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		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5937</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5937"/>
		<updated>2010-12-21T17:59:42Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, odd in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&#039;&#039;&#039;[[Wiltenholm, Osclow|Osclow WIltenholm]]&#039;&#039;&#039;: One of Peridan&#039;s oldest allies and companions, Osclow and he joined the Legion at the same time. Osclow&#039;s attitude was initially reluctant, but at Peridan&#039;s prodding he soon developed into his role as a spymaster for the Legion. Osclow is a bit unpredictable for Peridan, but he appreciates the fact that Osclow always has the valley&#039;s best interests in mind. Peridan acts as a pseudo uncle for Osclow and Annie&#039;s children, and considers the family part of his own. He and Osclow took down the Banite General Gen Deimos, and Osclow is a hero in his own right in slaying Xithis, the demon of Talona. A fearsome warrior, Osclow&#039;s bardic magic matches well with Peridan&#039;s own in battle, and they make a terrifying combination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maia Nanethiel|Maia Nanethiel]]&#039;&#039;&#039;: A longtime friend of Peridan&#039;s, this elven ranger has been a good companion to the elf. She has proven herself to him in battle and in diplomacy, earning his trust and friendship. Her bow rarely misses its mark, and she has fought the valley&#039;s enemies alongside Peridan and Osclow for a long time. While they previously didn&#039;t get along, Peridan and Maia have come to terms with each others personalities. A senior Warden of the Vale, she guards the forest as Peridan fights for the nation of Sundren. He considers her a comrade in arms, despite the fact that they have a quiet romance and his protective instincts cause him to act even more a stubborn ass at times when she places herself in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hano Fetten|Hano Fetten]]&#039;&#039;&#039;: A holy paladin of Torm, this man inspired Peridan to serve a cause greater than himself. His passion for the valley allowed Peridan to recognize his need to protect the valley, and so spurred him to join the Legion as a blacksmith, and eventually a soldier. Peridan holds him in the highest regard, and will sing his praises openly to any who ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dain Tornbrook|Dain Tornbrook]]&#039;&#039;&#039;: Peridan spots quite a bit of himself and other past heroes of the valley in Dain. His drive to extinguish evil and his common sense have made him a stalwart companion for the legionnaire. Not afraid to crack jokes with the paladin at times, Peridan respects him for who he is, and what he does. Recently, with his ascension to the Warden of Wrath, Peridan has kept a cautious eye on the man. His position allows him to ignore Sundren law, something that Peridan is neither comfortable or accepting of. More often than not, Peridan tries to steer him away from the path that the Harbinger wishes him to take, that of unbridled wrath against Sundren&#039;s enemies. He believes a good protector has qualities of compassion, and has sought to instill that in Dain when he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Malaclypse Discordia| Malaclypse]]&#039;&#039;&#039;: Malaclypse and Peridan share many things in common, so much so that the two elves will gladly switch to elven on a regular basis in order to catch up. They are both students of the arcane and blade, and both seek to fight against the evils that plague the valley. their only contention comes from Mal&#039;s lack of respect for the law, and his ability to do whatever is necessary in order to complete his aims. Peridan understands the value in this, and so will turn a blind eye now and again to his activities. However, he frequently warns Mal of the consequences of his actions, usually to deaf ears on the Erevan beholden elf.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5936</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5936"/>
		<updated>2010-12-21T17:54:43Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&#039;&#039;&#039;[[Wiltenholm, Osclow|Osclow WIltenholm]]&#039;&#039;&#039;: One of Peridan&#039;s oldest allies and companions, Osclow and he joined the Legion at the same time. Osclow&#039;s attitude was initially reluctant, but at Peridan&#039;s prodding he soon developed into his role as a spymaster for the Legion. Osclow is a bit unpredictable for Peridan, but he appreciates the fact that Osclow always has the valley&#039;s best interests in mind. Peridan acts as a pseudo uncle for Osclow and Annie&#039;s children, and considers the family part of his own. He and Osclow took down the Banite General Gen Deimos, and Osclow is a hero in his own right in slaying Xithis, the demon of Talona. A fearsome warrior, Osclow&#039;s bardic magic matches well with Peridan&#039;s own in battle, and they make a terrifying combination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maia Nanethiel|Maia Nanethiel]]&#039;&#039;&#039;: A longtime friend of Peridan&#039;s, this elven ranger has been a good companion to the elf. She has proven herself to him in battle and in diplomacy, earning his trust and friendship. Her bow rarely misses its mark, and she has fought the valley&#039;s enemies alongside Peridan and Osclow for a long time. While they previously didn&#039;t get along, Peridan and Maia have come to terms with each others personalities. A senior Warden of the Vale, she guards the forest as Peridan fights for the nation of Sundren. He considers her a comrade in arms, despite the fact that they have a quiet romance and his protective instincts cause him to act even more a stubborn ass at times when she places herself in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hano Fetten|Hano Fetten]]&#039;&#039;&#039;: A holy paladin of Torm, this man inspired Peridan to serve a cause greater than himself. His passion for the valley allowed Peridan to recognize his need to protect the valley, and so spurred him to join the Legion as a blacksmith, and eventually a soldier. Peridan holds him in the highest regard, and will sing his praises openly to any who ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dain Tornbrook|Dain Tornbrook]]&#039;&#039;&#039;: Peridan spots quite a bit of himself and other past heroes of the valley in Dain. His drive to extinguish evil and his common sense have made him a stalwart companion for the legionnaire. Not afraid to crack jokes with the paladin at times, Peridan respects him for who he is, and what he does. Recently, with his ascension to the Warden of Wrath, Peridan has kept a cautious eye on the man. His position allows him to ignore Sundren law, something that Peridan is neither comfortable or accepting of. More often than not, Peridan tries to steer him away from the path that the Harbinger wishes him to take, that of unbridled wrath against Sundren&#039;s enemies. He believes a good protector has qualities of compassion, and has sought to instill that in Dain when he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Malaclypse Discordia| Malaclypse]]&#039;&#039;&#039;: Malaclypse and Peridan share many things in common, so much so that the two elves will gladly switch to elven on a regular basis in order to catch up. They are both students of the arcane and blade, and both seek to fight against the evils that plague the valley. their only contention comes from Mal&#039;s lack of respect for the law, and his ability to do whatever is necessary in order to complete his aims. Peridan understands the value in this, and so will turn a blind eye now and again to his activities. However, he frequently warns Mal of the consequences of his actions, usually to deaf ears on the Erevan beholden elf.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5935</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5935"/>
		<updated>2010-12-21T17:54:12Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&#039;&#039;&#039;[[Wiltenholm, Osclow|Osclow WIltenholm]]&#039;&#039;&#039;: One of Peridan&#039;s oldest allies and companions, Osclow and he joined the Legion at the same time. Osclow&#039;s attitude was initially reluctant, but at Peridan&#039;s prodding he soon developed into his role as a spymaster for the Legion. Osclow is a bit unpredictable for Peridan, but he appreciates the fact that Osclow always has the valley&#039;s best interests in mind. Peridan acts as a pseudo uncle for Osclow and Annie&#039;s children, and considers the family part of his own. He and Osclow took down the Banite General Gen Deimos, and Osclow is a hero in his own right in slaying Xithis, the demon of Talona. A fearsome warrior, Osclow&#039;s bardic magic matches well with Peridan&#039;s own in battle, and they make a terrifying combination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maia Nanethiel|Maia Nanethiel]]&#039;&#039;&#039;: A longtime friend of Peridan&#039;s, this elven ranger has been a good companion to the elf. She has proven herself to him in battle and in diplomacy, earning his trust and friendship. Her bow rarely misses its mark, and she has fought the valley&#039;s enemies alongside Peridan and Osclow for a long time. While they previously didn&#039;t get along, Peridan and Maia have come to terms with each others personalities. A senior Warden of the Vale, she guards the forest as Peridan fights for the nation of Sundren. He considers her a comrade in arms, despite the fact that they have a quiet romance and his protective instincts cause him to act even more a stubborn ass at times when she places herself in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hano Fetten|Hano Fetten]]&#039;&#039;&#039;: A holy paladin of Torm, this man inspired Peridan to serve a cause greater than himself. His passion for the valley allowed Peridan to recognize his need to protect the valley, and so spurred him to join the Legion as a blacksmith, and eventually a soldier. Peridan holds him in the highest regard, and will sing his praises openly to any who ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dain Tornbrook|Dain Tornbrook]]&#039;&#039;&#039;: Peridan spots quite a bit of himself and other past heroes of the valley in Dain. His drive to extinguish evil and his common sense have made him a stalwart companion for the legionnaire. Not afraid to crack jokes with the paladin at times, Peridan respects him for who he is, and what he does. Recently, with his ascension to the Warden of Wrath, Peridan has kept a cautious eye on the man. His position allows him to ignore Sundren law, something that Peridan is neither comfortable or accepting of. More often than not, Peridan tries to steer him away from the path that the Harbinger wishes him to take, that of unbridled wrath against Sundren&#039;s enemies. He believes a good protector has qualities of compassion, and has sought to instill that in Dain when he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Malaclypse Discordia| Malaclypse]]&#039;&#039;&#039;: Malaclypse and Peridan share many things in common, so much so that the two elves will gladly switch to elven on a regular basis in order to catch up. They are both students of the arcane and blade, and both seek to fight against the evils that plague the valley. their only contention comes from Mal&#039;s lack of respect for the law, and his ability to do whatever is necessary in order to complete his aims. Peridan understands the value in this, and so will turn a blind eye now and again to his activities. However, he frequently warns Mal of the consequences of his actions, usually to deaf ears on the Erevan beholden elf&#039;s ears.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5934</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5934"/>
		<updated>2010-12-21T17:53:47Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&#039;&#039;&#039;[[Wiltenholm, Osclow|Osclow WIltenholm]]&#039;&#039;&#039;: One of Peridan&#039;s oldest allies and companions, Osclow and he joined the Legion at the same time. Osclow&#039;s attitude was initially reluctant, but at Peridan&#039;s prodding he soon developed into his role as a spymaster for the Legion. Osclow is a bit unpredictable for Peridan, but he appreciates the fact that Osclow always has the valley&#039;s best interests in mind. Peridan acts as a pseudo uncle for Osclow and Annie&#039;s children, and considers the family part of his own. He and Osclow took down the Banite General Gen Deimos, and Osclow is a hero in his own right in slaying Xithis, the demon of Talona. A fearsome warrior, Osclow&#039;s bardic magic matches well with Peridan&#039;s own in battle, and they make a terrifying combination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maia Nanethiel|Maia Nanethiel]]&#039;&#039;&#039;: A longtime friend of Peridan&#039;s, this elven ranger has been a good companion to the elf. She has proven herself to him in battle and in diplomacy, earning his trust and friendship. Her bow rarely misses its mark, and she has fought the valley&#039;s enemies alongside Peridan and Osclow for a long time. While they previously didn&#039;t get along, Peridan and Maia have come to terms with each others personalities. A senior Warden of the Vale, she guards the forest as Peridan fights for the nation of Sundren. He considers her a comrade in arms, despite the fact that they have a quiet romance and his protective instincts cause him to act even more a stubborn ass at times when she places herself in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fetten, Hano|Hano Fetten]]&#039;&#039;&#039;: A holy paladin of Torm, this man inspired Peridan to serve a cause greater than himself. His passion for the valley allowed Peridan to recognize his need to protect the valley, and so spurred him to join the Legion as a blacksmith, and eventually a soldier. Peridan holds him in the highest regard, and will sing his praises openly to any who ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dain Tornbrook|Dain Tornbrook]]&#039;&#039;&#039;: Peridan spots quite a bit of himself and other past heroes of the valley in Dain. His drive to extinguish evil and his common sense have made him a stalwart companion for the legionnaire. Not afraid to crack jokes with the paladin at times, Peridan respects him for who he is, and what he does. Recently, with his ascension to the Warden of Wrath, Peridan has kept a cautious eye on the man. His position allows him to ignore Sundren law, something that Peridan is neither comfortable or accepting of. More often than not, Peridan tries to steer him away from the path that the Harbinger wishes him to take, that of unbridled wrath against Sundren&#039;s enemies. He believes a good protector has qualities of compassion, and has sought to instill that in Dain when he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Malaclypse Discordia| Malaclypse]]&#039;&#039;&#039;: Malaclypse and Peridan share many things in common, so much so that the two elves will gladly switch to elven on a regular basis in order to catch up. They are both students of the arcane and blade, and both seek to fight against the evils that plague the valley. their only contention comes from Mal&#039;s lack of respect for the law, and his ability to do whatever is necessary in order to complete his aims. Peridan understands the value in this, and so will turn a blind eye now and again to his activities. However, he frequently warns Mal of the consequences of his actions, usually to deaf ears on the Erevan beholden elf&#039;s ears.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5933</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5933"/>
