
0 - Villein, Townsman, Citizen&amp;lt;br&amp;gt;&lt;br /&gt;
-1 - Serf, Urban Rogue&amp;lt;br&amp;gt;&lt;br /&gt;
-2 - Beggar, Slave&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So a town might have simply 0 to 2 if they have a mayor, but Sundren may have -1 to 6 since slavery may be illegal in the city and the lords aren&#039;t heads of an entire empire. Usually capitals of empires have up to 8.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
This represents the system of rule used in the city. I won&#039;t describe each here as it can be quite long, but here is some possible ideas for what would be considered rule models.&lt;br /&gt;
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Anarchy&amp;lt;br&amp;gt;&lt;br /&gt;
Athenian Democracy&amp;lt;br&amp;gt;&lt;br /&gt;
Caste&amp;lt;br&amp;gt;&lt;br /&gt;
Clan/Tribal&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate State&amp;lt;br&amp;gt;&lt;br /&gt;
Dictatorship&amp;lt;br&amp;gt;&lt;br /&gt;
Feudal&amp;lt;br&amp;gt;&lt;br /&gt;
Hive Mind&amp;lt;br&amp;gt;&lt;br /&gt;
Representative Democracy&amp;lt;br&amp;gt;&lt;br /&gt;
Technocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Theocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy&amp;lt;br&amp;gt;&lt;br /&gt;
Charismatic Rule&amp;lt;br&amp;gt;&lt;br /&gt;
Cybercracy/Machine&amp;lt;br&amp;gt;&lt;br /&gt;
Civilization&amp;lt;br&amp;gt;&lt;br /&gt;
Matriarchy&amp;lt;br&amp;gt;&lt;br /&gt;
Meritocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Military Government&amp;lt;br&amp;gt;&lt;br /&gt;
Oligarchy&amp;lt;br&amp;gt;&lt;br /&gt;
Patriarchy&amp;lt;br&amp;gt;&lt;br /&gt;
Sanctuary&amp;lt;br&amp;gt;&lt;br /&gt;
Socialist&amp;lt;br&amp;gt;&lt;br /&gt;
Teratocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Thanatocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Thaumatocracy&amp;lt;br&amp;gt;&lt;br /&gt;
Utopia&amp;lt;br&amp;gt;&lt;br /&gt;
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==Control Rating (CR) (Corruption Level)==&lt;br /&gt;
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Control ratings represent how strictly a city’s government regulates the behavior of its people. Aspects of this include civil rights; economic freedom and taxation; information access and censorship; legal restrictions on personal conduct; public health and the environment; punishment severity; and reproductive choice. A city may have a CR higher or lower than its overall CR for one of these areas or for some other special sphere.&lt;br /&gt;
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For example, a city may gain +1 to its Hygiene statistic by public health measures at CR4 or higher. Each government type has a typical range of CR scores. However, the exceptions can be interesting! For example, an anarchy might have CR4 if informal social control based on public disapproval of certain activities were strong enough. Or a theocracy that taught nonviolence and trusting the inner light might have CR1.&lt;br /&gt;
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CR0 – Anarchy. There are no laws, taxes, or controls.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR1 – Very free. Nothing is illegal save use of force or intimidation against other citizens. Taxes are light or voluntary.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR2 – Free. Some laws exist; most benefit the individual. Taxes are light.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR3 – Moderate. There are many laws, but most benefit the individual. Taxes are moderate and fair.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR4 – Controlled. Many laws exist; most are for the convenience of the state. Broadcast communications are regulated; private broadcasts (like CB) and printing may be restricted. Taxation is often heavy and sometimes unfair.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR5 – Repressive. There are many laws and regulations, strictly enforced. Taxation is heavy and often unfair. There is strict regulation of information technology: computers, photocopiers, printing presses, transmitters, etc. All goods are effectively controlled; you can’t buy anything without the appropriate ration coupons or paperwork.&amp;lt;br&amp;gt;&lt;br /&gt;
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CR6 – Total control. Laws are numerous and complex. The individual exists to serve the state. Many offenses carry the death penalty, and trials – if there are any at all – are a mockery. Taxation is crushing, taking most of an ordinary citizen’s income. Censorship is common, and private ownership of any&lt;br /&gt;
information technology is forbidden. All goods are controlled, and the government might even withhold basic necessities.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Corruption==&lt;br /&gt;
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People whose actions are restricted by the law will often try to find a way around the restrictions. The Corruption statistic measures how easy this is to do in a city. Corruption is a number from 0 to -6; apply this as a penalty to the official CR to determine the effective CR for people who have the right connections.&lt;br /&gt;
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Taking advantage of a city’s Corruption usually requires a player to be suitably skilled with making connections. Social skills tend to help, as well as faction affiliations.&lt;br /&gt;
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For example, the above city has a CR3 and Corruption of -2. This means for those with the right connections they can treat the city as CR1: Nothing is illegal save use of force or intimidation against other citizens. Taxes are light or voluntary.&lt;br /&gt;
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In other words they can get away with quite a bit and skip taxes, etcetera. Actions by those in charge may fluctuate CR and Corruption.&lt;br /&gt;