		<updated>2010-12-21T17:52:57Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&#039;&#039;&#039;[[Wiltenholm, Osclow|Osclow WIltenholm]]&#039;&#039;&#039;: One of Peridan&#039;s oldest allies and companions, Osclow and he joined the Legion at the same time. Osclow&#039;s attitude was initially reluctant, but at Peridan&#039;s prodding he soon developed into his role as a spymaster for the Legion. Osclow is a bit unpredictable for Peridan, but he appreciates the fact that Osclow always has the valley&#039;s best interests in mind. Peridan acts as a pseudo uncle for Osclow and Annie&#039;s children, and considers the family part of his own. He and Osclow took down the Banite General Gen Deimos, and Osclow is a hero in his own right in slaying Xithis, the demon of Talona. A fearsome warrior, Osclow&#039;s bardic magic matches well with Peridan&#039;s own in battle, and they make a terrifying combination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maia Nanethiel|Maia Nanethiel]]&#039;&#039;&#039;: A longtime friend of Peridan&#039;s, this elven ranger has been a good companion to the elf. She has proven herself to him in battle and in diplomacy, earning his trust and friendship. Her bow rarely misses its mark, and she has fought the valley&#039;s enemies alongside Peridan and Osclow for a long time. While they previously didn&#039;t get along, Peridan and Maia have come to terms with each others personalities. A senior Warden of the Vale, she guards the forest as Peridan fights for the nation of Sundren. He considers her a comrade in arms, despite the fact that they have a quiet romance and his protective instincts cause him to act even more a stubborn ass at times when she places herself in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fetten, Hano|Hano Fetten]]&#039;&#039;&#039;: A holy paladin of Torm, this man inspired Peridan to serve a cause greater than himself. His passion for the valley allowed Peridan to recognize his need to protect the valley, and so spurred him to join the Legion as a blacksmith, and eventually a soldier. Peridan holds him in the highest regard, and will sing his praises openly to any who ask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tornbrook, Dain|Dain Tornbrook]]&#039;&#039;&#039;: Peridan spots quite a bit of himself and other past heroes of the valley in Dain. His drive to extinguish evil and his common sense have made him a stalwart companion for the legionnaire. Not afraid to crack jokes with the paladin at times, Peridan respects him for who he is, and what he does. Recently, with his ascension to the Warden of Wrath, Peridan has kept a cautious eye on the man. His position allows him to ignore Sundren law, something that Peridan is neither comfortable or accepting of. More often than not, Peridan tries to steer him away from the path that the Harbinger wishes him to take, that of unbridled wrath against Sundren&#039;s enemies. He believes a good protector has qualities of compassion, and has sought to instill that in Dain when he can.&lt;br /&gt;
&lt;br /&gt;
[[Discordia, Malaclypse| Malaclypse]]: Malaclypse and Peridan share many things in common, so much so that the two elves will gladly switch to elven on a regular basis in order to catch up. They are both students of the arcane and blade, and both seek to fight against the evils that plague the valley. their only contention comes from Mal&#039;s lack of respect for the law, and his ability to do whatever is necessary in order to complete his aims. Peridan understands the value in this, and so will turn a blind eye now and again to his activities. However, he frequently warns Mal of the consequences of his actions, usually to deaf ears on the Erevan beholden elf&#039;s ears.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Maia_Nanethiel&amp;diff=5932</id>
		<title>Maia Nanethiel</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Maia_Nanethiel&amp;diff=5932"/>
		<updated>2010-12-21T17:34:29Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Maia Nanethiel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Lady of the Hawkeye, Marksman&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Home/Location:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The Ranger&#039;s Rest&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthplace:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Moonvines, Moonwood&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
129&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Moon elf&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Female&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Ranger (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Solonor Thelandira&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Chaotic Good&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Str 16, Dex 23, Con 12, Int 12, Wis 14, Cha 12&lt;br /&gt;
&lt;br /&gt;
Maia Nanethiel - pronounced &#039;&#039;Ma-ia Nahn-eh-thee-ell&#039;&#039; and literally meaning &amp;quot;Mother-Of-Pearl&amp;quot; in Old Espruar - is a player character whom was created by Zoberraz (GameSpy ID and Forum Member), on May 2nd 2008.&lt;br /&gt;
&lt;br /&gt;
Grown into an highly competent adventurer and an experienced ranger since her arrival to the Sundered Valley, Maia has earned some renown for her lethal marksmanship with the bow as well as for her distinctive long sapphire-colored hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;http://i290.photobucket.com/albums/ll277/Zoberraz/2009_0623_moonelf_final_crop.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Physical Characteristics===&lt;br /&gt;
* &amp;lt;b&amp;gt;Height:&amp;lt;/b&amp;gt; 5&#039;3&amp;quot;&lt;br /&gt;
* &amp;lt;b&amp;gt;Weight:&amp;lt;/b&amp;gt; 92 lbs&lt;br /&gt;
* &amp;lt;b&amp;gt;Skin color:&amp;lt;/b&amp;gt; Fair, blue-tinged&lt;br /&gt;
* &amp;lt;b&amp;gt;Hair Color:&amp;lt;/b&amp;gt; Sapphire Blue&lt;br /&gt;
* &amp;lt;b&amp;gt;Hairstyle:&amp;lt;/b&amp;gt; Long and straight, short tresses to each side of her face&lt;br /&gt;
* &amp;lt;b&amp;gt;Eye Color:&amp;lt;/b&amp;gt; Green, with golden flecks&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Maia is a strikingly beautiful Teu&#039;Tel&#039;Quessir female graced with fair skin tinged with icey blue towards her ear tips, chin and nose, as well as most bodily extremities. Her hair is a deeper blue - it&#039;s luster and shine like sapphire - worn flowing and long, except for two tresses framing each side of her face to keep bangs from falling into her eyes. She has the delicate facial features, elegant elongated ears and almond eyes distinctive to her race, with entrancing eyes that appear as flecks of gold dancing in pools of green. Maia has the graceful spritely frame of a dancer, the athletic muscle tone of one at ease with outdoor activities and, though looking as fresh as a human maiden just out of her teenage years, her youthful looks are betrayed by what could be called ageless wisdom.&lt;br /&gt;
&lt;br /&gt;
Maia would stand as the archetypal ethereal elven beauty garbed in moonsilk and dancing in palaces, were it not of the mithral armor, sword and bow she wears with accustomed ease; as well as the snug woodland garb and hooded cloak she dons as a concessions to Sundren&#039;s rainy weather.&lt;br /&gt;
&lt;br /&gt;
To an elf&#039;s eyes, or a knowledgeable observer, Maia&#039;s features have a fey quality to them, one that is beyond the norm for moon elves.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Maia is a conflicted person; balancing strong and well-intentioned convictions with more natural - and yet more emotionally negative - tendencies toward whimsy, amorality or cruelty which comes from the sway of her waxing fey bloodline (as described here:[http://www.sundren.org/wiki/index.php?title=Maia_Nanethiel#Fey_Heritage]).&lt;br /&gt;
&lt;br /&gt;
On her best days, Maia can be serene, polite and even charming. Identifying herself as &#039;Seelie&#039;, she puts great value in courtesy and will generally answer in kind while endeavoring to hold in more flippant commentary or thought provoking questions. She&#039;s honest, greatly valuing her credibility (Maia makes omissions and half-truths when she wishes to be evasive, but rarely ever lies), and enjoys playing the part of the trustworthy confidante (Maia ironically found out that despite her bouts of fey irrepressibility, she&#039;s actually much more dependable than most).&lt;br /&gt;
&lt;br /&gt;
Little attached to the dour ranger loner archetype, Maia finds that devoting her unique talents as a ranger to assist and support others that also care to confront the ills of the Sundered Valley is more fruitful and constructive than going it alone. She is a firm believer in championing the cause of good in this fashion; holding as her philosophy the concept of man as a heroic being, with his own happiness as the moral purpose of his life, with productive achievement as his noblest activity, and reason as his only absolute.&lt;br /&gt;
&lt;br /&gt;
===Faith===&lt;br /&gt;
Maia&#039;s strong convictions are supported by an equally strong faith in the Seldarine, the elven gods. Corellon Larethian, Sehanine Moonbow and Erevan Ilesere are gods she hold in high regard; but the patron she serves is the elven god of archery, hunting and wilderness survival, [[Solonor_Thelandira| Solonor Thelandira]]. His teachings; to promote harmony between the wilds and the civilized, to keep the evils of the woodlands in check and of foresight before action were once second nature to her... and now, a guiding ideal to her partly-fey persona. As most elves, she has a deep dislike of Grumsh, the orc god, and Lolth the Spider Queen - though she does not find Eilistraee to be very credible (the notion of good drow falls very flat on her).&lt;br /&gt;
&lt;br /&gt;
Since coming to Sundren, Maia has been exposed to many other deities other than those typically worshipped by her people.&lt;br /&gt;
&lt;br /&gt;
She has a generally dim view of many of the more civilized gods as they are worshipped in Sundren. Both Bane and the Triad mean to oppress people with thier views on how the world should orderly run, albeit the Triad is generally more well-meaning about it (those she holds a particular dislike for the Ilmateri, whom she views as hypocrites). Waukeen and Helm are unobstrusive faiths to whom Maia has not taken much notice of, but neither seen a problem from.&lt;br /&gt;
&lt;br /&gt;
Maia is generally moved to scorn in light of the conflict power struggle apparent in the death deities - Maia has her own death goddess, Sehanine Moonbow, so she tends to see herself as philosophically distant from the issue. Kelemvor earns some grudging respect from her for being the one that causes the least trouble, but she has a lot of trouble taking him seriously for being younger than her. Jergal is faceless and in the background, barely deserving notice. The re-risen Myrkul she finds little to like in, and she finds him particularly bad at staying dead. Colibrus is a god of glorified parasites whom unfortunately deserve notice because they are powerful and dangerous.&lt;br /&gt;
&lt;br /&gt;
Her work amongst the Wardens of the Vale introduced her to other respectable deities such as Chauntea, Silvanus, Eldath and Mielikki; all whom she finds have laudable goals and intents. She was also required to tolerate followers of the Fury gods, and while she&#039;s managed to keep her relationships cordial with Aurilites and Umberleeans, she has grievances against Talos (to whom she was once nearly sacrificed) and Malar (who&#039;se followers once nearly killed her father as they threatened to destroy her home).&lt;br /&gt;
&lt;br /&gt;
==Profession==&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As a Solonoran ranger, Maia focuses on skills which will best serve her in the wilds; from being stealthy and alert to having the knowhow and the necessary woodscraft to live on her own in the wilds. Her expertise has extended these skills beyond the mundane thanks to her empathic link with all things natural, so helping her bond with animals; pass through even forbidding flora such as thorns and brambles with ease; as well as being able to intuitively pick up trails and signs left in the wilds at a mere glance. Her experience hunting in the wilds have taught her how to stalk prey with alacrity, boasting discretion without the need to slow down.&lt;br /&gt;
&lt;br /&gt;
===Combat Style===&lt;br /&gt;
She is strongly dedicated to archery both in homage to her patron deity and to support the image of elves being famed for their preternatural skill with the bow. Maia has a rare mastery of the longbow, being capable of nocking, drawing and releasing arrows faster than most without hindering her precision; she also has a knack for firing multiple volleys of two simultaneously-nocked arrows. A nimble combatant, her reflexes are well honed - well enough so to swiftly move clear of hazards ranging from traps, a wizard&#039;s fireball to dragonbreath.&lt;br /&gt;
&lt;br /&gt;
===Favored Enemy===&lt;br /&gt;
Throughout her adventures, Maia has developed in the classic ranger fashion an extra focus and study to fight certain kinds of opponents better as well as gain insights over them both in mindset and anatomy which all help her better confront them. This specialization currently extends to orcs, humans, undead, monstrous humanoids (such as Yuan-Ti) and immortal creatures such as fiends.&lt;br /&gt;
&lt;br /&gt;
===Animal Companion===&lt;br /&gt;
The boar &amp;quot;Aodan&amp;quot; was befriended by Maia after she saved him from a group Spittlefist goblin hunters. The animal, either out of gratitude or in understanding of Maia&#039;s status as a defender of the wilds, now tags along with her and comes to her call if she needs aid in battle.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
Maia, through her patron deity&#039;s favor, has command over some nature magics and enchantments. Spell rituals she often resorts to are those whom help staunch wounds, quicken her strides, make her skin as resilient as treebark, call Solonor&#039;s blessing to aid her in battle and finally assault several creatures with unnatural enchantments such as confusion and slumber.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;The Distant Past&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maia Nanethiel was born in Moonvines, a small elven village nestled in the Moonwood. Her parents, Jelenn and Berian, were two sentinels whom worked to keep their village safe from ill-intentioned intruders and the Moonwood has no shortage of opponents for the elves to fend off. Though their daughter had for the most part a blissful childhood during her first five-decades of life, the martial life her parents lead bled off on her and she learned early on of the importance of contributing to the well-being of her community and how people like her parent&#039;s vigilance helped in securing the happiness of the villagers.&lt;br /&gt;
&lt;br /&gt;
Being useful, being able to protect her loved ones, being able to fight for the preservation of their forest-home... those were beautiful ideals to the elfgirl. Ideals that motivated her to go beyond play and games and to follow after her parents example, dedicating herself to the practice of the bow, to understanding the fauna and flora, to bond a bond with it and to be able to fight for it. She was not content to remain a protector and more a champion of her people, and for that reason she devoted most of her efforts into pursuing the ideals of Solonor the Forest Hunter instead of Rillifane the Leaflord, as her parents did.&lt;br /&gt;
&lt;br /&gt;
The beginning of Maia&#039;s career went to a rocky start as the People of the Black Blood, a loose grouping of Malar-worshiping tribes, predated upon the sylvan creatures of the Moonwood and made a strong push on her village that resulted in many wounded including her father and the death of elves she had known for more than a century. Her people pressed so, Maia volunteered to leave for Silverymoon and beg for the assistance of the Argent Legion in quelling this threat.&lt;br /&gt;
&lt;br /&gt;
Her arrival to Silverymoon was something of a shock, as it was the first truly cosmopolitan city she had ever set foot in. Coming in as a representative of her village, she made her plea to Silverymoon&#039;s high ranking officials; eventually gaining the ear of the High Marshall. The High Marshall was not able to send his Argent Legion in a timely fashion to strike at the northern reaches of the Moonwood. He did, however, agree to fund an expedition to strike at Claw Hollow, the stronghold of the Malarites, and then made a call for adventurers to come and assist the elves of Moonvines.&lt;br /&gt;
&lt;br /&gt;
A large company gathered to the call and Maia lead them back to the Moonwood to Claw Hollow, where they fought their way where the People of the Black Blood laired and defeated their guardians and warchiefs, forcing the Malarites to curb their predations to recoup from those loses.&lt;br /&gt;
&lt;br /&gt;
Her bewildering search for assistance against the Malarites widened Maia&#039;s horizons and struck a cord in her, driving her to move beyond the branches of the evergreens, shadowtops, and duskwoods of her home to explore the wide world. She bade farewell to her kin and left, walking the roads, traveling along with caravans as a way to save up on the coin gifted to her by her relatives.&lt;br /&gt;
&lt;br /&gt;
She returned to Silverymoon to truly take the time to enjoy the sights of that city before hiring herself out as an escort to a caravan which was bound west to Neverwinter. While sightseeing in Neverwinter, Maia heard of scrimshaw and knucklehead carving, and her interest in seeing such provided her with the excuse to wandering further toward the North. By boat, she arrived to Sundren and foul weather prevented her from leaving. Seeing her funds on the decline, Maia decided to go and ply her trade - there seemed to be a need for the adventurous sort and she was more than happy to try and help out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;The Recent Past&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maia&#039;s first days in Sundren had her be an errand girl more than anything else, but she valued those experiences as they lead her feet to many places of interest in the Sundered Valley. Eventually, she turned to more militant pursuits, and started assisting the Exigo Syndicate in fighting the Spittlefist goblin tribe in the Sharahan Hill, the struggle to mine the Sundrite ore in the hill uncovering a more sinister Banite plot.&lt;br /&gt;
&lt;br /&gt;
Richly rewarded for her contributions, Maia turned her feet to the Viridale Forest with her boar friend &amp;quot;Aodan&amp;quot; and then lent her assistance to the Legion Border Fort in fighting off the predations of the Mossclaw Alliance, finding herself thrust into the role of a skirmisher that eliminated the leaders of each respective camps in order to stall their advance. She in turn assisted the Keeper of the Glade in recovering a dangerous artifact dedicated to the dark goddess Talona from the Viridale&#039;s Muckspear goblin tribe.&lt;br /&gt;
&lt;br /&gt;
She turned her attention to more urban venues and had an unpleasant episode of helping the Sundarian Legion clear up the sewers of lizardmen and other vermin, as well as play courier for the officials of the Legion - which eventually got her into conflict with the Veritas rebels. From that point on, the elven ranger dedicated herself more to hunting bandits and rebels upon the mountainous fringes of the valley, her stint as a bounty hunter giving her the opportunity to earn her something of a reputation in regards of her marksmanship with the bow.&lt;br /&gt;
&lt;br /&gt;
Throughout her experiences in the valley, quickening of an ancestral fey bloodline caused a subtle change in Maia as well. Though those boons helped her in the face of adversity, she also began experiencing problems due to waxing and waning periods of fey influence - especially with figures exerting what she considered &#039;abusive authority&#039;. This caused in the past some friction with less scrupulous members of the Sundarian Legion.&lt;br /&gt;
&lt;br /&gt;
Through an association with the human bard Osclow Wiltenholm, Maia came to be involved in more pivotal conflicts set in the valley. She had a role of saving the Sunite Knight Cirion and the elf Legionnaire Peridan from a Corpus curse - a Velsharoon-bestowed disease that slowly turned both into undead. She participated in the efforts to retake Sestra from an Yuan-Ti invading force. She helped thwart the efforts of the Veritas rebels in several ways, from spying at their recruitment processes, to sabotaging their sundrite golems, to retaking pilfered relics from the sealed vaults deep in their mountain stronghold.&lt;br /&gt;
&lt;br /&gt;
Maia doted on Osclow. He was, from what she saw, a problem solver and a pivotal figure in banding people together to face those problems and put an end to him. When she saw that he acted so while under a great deal of duress (including the symbol of Bane branded upon his chest, which influenced him just as much as her fey heritage influenced her) she began devoted to helping him with his burdens... though with mixed results. Aside from words of wisdom and encouragements, she often found herself lacking the means to help him further.&lt;br /&gt;
&lt;br /&gt;
With time, her selflessness with him cooled. It was not that she was unwilling to help him so much as she came to realize that she was showing him an unhealthy amount selflessness. Fondness was also threatening to grow beyond that... and he was already a happy, married man with a family. What&#039;s more, some incidents between the Exigo Syndicate and the Druid Glade - incidents she helped smooth over - showed her that she had been standing very little for either herself or her calling. She needed to change that.&lt;br /&gt;
&lt;br /&gt;
Therefore, Maia turned her efforts of late more towards the aims of her profession and with the goal of becoming a person of skill, repute and reference in her chosen field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;The Present&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maia eventually chose to leave the Sundered Valley to return home. Unfortunately, as she wandered about seeking to share farewells with the few friends she had in the valley, she stumbled where Talosian Stormlords where terrorizing people in the crossroad next to the Exigo Trading Post. The Stormlords being part of the Wardens of the Vale, Maia attempted to get a justification for their hostile actions in the very public venue, attacking passerby seemingly on whim... but she was ganged up on and quickly defeated. The Stormlord named Kaizen tortured her as she lay on the brink of death and made to sacrifice her to Talos.&lt;br /&gt;
&lt;br /&gt;
In the wake of Kaizen&#039;s Storm of Vengeance spell, the elfwoman&#039;s corpse could no longer be found. It was only several months later that Maia suddenly reappeared. Her fey heritage had apparently allowed her to survive when her mortality &#039;failed&#039;, though a toll was taken out of her sanity and personality.&lt;br /&gt;
&lt;br /&gt;
Thankfully, she was prevented from devolving to the like of a vengeful, cruelly spiteful fey by the Sunites Cirion and Amilynn; both whom approached her, had the patience to reason with her and slowly coaxed her back to her former civility.&lt;br /&gt;
&lt;br /&gt;
==Faction==&lt;br /&gt;
* Maia is a ranger aligned to the [[Wardens_of_the_Vale|&amp;lt;b&amp;gt;Wardens of the Vale&amp;lt;/b&amp;gt;]], based in Bullseye&#039;s ranger outpost, which overlooks the Viridale Forest&#039;s druid glade. Holding the rank of Marksman, she is amongst the most experienced rangers serving under the Ranger Lord Iauron&#039;s [[Nature&#039;s_Vanguard| Nature&#039;s Vanguard]].&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
===Significant===&lt;br /&gt;
* &amp;lt;b&amp;gt;[[Wiltenholm, Osclow|Osclow Wiltenholm]]:&amp;lt;/b&amp;gt; Maia is quite fond of Osclow and counts him amongst the few close friends she has in the Sundered Valley. She finds appeal in the man through his benevolence, his generosity, his open-mindedness, and his charming wit. She tries to serve as a friend, confidante and adviser for him.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;[[Twilight, Peridan|Peridan Twilight]]:&amp;lt;/b&amp;gt; Maia has great regard for Peridan, whom is her senior - easily one century older - though they do not always see eye to eye: Maia is a person of faith and conviction while Peridan is one of duty and reason by contrast. However, both have developed a fond respect for each other. Maia is particularly proud that she made Peridan take notice that she was not just an errant adventurer, but actually had something she could stand for - though that hardly prevents the sun elf from patronizing her at times.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Etria Illiathor:&amp;lt;/b&amp;gt; Etria is an old friend. Maia owes to Etria&#039;s craftmanship the enchanted arms and armor she now wears.&lt;br /&gt;
&lt;br /&gt;
===Acquaintances===&lt;br /&gt;
* &amp;lt;b&amp;gt;[[Annaleen Hanssen|Annaleen Hanssen]]:&amp;lt;/b&amp;gt; Maia has often wished that she and Annie could become friends, but never could get that sort of connection with the Chauntean druid. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;[[Tellens Fenton|Fenton Tellens]]:&amp;lt;/b&amp;gt; Fenton is Osclow&#039;s friend, and Osclow seems to care for him... but that is about the only redeeming value Maia finds in a man whom has spurned every niceties she has extended to him, usually ignoring her or pretending she does not exist. In one of Maia fey fit, she had nearly endeavored to slay Fenton when next he&#039;d bother her, but Osclow negociated and eventually convinced Maia to treat Fenton as a specter - someone whom didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Corvus Corax:&amp;lt;/b&amp;gt; Corvus and Maia, both rangers, ought to have been kindred spirits. However, circumstances have painted them more as adversaries due to the people they chose to call friend. Though Maia once trusted in Corvus despite his loyalties, events involving Osclow killing a Banite whom had once been Corvus&#039; lover soured ties between the two of them.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Cybil Gelley:&amp;lt;/b&amp;gt; Cybil is one of Osclow&#039;s friends and allies, but Maia dislikes the Ilmateri favored soul for her perceived pompousness and overbearing self-righteousness. Maia also finds Cybil untrustworthy of any confidences and she would, in general, rather not have anything to do with her.&lt;br /&gt;
&lt;br /&gt;
===Kin and Family===&lt;br /&gt;
* &amp;lt;b&amp;gt;Jelenn &amp;amp; Berian Nanethiel:&amp;lt;/b&amp;gt; Maia&#039;s parents, both moon elven rangers worshiping Rillifane Rallathil. Their trade is that of guards and sentries around the perimeter of Moonvines.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
===Fey Heritage===&lt;br /&gt;
Maia enjoys the mixed blessing of a fey bloodline, which has bloomed further in the face of adversity. The benefits include innate glamours of sleep and confusion that she can tap into, increased resistance against charms and enchantments that would target her mind and a noted resilience against wounds not made by weapons forged out of cold iron - she&#039;s observed that lighter weapons such as daggers, shortswords or arrows sometime strike her without drawing blood.&lt;br /&gt;
&lt;br /&gt;
The curse Maia finds in this bloodline of her is the growing influence it has had on her actions, her whims and her urges. Sometimes, her self-control slips and she suffers from these &#039;fits&#039; that essentially make her uninhibited, and far more prone to being amoral, cruel and selfish.&lt;br /&gt;