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==Tax Rate==&lt;br /&gt;
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This is the percentage of average income taxed by those in charge. To figure out the income from taxes you simply use the following formula.&lt;br /&gt;
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Income = Population * Gold Income * Tax Rate.&lt;br /&gt;
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In my above example, I used 10% which is actually a steep tax but not horrible.&lt;br /&gt;
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Income = 12,000 * 5G/Month * 10%&lt;br /&gt;
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Or, 6000 gold pieces per month. This will be important later.&lt;br /&gt;
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==City Income==&lt;br /&gt;
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This is the amount of gold a city can work with each month by the figure heads. A figure head will pocket some of this income for themselves and also use it to pay authoritative figures, city upkeep and maintenance, public services and more.&lt;br /&gt;
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Any action that requires funding will be pulled from this income. For example, if the city decides to build a temple out of pocket. That&#039;s where money management comes into play.&lt;br /&gt;
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==Military Resources==&lt;br /&gt;
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This is the amount of gold available each month for military. Since soldiers and equipment, barracks and more require upkeep, this is where the gold will come from.&lt;br /&gt;
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Soldiers expect income just like every other citizen so expect them to be paid based upon the wealth level of a citizen (10G / month average). The less a military is paid the weaker it&#039;s morale will be, the more it&#039;s paid, the greater it&#039;s morale.&lt;br /&gt;
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==Defense Bonus==&lt;br /&gt;
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This is the tactical defense value of the city in a time of all out war. Think of this value as an AC for the city on top of 10 if an army was to make an attack roll.&lt;br /&gt;
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Select the highest relevant Defense Bonus from the first table below. Then include one or more modifiers from the second table below to get the total DB.&lt;br /&gt;
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DB - City Features&amp;lt;br&amp;gt;&lt;br /&gt;
+4 - Improvised fortifications&amp;lt;br&amp;gt;&lt;br /&gt;
+5 - Many stone or concrete structures&amp;lt;br&amp;gt;&lt;br /&gt;
+5 - Underground tunnels&amp;lt;br&amp;gt;&lt;br /&gt;
+6 - Entirely underground&amp;lt;br&amp;gt;&lt;br /&gt;
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Modifier Geographic Features&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to -2 - Ruined permanent fortifications&amp;lt;br&amp;gt;&lt;br /&gt;
+1 - On a hill or small island&amp;lt;br&amp;gt;&lt;br /&gt;
+2 - On a high mountain&amp;lt;br&amp;gt;&lt;br /&gt;
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It&#039;s entirely possible a city could have 0 in which case it&#039;d be easily sacked by anyone with attack bonuses.&lt;br /&gt;
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Think of these numbers above as guidelines. You can have negative or positive numbers. A total of +10 is basically nearly impregnable. A defense value of -10 means a brute could probably walk in and conquer the city.&lt;br /&gt;
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==Soldiers==&lt;br /&gt;
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This is the military forces, upkeep and size of the forces for use in military action. The more income, population, taxes and more a city has, the more it can afford to pay more soldiers.&lt;br /&gt;
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==Resident Factions==&lt;br /&gt;
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These are the factions expected to be found in the city.&lt;br /&gt;
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==Major Imports/Exports==&lt;br /&gt;
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Every city has needs and likely has surpluses. Any time a city produces something it does not need this can become an export. Any time a city has a need that is not fulfilled by it&#039;s own production, this can become an import.&lt;br /&gt;
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This does not mean they are actively imported or exported, however it does have the environment to if need arises.&lt;br /&gt;
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For example, people drink ale, this comes from somewhere. Unless there are distilleries, this will go unfulfilled, hence import. With low amounts of hunting grounds and fertile farms, grain and fur becomes important.&lt;br /&gt;
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However, being near the coast, fishing would likely be done in excess with Avanthyr, allowing a need for fish to be in surplus, hence it becomes an export.&lt;br /&gt;
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Does this mean there is no grain or distilleries, etc? Not at all, but maybe there are not enough to support it&#039;s population density.&lt;br /&gt;
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==Notes==&lt;br /&gt;
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This is basically information and blurbs on the city, categorized by topic.&lt;/div&gt;</summary>
		<author><name>GrinningDeath</name></author>
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