&lt;br /&gt;
Due to an increased affinity with cold that came along with her blossoming heritage (and the odd approval she&#039;s received from certain Aurilites), Maia has grown to suspect that her heritage comes from somesort of cold fey, though she knows little beyond that. She is not too far of the mark as her fey ancestor is actually a [[http://www.wizards.com/dnd/images/MM5_Gallery/106297.jpg Frostwind Virago]].&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Maia was originally created in Febuary 2007, right after the first servervault wipe, and lasted until the second servervault wipe. Her existence was noteworthy for her being a strong champion of elvenkind whom was able to cobble together the faction known as the &#039;Council of Voices&#039;, encouraging the creation of an elven stronghold and having the elves considered a recognized political party by the Sundarian Government. Maia herself in the end was considered Sundren&#039;s best archer and the highest-level ranger (level 17).&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5906</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5906"/>
		<updated>2010-11-18T19:06:31Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Sundarian History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
====The Unbound Blade====&lt;br /&gt;
Peridan has recently quested for and discovered the blade used by the warrior Snow Hawk. Snow Hawk is considered one of the finest warriors to ever walk Sundren, and was crafted a blade that contained properties given to it by the gods. Peridan was deemed worthy in his fight to protect Sundren, and has been offered the blade of the deceased samurai in order to protect the valley. A blade of unfathomable and godly quality, the blade reacts to the presence of evil and rejects any being of non righteous intent who grasps its hilt. It is a constant reminder to Peridan of his mission, and duty.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5905</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5905"/>
		<updated>2010-11-18T18:55:17Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Arrival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
====The Legion====&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. He fought and killed the Banite general Gen Deimos, and has been on numerous campaigns in the darkest parts of the valley. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5904</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5904"/>
		<updated>2010-11-18T18:53:49Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Sundarian History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
Peridan arrived in Sundren with only the rudimentary smithing skills, and a barely mastered ability to combine sword and spell in battle. He matured under the tutorship of Etria Illithor, an elven smith in the region. Learning to work the steel with spells was a chore, but a joy for him. He fell in love with the roar of the forge, and then with a young moon elf named Elusa Myrn. She was a soul torn asunder, but she and he had a relationship for some time.&lt;br /&gt;
&lt;br /&gt;
He also became friends with a young monk named Alcander Nefezen. As their skills increased, they took on greater challenges together in the valley to test their strength. Unfortunately, unknown to Peridan, Alcander was a secret member of the Black Hand, the Banite organization within the valley. As Alcander tried to redeem himself by offering his life and the names of his allies to the Legion, he was slaughtered by the mysterious figure known only as The Reaper. Distraught, Peridan buried him on a small hilltop outside Sundren City. His murder, along with the words of the Holy Paladin Hano Fetten, spurred a sense of duty and justice in the smith&#039;s heart. He took up the banner of the Legion, starting as a smith at Arbiter&#039;s Stand and eventually joining the ranks as a soldier.&lt;br /&gt;
&lt;br /&gt;
This shift in Peridan alienated Elusa, and she sought comfort in the arms of another elf, a friend of Peridan&#039;s name Caelryth Dyner. Confronted by her and Caelryth, Peridan shunted his feelings of betrayal and rage into his work as a Legionnaire, quickly becoming a powerful soldier in the service of Sundren. He dueled with infamous Banite Kolomar Biddle, killing him while desperately wounded. He captured and killed the Banite assassin Syne Jonel, and took back Mirakus Post alongside numerous other allies. His list of enemies goes on, and his deeds made him a notable figure in the Sundren Legion.&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5902</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5902"/>
		<updated>2010-11-18T18:40:08Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Sundarian History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
====Arrival====&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5901</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5901"/>
		<updated>2010-11-18T18:30:05Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create and protect. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5900</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5900"/>
		<updated>2010-11-18T18:23:01Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon. Peridan values the teachings of Corellon to the utmost. Protection of the people, honor, charity. He considers Corellon&#039;s words as dogma of his soul, and is very religious surprisingly. He loves to create things within a smithy, magical or not. The roar of the forge and the sound of the hammer are things that he holds dearly, and when asked to do forge work he will do so if the person is a trustworthy individual and an ally of his. He often speaks of retiring and opening a smithy when all of the wars are over, and living the rest of his days making minor items not used for war.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5899</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5899"/>
		<updated>2010-11-18T18:22:23Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journeys into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5898</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5898"/>
		<updated>2010-11-18T18:21:45Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Peridan comes from the elven isle of Evermeet, a fortress of the elven way of life. He is descended from one of the royal lineages of Sun Elves, considered by many to be the first Sun Elf family to come to Aber Toril. Shedding his name Durothil after certain events, he took up the moniker Twilight after the style of fighting that he employs: that of the Nael&#039; Kerym, or Dusk blades.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Peridan&#039;s original surname was Durothil, one of the most powerful families on the Green Isle of Evermeet. Born and raised there, he displayed absolutely no aptitude for bladesinging, his chosen profession. Fortunately, his trainer called in an acquaintance of hers who taught him the forbidden arts of the Duskblade, or Nael&#039; Kerym.&lt;br /&gt;
&lt;br /&gt;
His name was Teveriel Oussea&#039;lylth, and he was a Moon elf who had been taught by his father, and so forth through the ages back to the original split between the Duskblades and the Bladesingers. He was also a master smith and enchanter, well sought after in the Evermeet noble&#039;s courts. Teveriel taught him how to cast spells through his sword, and to wear armor during battle while doing so. However, due to this lost art&#039;s potential embarrassment to the Durothil House, Peridan kept it a secret and wore mithril armor to hide his abilities.&lt;br /&gt;
&lt;br /&gt;
His training complete, he traveled Faerun with Teveriel, perfecting his techniques and learning the rudiments of enchantment and smithing from him. It was in this area that Peridan displayed talent, so Teveriel took it upon himself to teach him everything he knew. However, he sadly would never have the chance.&lt;br /&gt;
&lt;br /&gt;
On a trip back to Evermeet, Peridan and Teveriel arrived just before an attack by a fearsome devil and his minions with a grudge against Evermeet. Peridan and Teveriel were stuck outside the defenses just before the initial strike, and so had to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
A group of devils appeared before them, and Teveriel knew that Peridan and he were no match for the powers of the Hells. Even if Teveriel survived, Peridan would not and the master Duskblade made a choice that would haunt Peridan every day of his life. Teveriel cast two spells as soon as the devils appeared. The first was to knock Peridan back a good hundred feet, and the second was a banishing spell to give them some time. Peridan grunted as he soared over the devils, but was caught by one in particular named Fadry&#039;loch.&lt;br /&gt;
&lt;br /&gt;
The devil smiled at Teveriel as he pulled Peridan close and tore his eye out with one gnarled talon. Seeing his disciple screaming in pain, and in range of the banishing spell, Teveriel did the only thing he could: cast a transposition spell between him and Peridan. The two swapped places, and Peridan was safe from the spell while Teveriel and the devils vanished in a flash of light. As more troops landed from both sides, Peridan screamed his frustration and rage as he saw his teacher vanish into the Planes, and took it out of the enemy in a flash of spell and blade. However, a few of the elves on his own side saw him casting in non-mithril armor gained from his journies into Faerun, and saw the magical effects spill from the tip of his sword.&lt;br /&gt;
&lt;br /&gt;
When the war was over, Peridan stood on the shore, waiting for a ship to leave the Green Isle. Suspicions were aroused about his abilities, and his teacher was no more. Even worse, Kymil was part of his own house, albeit a minor one within the Durothil name. He had decided to continue to travel, and learn more of the passions that drove him to create. His master lost in the planes, most likely dead, his name in tatters, he shrugged it off for the common equivalent of Nael&#039;Kerym: Twilight.&lt;br /&gt;
&lt;br /&gt;
The elf boarded the ship with his new eye patch in place, looking at his home for what he thought was the very last time.&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5897</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5897"/>
		<updated>2010-11-18T18:10:29Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Hound of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5896</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5896"/>
		<updated>2010-11-18T18:10:18Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast ideal that the law is created to do the best good for the people of Sundren, and that it is his duty to seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility. He has lost friends and lovers in his time in Sundren, but he doggedly continues on doing his job as what his enemies like to call him, &amp;quot;The Hound of the Legion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Peridan also has a profound faith in the Seldarine, or elven gods. In particular he worships Corellon Larethian, the Father of all elven people. His faith has be tried and tested through the long time he has fought, and remains a bedrock for him to rely on. In fact were it not for his dour attitude, foul language, and in general cussedness, he might have ended up a Champion of Corellon.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5895</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5895"/>
		<updated>2010-11-18T18:05:24Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Peridan is a somber figure for an elf, even in comparison to his kin who have a reputation for being arrogant and elite. He can frequently be seen smoking a cheap cigar by himself, enjoying the silence and solitude of the wilds or campfires when he is not busy with other matters. When approached in conversation, he will immediately try to learn as much as possible about the person without seeming too obvious. Appearance, dress, body language, he takes it all into account in order to determine the nature of the individual and whether or not they pose a possible threat. Hunted by assassins for much of his career, Peridan has a thick shell of formality and mistrust when meeting people for the first time. However, when he gets to know a person thoroughly, he is able to open up bit by bit to the person, revealing a conflicted and jaded figure in himself.&lt;br /&gt;
&lt;br /&gt;
To say Peridan believes firmly in law and righteousness would be a gargantuan understatement. He lives and breathes the steadfast belief that the law is created to do the best good for the people of Sundren, and that he will seek out an eliminate any threat to the well being of the populace. He has seen much in his time in Sundren as a soldier, and has come to accept that while evil exists in almost any circumstance, it is up to the few to continue fighting despite the futility.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5894</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5894"/>
		<updated>2010-11-18T17:57:12Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor is made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5893</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5893"/>
		<updated>2010-11-18T17:56:44Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor looks to be made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He wears the red cloak of a senior Legion officer, and frequently has to repair it due to the wear it sees. An exceptionally long katana hangs from his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5892</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5892"/>
		<updated>2010-11-18T17:44:24Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled and walks with a lithe grace marred only by a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor looks to be made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He carries a exceptionally long katana at his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5891</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5891"/>
		<updated>2010-11-18T17:43:44Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
This elf, while shorter than most humans in the Sundren Legion, carries himself with an air of authority that makes the difference seem inconsequential. His right eye is covered with a faded eye patch, lost in an event that he talks little about. While an elf, he is somewhat more heavily muscled. He walks with a lithe grace, with only a slight limp in his step that speaks of a severe injury in time past. His hands are covered in scars, as is portions of his chest and neck. On his left shoulder, a brand of the Legion is a faded mark against his skin. A frown is the dominant expression on his face, with only infrequent interventions by a smirk or a smile.&lt;br /&gt;
&lt;br /&gt;
His armor looks to be well kept after, as is the rest of his gear. His armor looks to be made of a silver mithril, and has the symbol of the Legion emblazoned on the top left corner of the breastplate. He carries a exceptionally long katana at his side in a black sheath, topped with a green gem in the hilt. The perfectly balanced and incredibly sharp blade glows when unsheathed, showing immaculate craftsmanship in the sword.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5889</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5889"/>
		<updated>2010-11-18T16:50:13Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250 years old&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5888</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5888"/>
		<updated>2010-11-18T16:49:50Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5887</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5887"/>
		<updated>2010-11-18T16:49:15Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250&lt;br /&gt;
&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion&lt;br /&gt;
&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5886</id>
		<title>Twilight, Peridan</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Twilight,_Peridan&amp;diff=5886"/>
		<updated>2010-11-18T16:48:52Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;==General Information== *&amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Peridan Durothil (Took the name Twilight) *&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Sun Elf *&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; Approximately 250 *&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5 foot 7 *&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 145 pound…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; Peridan Durothil (Took the name Twilight)&lt;br /&gt;
*&#039;&#039;&#039;Race:&#039;&#039;&#039; Sun Elf&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; Approximately 250&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 5 foot 7&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 145 pounds&lt;br /&gt;
*&#039;&#039;&#039;Hair:&#039;&#039;&#039; Close cut, amber&lt;br /&gt;
*&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Lost one eye, the other is a deep golden hue that glows faintly with arcane energy in battle.&lt;br /&gt;
*&#039;&#039;&#039;Titles:&#039;&#039;&#039; One Eye, Dog of the Legion, &lt;br /&gt;
*&#039;&#039;&#039;Rank:&#039;&#039;&#039; His rank in the Sundarian Legion is that of a Centurio, and his specialty is under Praetorian&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sundarian History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=5885</id>
		<title>Character Bios</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Character_Bios&amp;diff=5885"/>
		<updated>2010-11-18T16:42:44Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
NOTE: Character names in &#039;&#039;italics&#039;&#039; denote NPC status.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
[[Alcazar_TelRune| Alcazar Tel&#039;Rune]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Adalia| Adalia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aseir sar Aencar| Aencar, Aseir sar ]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rand Aers| Aers, Rand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ursus Ahrahl| Ahrahl, Ursus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirumoto Akagi| Akagi, Mirumoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Akodo|Akodo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elith Alow | Alow, Elith]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lida Angelfen | Angelfen, Lida]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Keth Archonis| Archonis, Keth]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thain Axbreaker| Axebreaker, Thain]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Pebble Axewhistle| Axewhistle, Pebble]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Illudar, Aulenel | Aulenel Illudar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;[[Balthasar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Belindorn, Glyir]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Allendale Beryl|Beryl, Allendale]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blake Kathryn|Blake, Kathryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elix Bloodfeather| Bloodfeather, Elix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[the Ice Hag Braghuru|Braghuru the Ice Hag]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brendt, Carmella]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brisby, Orias]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Glimmerstone, Bofalsia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brown, Mather]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brunus, Ironbreaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bayushi, Raziel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BearSnout, Bunkelbur]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brittlefist, Hraligar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
[[Chillwind, Jadisandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Caspar]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cinderkin, Sasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Colas II|Colas II]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[&#039;Ironhead&#039; Lundgriff Coppersteen|Coppersteen, &#039;Ironhead&#039; Lundgriff]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Constantine]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Caine, Soloman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Curatio, Pekerja]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Catchfoot, Spardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Casca, Leo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cende&#039;lyn, Tirania]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
[[Daedra|Daedra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Leena|Leena D&#039;Albion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Richard Darkholme|Darkholme, Richard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ronon Darkholme|Darkholme, Ronon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ess&#039;Nudeth Darkmaw|Darkmaw, Ess&#039;Nudeth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Duskthorne|Duskthorne]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Larando de&#039;Kaun|de&#039;Kaun, Larando]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Treyr Di&#039;ren|Di&#039;ren, Treyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malaclypse Discordia|Discordia, Malaclypse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drakehold, Midian|Drakehold, Midian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drentika|Drentika]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sehron Dy&#039;ner|Dy&#039;ner, Sehron]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
[[Alyrian Eldeas|Eldeas, Alyrian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Karthus El&#039;than|El&#039;than, Karthus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elijah|Elijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elusa|Elusa]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Val Evra|Evra, Val]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
[[Copper Feldspar|Feldspar, Copper]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Hano Fetten|Fetten, Hano]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Violet Figgleleaf|Figgleleaf, Violet]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[E&#039;vol FireHaer|FireHaer, E&#039;vol]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[&amp;quot;Mad&amp;quot; Jack Flynn| Flynn, &amp;quot;Mad&amp;quot; Jack]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Orlin Foehammer|Foehammer, Orlin]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Juniper Foley|Foley, Juniper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laric Frashul|Frashul, Laric]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Frostfoot, Davlamin|Frostfoot, Davlamin]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Josephine Frostwhisper|Frostwhisper, Josephine]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Isabelle Fryar| Fryar, Isabelle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hakafu Fujisawa| Fujisawa, Hakafu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonsaku Fujisawa| Fujisawa, Sonsaku]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Merkias Fulcrom|Fulcrom, Merkias]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Varnz, Fury|Fury, Varnz]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
[[Elric Gallow|Gallow, Elric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Calandra Gleamblade|Gleamblade, Calandra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cade Goodbarrel|Goodbarrel, Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Obanon Granforge|Granforge, Obanon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grey, Aloysius]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Greyhold, Turin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Salagar Grim|Grim, Salagar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwyllym, Iefan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&lt;br /&gt;
[[Haeralis|Haeralis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Erik Halfgar|Halfgar, Erik]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Raggard Haffee|Haffee, Raggard]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Annaleen Hanssen|Hanssen, Annaleen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heartstone, Ruby]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Llew Hy|Hy, Llew]]&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
[[Shalika Ike|Ike, Shalika]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Ditus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Ditus Ill&#039;Koresh|Ill&#039;Koresh, Mestra]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Neradnal I&#039;ll&#039;Koresh|Ill&#039;Koresh, Neradnal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Incarus, Ahriman|Incarus, Ahriman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ironhide, Gael]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jos&#039;iah Ithildurin|Ithildurin, Jos&#039;iah]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
[[Donovon Jadel|Jadel, Donovon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yashia Jadysvarion|Jadysvarion, Yashia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jaina|Jaina]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Syne Jonel|Jonel, Syne]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamryn Jorandur|Jorandur, Tamryn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Jurai]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
[[Kaizen, Son of Storms]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kalyope|Kalyope]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Imogen Kadami|Kadami, Imogen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kendra Katriel|Katriel, Kendra]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Keeper of the Grove]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kurosaki Ukyo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Klenk, Kilinar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kaseira Kinthala|Kinthala, Kaseira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kanar, Rholt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kantor, Fritz]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
[[Langley, Keir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Latonesh, Lumen]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[James Leith|Leith, James]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightbringer, Nulinus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Logan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Joalill Lo&#039; Rell|Lo&#039;Rell, Joalill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lucas, Harper]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
[[Madragonahan|Madragonahan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Filbert Malen&#039;avir|Malen&#039;avir, Filbert]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mandele|Mandele]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marco]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mathell]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peppington Merrifefferlis|Merrifefferlis, Peppington]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mirko|Mirko]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jakomyn Moriarty|Moriarty, Jakomyn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Talrion Morning|Morning, Talrion]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Mundus]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sasha Mursadus|Mursadus, Sasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eovina Mysterwit|Mysterwit, Eovina]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lucy Majer|Majer, Lucy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vaer Mor&#039;gurtha|Mor&#039;gurtha, Vaer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
[[Maia Nanethiel| Nanethiel, Maia]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Nes&#039;Anah]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tieray Nessel|Nessel, Tieray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Night Owl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sardo Numspa| Numspa, Sardo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ordin Nurduum| Nurduum, Ordin]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
[[Morpheus Oneiros|Oneiros, Morpheus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[John O&#039;Reilly | O&#039;Reilly, John]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gromlin|Onxylum, Gromlin]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
[[Pentec, Harg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Phaedriel|Phaedriel]] (Deceased) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ise Prakt|Prakt, Ise]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Orlan Proskus|Proskus, Orlan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
[[Quartzcore%2C_Qybox|Quartzcore, Qybox]]&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
[[Raman Aseph|Raman Aseph]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reaver, Amora|Reaver, Amora]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alijah Red Moon|Red Moon, Alijah]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pericles Redfoot|Redfoot, Pericles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rhime|Rhime]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Norian Rift|Rift, Norian]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rimetrail, Vurk]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Rismal]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shela Rosethorn|Rosethorn, Shela]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rustbeard, Durin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rycekk|Rycekk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ra&#039;Aman|Ra&#039;Aman]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
[[Schlachten, Cruven]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadefist,Dar&#039;Kane]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Singul, Omnigalas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirilimar Tir&#039;ent]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sita]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skald, Eira]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skullcleavers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Snow Hawk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sol Sunderkin|Sunderkin, Sol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sorceron,Odin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sylleth Duskmere]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
[[Miyamoto Tadenori|Tadenori, Miyamoto]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ashana Tearloch|Tearloch, Ashana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellens Fenton|Tellens Fenton]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tellesian Tel&#039;Dorian|Tel&#039;Dorian, Tellesian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Telmander Jamyse|Telmander, Jamyse]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tifton]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lauan Tissle|Tissle, Lauan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dain Tornbrook|Tornbrook, Dain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tsuruhara Nagayoshi|Tsuruhara Nagayoshi (Chokei)]] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[[Tyton]]&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Talontoe, Umogian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Twilight, Peridan]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
[[Uesugi Yukitaka|Uesugi, Yukitaka]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
[[Venomsplinter|Venomsplinter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaris Vhathei|Vhathei, Xaris]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sarah_Von_Richten|Von Richten, Sarah]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
[[Pom Wador|Wador, Pom]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Geis Wahrheit|Wahrheit, Geis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Marcus Waynard|Waynard, Marcus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Elistriana Whisperwood|Whisperwood, Elistriana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Whitepaw, Mittens|Whitepaw, Mittens]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wiltenholm, Osclow]]&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Wings]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wolfbane, Lucas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wren]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
[[Yukimora,Kosuke|Yukimora,Kosuke]]&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
[[Zack]]&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Nature%27s_Vanguard&amp;diff=5884</id>
		<title>Nature&#039;s Vanguard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Nature%27s_Vanguard&amp;diff=5884"/>
		<updated>2010-11-16T15:07:30Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
Nature&#039;s Vanguard consists of the tribes and rangers throughout Sundren. This includes the ranger outpost of the Viridale as well as several nomadic, barbarian tribes in the region.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These protectors work diligently, often through force of arms, to ensure the safety of the wardens, nature, and each other. They are the &amp;quot;soldiers&amp;quot; of the Wardens of the Vale. Each group has agreed to lend their might and military when they are called to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typically, the groups of Nature&#039;s Vanguard live off the land. They take only what they need and hate the over-consumption of Sundren citizens. They shun civilized regions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: All of Sundren&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typical Member Traits&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
* Ranger, hunter, or elven scout; or, nomadic tribesman&amp;lt;br&amp;gt;&lt;br /&gt;
* Attraction to melee or ranged combat; uses the wild to his advantage&amp;lt;br&amp;gt;&lt;br /&gt;
* Typically non-lawful&amp;lt;br&amp;gt;&lt;br /&gt;
* Belief in defending the powerful sages and druids of nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
* Protect the Wardens of the Vale&amp;lt;br&amp;gt;&lt;br /&gt;
* Fight against over hunting and mass consumption&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
* Scout&lt;br /&gt;
* Tracker&lt;br /&gt;
* Guide&lt;br /&gt;
* Watchman&lt;br /&gt;
* Marksman&lt;br /&gt;
&lt;br /&gt;
===Persons of Note===&lt;br /&gt;
&#039;&#039;&#039;Iauron&#039;&#039;&#039; - Leader of Nature&#039;s Vanguard&lt;br /&gt;
&lt;br /&gt;
Class: Ranger/Barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
Deity: Corellon&amp;lt;br&amp;gt;&lt;br /&gt;
Age: 215&amp;lt;br&amp;gt;&lt;br /&gt;
Race: Wood Elven&amp;lt;br&amp;gt;&lt;br /&gt;
Location: Ranger&#039;s Outpost in Viridale&amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: Chaotic/Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Seen as a veteran in the wilds, many stories around the camp fires of the Wardens speak of Iauron, the master Ranger. Tales of his glory in combat and in the face of adversities has landed him a position in the council, though he&#039;d rather be out acting on his own accord.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
&#039;&#039;Tribe of the Remorhez&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Spine of the World&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Faction / Sub&#039;&#039;&#039;: Wardens of the Vale / Nature&#039;s Vanguard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CN&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
They are nomadic for all intensive purposes, but they stay within Icewind Dale and the surrounding lands. They usually follow the herds of elk/deer.&lt;br /&gt;
The tribe keeps a few permanent buildings in the Tundra, usually to shelter scouts and hunters on long travels. Woolen hides make up the exterior of their tents and structures. When a encampment is formed a few semi permanent buildings are usually created from the surrounding forests(Food and wood storage primarily. The children are raised by their fathers to hunt for food. The men do most of the hunting and gathering in the society. The children are trained from a young age with a barbarian-type weapon of the father&#039;s choosing (warhammer, warmace, battle ax, great ax, great sword... - Most of the weapons tend to be larger and two-handed.) All but the rare members have black hair, blunt stubborn jaws, and short unimpressive noses. Brown eyes are the most common. The tribes is primarily human though there is some intermingling of orc and (secretly) celestial in it as well. The tribe will work with any faction so long as it is to the benefit of the tribe and doesn&#039;t have any fundamentally opposed issues (Undead, kin slaying, orc lovers, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tribe cling stubbornly to their traditions and lore. Often times this can cause undue racial tension, as black skin is treated as evil (even if its not a elf), and anyone showing magical talent is treated as if they were demon spawn. Reading and writing skills is rare among the tribe, instead the most intelligent members of the tribe pass along their history and traditions orally.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin/History&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The typical deity that is worshiped by this tribe is [[Tempus|Tempus Foehammer]]. The tribe holds certain beliefs about the common races of Faerun. Drow are referred to as Demon elves or the En-slaver&#039;s Of Man, and are practically killed on sight. Elves are seen as magical but untrustworthy creatures on the whole. Dwarves are trustworthy and honorable, and mighty warriors. Hin and gnomes are fantasy stories and often believed to be only legends, commonly described as being flighty, reckless, and foolish. Half planar humans (tieflings, genasai, etc) are Called &amp;quot;Dark Ones&amp;quot; or less commonly the &amp;quot;Eaters of souls&amp;quot;. Visitors of all races are typically treated with a distant caution, for the tribe knows that it cannot burn bridges needlessly and still stay strong when the time comes when it needs allies. The tribe of the Remorahz has always named its greatest foes to be Frost Giants who for many years have raided and slaved upon the tribes of Ice Wind dale. In so much, any giant seen by the tribe will immediately provoke a hostile response of some kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base(s) of Operations&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The tribe of the Rhemoraz (Polar Worm) resides in Icewind Dale.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leadership/People of Note&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the tribe is a male in the books, but the females hold a measure of power as well. Both genders treat each other with respect and polygamy is frowned upon. They are closely knit too survive in the cold winters of Icewind Dale (or Northern Sundren).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tribal Elder is advised by the legend tellers (cleric types).&lt;br /&gt;
Tribal Elder delegates his wishes to the pathfinders who lead the tribe for him (druid types/ranger types)&lt;br /&gt;
Only the elder is allowed to make agreements for the tribe as a whole.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legends also speak of the mighty warrior [[Snow Hawk|Snow Hawk]], and his prowess in battle. The warrior was one of the few of the tribe to come down to Sundren and into legends as the mightiest warrior the land had ever seen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Tribal Purity: Arcane Magic is called &amp;quot;The Corrupter&amp;quot; and is taught from child birth to be the brother of greed as such that they both will divide and destroy the tribe should they ever find a foot hold among the people. The tribe is currently in its gathering and storage season in preparation for the coming winter, which the Shamans have foretold will be darker and colder then can be remembered. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tribal Strength: The tribe eschews contact with civilized cities as much as is humanly possible. Children are indoctrinated early on to the idea that life in the city makes a warrior lazy of thought and feet, and will lead to their doom. If travel to a city is necessary, a single tribesman is sent, after a night of spiritual preparation with a shaman to ward their soul from the lush intoxication of the easy life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks Initiation Process&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
In the tribe of the Rhemoraz a teenager/early twenties male must defeat a polar worm with his bare hands and alone. The worm either eats him or he defeats it using his wits and the surrounding terrain. The worm is usually beaten by using its heat-source (a red glowing epidermis along its back) to the warrior&#039;s advantage. Once beaten, the new warrior is tattooed with a polar worm on their forehead in an ice-blue hue to show they are adults.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The only way an outsider may join the tribe is to marry into it, which typically only happens when a warrior chooses a bride from outside the tribe. These newcomers are welcomed with full privileged as if they had been born into the tribe.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals/Ceremonies of Note&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The rhemoraz is particularly revered as it the kill needed to obtain adult hood. Other animals are respected for power and strength, along with speed. The barbarians typically do not waste a kill and use all parts of the body for some purpose. The furs of the animal are typically used to keep warm or cover up metal armor that would normally freeze in the harsh winter winds. Only men that have passed the trial of the worm, may take a woman for a wife, which tends to encourage the warriors to attempt their trials during their later adolescence and weeds out the weak , slow, and stupid at early ages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death rituals are handled one of two ways. Should it be an honorable death in battle, the fallen are celebrated by feasting and drinking in their honor. Should a tribesman die in another way, there is mourning and fasting for a day, to appease Tempus for one of his warriors not dying a &amp;quot;honorable&amp;quot; death.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline/Historical Events of Note&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
They are from Icewind Dale and could have migrated south (slightly) to the Cold Climb region of Sundren. They do not interfere with Lord Colibrus&#039; manse and are usually selective about who they welcome into their town. They are innately distrustful of wizards, sorcerers and bardic magic. They are sometimes suspicious of clerics, but the tribe has it&#039;s own shamanistic/clerical backgrounds. The Keeper of the grove has allowed fishing and hunting in his woods as long as the animals are respected and taken for food not for sport and not over hunted. The tribe of the Remorahz is one of the smallest tribes of the dales, though its members are considered to be among the strongest, should you ask any other tribe of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integration&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The tribe can be seen as purchasers of large quantities of medicine, spices, and healing items. They can provide some of the warmest (strongest vs cold) clothing available in the area (mostly cloth,leather, and hide. Their weapons are typically designed for hunting or fighting their primary enemies, giants, so they may be able to sell some weapons designed for those two aspects. There are a few children of the tribe who are reaching the age to take their worm test, and should they pass, might try to take brides from the Sundren valley. There is a major issue for them, coming down from the cold climb and seeing the Thayan buildings there. They aren&#039;t tolerated by Aquor&#039;s townsfolk very well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Snow Elk Tribe&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Spine of the World&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Faction / Subfaction&#039;&#039;&#039;: Wardens of the Vale / Nature&#039;s Vanguard&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: CN / CE&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
The Snow Elk tribe is composed of descendants of the Elk Tribe, formerly led by Heafstaag. After Heafstaag&#039;s defeat in an assault on Tentowns, the tribe was splintered. One sect remained near Tentowns. Another followed Wulfgar to reclaim Mithral Hall. A third group disappeared into the Icedale.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was this third group that was discovered by Eidior and his small group of Auril priests. They were called to the Dale by visions of reclaiming a lost temple and saw this wandering tribe as a boon from Auril.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eidor had Lief Ninetrees challenge the champion of the tribe. The champion was slain, and Eidor assumed leadership. She lead them purely by visions into the mountains, where they re-discovered the temple.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Snow Elk tribe now mainly worship Auril, but they are not devout in the way the priests would have liked them to be. They still worship the spirit world and revere many gods rather than one. With the Geimhreadh rebuilt, the Aurilite priests allowed the Snow Elk tribe to slip back into their nomadic ways.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Today, the tribe roams the western-most mountains of the Spine. They stay near Geimhreadh and make a yearly pilgrimage for worship. They are fiercely territorial and often attack traders and travelers who wander through their territory--which changes by the season, according to their nomadic whims.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5806</id>
		<title>Places of Interest</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5806"/>
		<updated>2010-08-02T16:55:37Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Mirakus Post */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid Glade==&lt;br /&gt;
The Grove is a place of power with influence over the wilds of Sundren. The primal aspects of the grove (Strength, Temper, Alertness, Joy, and Grace) act as two way conduits between the wilds and the grove. Through his communion with the aspects, the Keeper can both perceive what is happening within the wilds, and act to influence it. Nes&#039;Anah, the Peace of the Grove, exerts a calming influence over these proceedings so that conflict does not develop between the aspects, and so that the Keeper&#039;s fierce protectiveness of the wilds does not cause him to take extreme action.&lt;br /&gt;
&lt;br /&gt;
Learn [[Druid Glade|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Exigo Trading Post==&lt;br /&gt;
The trading post forms a hub for the commercial activities of the Exigo within Sundren. Not only is it a place where appropriately licensed merchants can operate, but it also serves as a transit point for goods from the Syndicate&#039;s farming and resource extraction operations. The post is usually busy with the activities of merchants, farmers, and a myriad of others who either supply or purchase from this large and diverse organisation.&lt;br /&gt;
&lt;br /&gt;
==Exigo Expedition Camp==&lt;br /&gt;
When the Exigo Syndicate arrived in Sundren, they came seeking the newly discovered ore Sundrite. Thus, their first base of operations was built within an area rich with it, the Spine of the World.&lt;br /&gt;
&lt;br /&gt;
==Gate of the Sunderer==&lt;br /&gt;
When Mundus first discovered Sundren there was no land passage into it, the valley was sealed off by a solid ring of mountains. For four years he tried to discover one but met with no success. The solution decided upon was to break down one of the mountains, and a group of red wizards were hired to make a passage with the raw power of magic. The mountain was broken, the act of Sundering the ranges made all that came after possible and gave the land, and this gate, their names. The gate of the Sunderer is a testament to this act, set within the passage created by the Red Wizards. The gate is vital to Sundren, being the only land access that does not require scaling the treacherous ranges which circle the land.&lt;br /&gt;
&lt;br /&gt;
==Mirakus Post==&lt;br /&gt;
This long-standing outpost doesn&#039;t see much action, it was built to serve as a defense for the western region of Sundren. Due to many natural barriers though, it is considered nearly impossible to even reach the outpost from the coast, making any kind of invasion outside of Sundren from this region a joke. The Post&#039;s commander is Talin Fenris; a low ranking but loyal member of the Red Blades. A Red Blades Guild hall is located here, the only other existing in Sundren City. It is here that many Red Blade members seek to train and hone their skills in the tranquil surroundings of the Post. Additionally, the presence of the Red Blades there is a further deterrent for any kind of attack on the post.&lt;br /&gt;
&lt;br /&gt;
During its hundred year standing in the region, Mirakus Post has only been attacked once by the Mossclaw Alliance from Viridale. The orcs were slaughtered in the foolish and uncoordinated effort and their losses were so heavy that they were nearly completely wiped out. &lt;br /&gt;
&lt;br /&gt;
However, in recent times the Post was attacked and taken over by Banite allied forces. They struck suddenly, and with little warning, decimating the once peaceful stand. However, a small group of adventurers aided by the Warden of Wrath, Dain Tornbrook, took back the fort under the dead of night. They fought through a veritable horde of enemies and the Warden&#039;s blade purified the area, preventing the dead from raising again.&lt;br /&gt;
&lt;br /&gt;
==Necropolis==&lt;br /&gt;
In this vast memorial, the remains of nearly five generations of Sundarians are housed. A group of necromancer cultists identifying themselves &amp;quot;The Dark Advent&amp;quot; had taken up residence upon the once holy ground, until they were replaced by the cultists of Myrkul. Now the Polis is overrun with Myrkul priests and undead, serving just as dangerous a threat (if not more so) than the Advent.&lt;br /&gt;
&lt;br /&gt;
==Sharahan Hills==&lt;br /&gt;
These goblin infested hills are believed to be rich with mithral and iron. The spittlefist tribe, unaware of this recently fled from Mossdale and settled here. With them, they took their tendencies though and have begun looting and pillaging nearby farmsteads. Both the militia and the Exigo Synidcate would pay well to see this area purged.&lt;br /&gt;
&lt;br /&gt;
==Veritas Keep==&lt;br /&gt;
The [[Veritas|Veritas&#039;]] keep was a well guarded secret until recently, when a group of scouts stumbled upon the gate hidden amongst the mountains. Since then, it has been under constant barrage by the [[Sundarian Legion|Sundarian Legion]], who hope to be rid of the rebellion.&lt;br /&gt;
&lt;br /&gt;
==Viridale Forest==&lt;br /&gt;
While not as treacherous as its sister forest, Mossdale, the Viridale forest houses the Mossclaw alliance that similarly plague the guardsmen defending the edges. Beyond the brutes though, it&#039;s believed that far more deadly creatures reign in the deepest regions of this secluded forest. Rumor has it that vampires stalk the forest at night, catching their victims unawares.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Velsharoon&amp;diff=5805</id>
		<title>Velsharoon</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Velsharoon&amp;diff=5805"/>
		<updated>2010-08-02T15:23:22Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Velsharoon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Crowned Skull &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Mungoth/Death&#039;s Embrace&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Necromancy, necromancers, evil liches, undeath &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Death  Evil  Magic  Undeath   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Cult of the Dragon, liches, necromancers, seekers of immortality through undeath &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LN, NE, CN &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Quarterstaff - &amp;quot;Skull Staff of the Necromancer&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon (VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a cult of worshipers in the Realms. Although many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerûnian pantheon. &lt;br /&gt;
&lt;br /&gt;
As a mortal, Velsharoon was a renegade Red Wizard of Thay who lived in the Tower Terrible in Soorenar as well as several other abodes. He aspired to the position of Zulkir of Necromancy, but was driven from that land centuries ago after feuding with his chief rival, Szass Tam, and several other powerful Red Wizards. Nearly as powerful as his archrival, Velsharoon spent many decades seeking enough power to destroy Tam and other wizards to challenge his evil machinations, including Halder of Delzimmer, Omm Hlandrar of Halruaa, the Simbul of Aglarond, and Elminster of Shadowdale. &lt;br /&gt;
&lt;br /&gt;
In a very old ruin in the Plains of Purple Dust, southwest of the city of Zindalankh on the Sempharwater, Velsharoon discovered a process laid down long ago by Talos the Destroyer by which a great wizard can achieve demipowerhood. The Vaunted, as the archnecromancer was sometimes pilloried, managed to complete the ritual, which first turned him into a lich, and ascended into the ranks of Faerûn&#039;s pantheon with the Destroyer&#039;s sponsorship at the end of 1368 DR. (Sages speculate Ao allowed his ascension to provide a balance to the new Lord of the Death&#039;s dislike for the undead.) &lt;br /&gt;
&lt;br /&gt;
Velsharoon served the Storm Lord dutifully, if not loyally, for two years before realizing that Talos was forcing him to expend his divine energy at a profligate pace. Unwilling to be worn out like a footsoldier&#039;s marching boots, Velsharoon shifted his allegiance to Azuth after forging an alliance of convenience with the Patron of Wizards. Infuriated, Talos railed against his fickle servant, but Azuth, with Mystra&#039;s help, backed the Archmage of Necromancy in a bid to redress Talos&#039;s encroachment on Mystra&#039;s province of magic. After Talos calmed down, Velsharoon made a secret alliance of convenience with the Destroyer, and he now plays Azuth and Talos off against each other. Officially, Velsharoon serves Azuth as the power primarily concerned with one class of specialist wizard-necromancers-much like Savras the All-Seeing serves Azuth as a patron of diviners. Unofficially, Velsharoon continues to aid Talos&#039;s quest for perennial destruction by encouraging his followers to unleash their horrible creations on an unsuspecting world. &lt;br /&gt;
&lt;br /&gt;
Azuth remains an unlikely and unhappy ally of Velsharoon, and Talos seems to be biding his time until the Lord of the Forgotten Crypt gets his comeuppance. Kelemvor, the new Lord of the Dead, and Jergal, Scribe of the Doomed, actively oppose Velsharoon as his predilection for black necromancy violates many of their most cherished tenets. Cyric and Velsharoon share a mutual enmity as both seek to acquire a larger portfolio at the expense of Kelemvor. Finally, though they are not yet numbered among his enemies, it is likely that Velsharoon will soon find himself opposed by the myriad powers of nature, by the Triad of law and good (Tyr, Torm, and Ilmater), and by Lathander, the Morninglord. &lt;br /&gt;
Velsharoon is a vain, selfish, petty, but very canny power consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Those who are chosen to be the apostles of Velsharoon are an elite fellowship of visionaries worthy of the respect of the common masses and entitled to be held in esteem for their bold excursions to the frontier of life and death. Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form-even mortal life itself-knowledge of the world, in all of its infinite complexity, is extended. &lt;br /&gt;
&lt;br /&gt;
Lesser beings cannot understand the importance of the exploration of life, death, and undeath and the philosophical implications of this complex medley. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving; power that can lift the church of Velsharoon and his priests to dizzying heights. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon prefers to manifest as a great, disembodied human skull glowing with red, pale blue, or blue-green flames. Such an apparition appeared in the Skull Gorge following the Battle of Bones as the human troops made their final assault on the goblinoid armies. Although Velsharoon was a mortal necromancer at that time, church scriptures claim that the unholy visitant foreshadowed the Necromancer&#039;s impending ascent to the pantheon. Velsharoon can cast any spell or employ any spell-like power through such a manifestation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon is served by many forms of undead, both sentient and non-intelligent and both free-willed and controlled. In particular he manifests his will through blazing bones, boneless, crawling claws, dreads, flameskulls, flesh golems, and poltergeists. He is also served by living creatures such as fenhounds and scarab beetles. He is fond of black, purple, maroon, rust-red, gray, and bright and unnatural green gemstones (reminiscent of green slime in hue). These are often held sacred to him, and their discovery is said to denote his favor or presence. The overnight appearance of an adult bloodrose plant is said to herald the impending arrival of Velsharoon&#039;s avatar or manifestation. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Velsharoon:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon is largely unknown throughout Faerûn, but in the past year or so many bards have begun to relate fanciful tales of his ascension to audience&#039;s seeking to be frightened by stories of horror. Outside of secretive cabals of necromancers, those mortals who are aware of this evil demipower perceive Velsharoon as the lord of liches and a power able to organize the undead against the living. &lt;br /&gt;
&lt;br /&gt;
Cultists of Velsharoon gather in dusty crypts, abandoned mausoleums, and neglected graveyards. The Necromancer has few true temples, but those few which have been constructed are located in ancient catacombs or necropolises and resemble brooding stone mausoleums carved with ghastly depictions of the dead, the dying, and the undead. Fetid air and the cloying reek of embalming fluid waft through such edifices, and undead servitors serve as untiring sentinels. Vast laboratories, crammed storerooms of alchemical supplies, and befouled mortuaries consume most of the space, and few concessions are made toward sleeping chambers, dining halls, and kitchens. &lt;br /&gt;
&lt;br /&gt;
Velsharoon&#039;s clergy is composed primarily of specialty priests, known as necrophants, and necromancers. Both groups are represented in roughly equal numbers. About 20% of the Necromancer&#039;s clergy are clerics, holdovers from before the Time of Troubles who served Myrkul, the former Lord of the Dead, and who have little interest in serving Kelemvor, the new Lord of the Dead, or Cyric, who briefly preceded him. Novices and acolytes of Velsharoon are known as Pallbearers. Higher ranking priests have titles such as Soul Stalker, Cryptguardian, Dead Walker, Bleeder, Life Leech, Spirit Sepulcher, Seeker of the Seven Truths, and Necromaster. Higher-ranking priests have unique individual titles conferred upon them by Velsharoon himself. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Many priests of Velsharoon spend their days in necromantic research, seeking to understand the faith&#039;s collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. When an undead creation has served its purpose, these self-involved researchers often brand the symbol of their god on its chest and then order it to wander randomly across the Realms. Other priests of Velsharoon are involved in &amp;quot;support&amp;quot; activities for the faith-grave robbing, embalming, teaching, etc. A few of the more congenial low-level priests sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only in different temples but within individual temples as well. Nonetheless, one ritual has become fairly widespread. &lt;br /&gt;
&lt;br /&gt;
The Pact of the Everlasting is a special ceremony performed by Velsharoon&#039;s priests upon attaining 9th-level (or sooner if they employ an appropriate scroll spell). This unholy ritual involves the casting upon them of a Velsharoon&#039;s death pact (as the 7th-level priest spell), as well as numerous other horrible incantations and the foul sacrifice of numerous good-aligned sentients. Prominent theologians of the faith claim that this ritual is merely the first of seven to be revealed by Velsharoon along a path to achieving immortality. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The Crypt of the Arisen Army is hidden amidst the caverns worn into the walls of the steep-walled valley known as Skull Gorge. The subterranean temple and surrounding city, Necropolis, were founded at the site of one of Velsharoon&#039;s mortal abodes known as the Forgotten Crypt, which was built in the form of a grand mausoleum amidst the crypts of an ancient Netherese city. The Cryptskulls, as the clergy of the temple are known, haunt the length of the Skull Gorge and the neighboring Battle of Bones. The have animated a legion of undead to guard the gorge after claiming the entire valley as their domain. They are led by a high-level necrophant, Baron Vjurn Blacktower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Order of One Thousand Nightmares is a company of nightmare-riding swordwraiths who haunt the Fields of the Dead. Although the ghostly warriors have battled each other for centuries, Velsharoon&#039;s clergy have recently mastered powerful spells enabling them to organize the contentious spirits of the ancient warriors into a necromantic knighthood of nearly 200 undead mercenaries whose ranks continue to grow. The aims of the necrophant masters of this unholy army are unknown, but they surely spell trouble for the Western Heartlands. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Velsharan vestments resemble once-resplendent, rotting wizard&#039;s robes. The Necromancer&#039;s clergy wear garments of varying colors-any shade except red-but their habits are uniformly of somber hue. Most adorn their vestments with depictions of skulls and bones, but the faith is still young enough that fixed patterns of adornment for the various ranks have not developed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, Velsharan clergy members favor iron-shod staves and cold iron or silver maces which are effective when battling undead. Most eschew armor as too great a burden on their spellcasting abilities, with only the relatively rare clerics of the clergy garbing themselves in conventional protective garb. A typical priest or necromancer disciple of Velsharoon considers an escort of undead servitors as eminently suitable armor. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Velsharoon&amp;diff=5804</id>
		<title>Velsharoon</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Velsharoon&amp;diff=5804"/>
		<updated>2010-08-02T15:22:51Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Velsharoon:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; Crowned Skull &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Mungoth/Death&amp;#039;s Embrace&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039;: NE&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Portfolio&amp;#039;&amp;#039;&amp;#039;: Necromancy, necromancers, evil lic…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Velsharoon:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Crowned Skull &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Mungoth/Death&#039;s Embrace&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: NE&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Necromancy, necromancers, evil liches, undeath &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Death  Evil  Magic  Undeath   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Cult of the Dragon, liches, necromancers, seekers of immortality through undeath &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; LN, NE, CN &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Quarterstaff - &amp;quot;Skull Staff of the Necromancer&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon (VEL-shah-roon) is the Archmage of Necromancy, a demipower who has gathered the study, practice, and practitioners of necromancy and evil liches into his portfolio and who is striving to add general undeath as well. Newly elevated to a divine state, the Lord of the Forgotten Crypt is only beginning to create a cult of worshipers in the Realms. Although many prognosticators, mortals and immortals alike, have predicted the quick destruction of this arrogant necromancer, Velsharoon has played one power off against another, and he has begun to establish himself in the Faerûnian pantheon. &lt;br /&gt;
As a mortal, Velsharoon was a renegade Red Wizard of Thay who lived in the Tower Terrible in Soorenar as well as several other abodes. He aspired to the position of Zulkir of Necromancy, but was driven from that land centuries ago after feuding with his chief rival, Szass Tam, and several other powerful Red Wizards. Nearly as powerful as his archrival, Velsharoon spent many decades seeking enough power to destroy Tam and other wizards to challenge his evil machinations, including Halder of Delzimmer, Omm Hlandrar of Halruaa, the Simbul of Aglarond, and Elminster of Shadowdale. &lt;br /&gt;
In a very old ruin in the Plains of Purple Dust, southwest of the city of Zindalankh on the Sempharwater, Velsharoon discovered a process laid down long ago by Talos the Destroyer by which a great wizard can achieve demipowerhood. The Vaunted, as the archnecromancer was sometimes pilloried, managed to complete the ritual, which first turned him into a lich, and ascended into the ranks of Faerûn&#039;s pantheon with the Destroyer&#039;s sponsorship at the end of 1368 DR. (Sages speculate Ao allowed his ascension to provide a balance to the new Lord of the Death&#039;s dislike for the undead.) &lt;br /&gt;
Velsharoon served the Storm Lord dutifully, if not loyally, for two years before realizing that Talos was forcing him to expend his divine energy at a profligate pace. Unwilling to be worn out like a footsoldier&#039;s marching boots, Velsharoon shifted his allegiance to Azuth after forging an alliance of convenience with the Patron of Wizards. Infuriated, Talos railed against his fickle servant, but Azuth, with Mystra&#039;s help, backed the Archmage of Necromancy in a bid to redress Talos&#039;s encroachment on Mystra&#039;s province of magic. After Talos calmed down, Velsharoon made a secret alliance of convenience with the Destroyer, and he now plays Azuth and Talos off against each other. Officially, Velsharoon serves Azuth as the power primarily concerned with one class of specialist wizard-necromancers-much like Savras the All-Seeing serves Azuth as a patron of diviners. Unofficially, Velsharoon continues to aid Talos&#039;s quest for perennial destruction by encouraging his followers to unleash their horrible creations on an unsuspecting world. &lt;br /&gt;
Azuth remains an unlikely and unhappy ally of Velsharoon, and Talos seems to be biding his time until the Lord of the Forgotten Crypt gets his comeuppance. Kelemvor, the new Lord of the Dead, and Jergal, Scribe of the Doomed, actively oppose Velsharoon as his predilection for black necromancy violates many of their most cherished tenets. Cyric and Velsharoon share a mutual enmity as both seek to acquire a larger portfolio at the expense of Kelemvor. Finally, though they are not yet numbered among his enemies, it is likely that Velsharoon will soon find himself opposed by the myriad powers of nature, by the Triad of law and good (Tyr, Torm, and Ilmater), and by Lathander, the Morninglord. &lt;br /&gt;
Velsharoon is a vain, selfish, petty, but very canny power consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Those who are chosen to be the apostles of Velsharoon are an elite fellowship of visionaries worthy of the respect of the common masses and entitled to be held in esteem for their bold excursions to the frontier of life and death. Life and death are the twin faces of eternal existence. To surrender to either one is to resign oneself to obscurity. True power lies in the twilight zone between life and death. By seeking to explore and extend the mortal condition and form-even mortal life itself-knowledge of the world, in all of its infinite complexity, is extended. &lt;br /&gt;
Lesser beings cannot understand the importance of the exploration of life, death, and undeath and the philosophical implications of this complex medley. Let no one interfere with the pursuit of such research, for the end result will more than justify the necessary sacrifices along the path. Knowledge is power, and knowledge of life and death brings power over all beings, living and unliving; power that can lift the church of Velsharoon and his priests to dizzying heights. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon prefers to manifest as a great, disembodied human skull glowing with red, pale blue, or blue-green flames. Such an apparition appeared in the Skull Gorge following the Battle of Bones as the human troops made their final assault on the goblinoid armies. Although Velsharoon was a mortal necromancer at that time, church scriptures claim that the unholy visitant foreshadowed the Necromancer&#039;s impending ascent to the pantheon. Velsharoon can cast any spell or employ any spell-like power through such a manifestation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon is served by many forms of undead, both sentient and non-intelligent and both free-willed and controlled. In particular he manifests his will through blazing bones, boneless, crawling claws, dreads, flameskulls, flesh golems, and poltergeists. He is also served by living creatures such as fenhounds and scarab beetles. He is fond of black, purple, maroon, rust-red, gray, and bright and unnatural green gemstones (reminiscent of green slime in hue). These are often held sacred to him, and their discovery is said to denote his favor or presence. The overnight appearance of an adult bloodrose plant is said to herald the impending arrival of Velsharoon&#039;s avatar or manifestation. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Velsharoon:&#039;&#039;&#039;&lt;br /&gt;
Velsharoon is largely unknown throughout Faerûn, but in the past year or so many bards have begun to relate fanciful tales of his ascension to audience&#039;s seeking to be frightened by stories of horror. Outside of secretive cabals of necromancers, those mortals who are aware of this evil demipower perceive Velsharoon as the lord of liches and a power able to organize the undead against the living. &lt;br /&gt;
Cultists of Velsharoon gather in dusty crypts, abandoned mausoleums, and neglected graveyards. The Necromancer has few true temples, but those few which have been constructed are located in ancient catacombs or necropolises and resemble brooding stone mausoleums carved with ghastly depictions of the dead, the dying, and the undead. Fetid air and the cloying reek of embalming fluid waft through such edifices, and undead servitors serve as untiring sentinels. Vast laboratories, crammed storerooms of alchemical supplies, and befouled mortuaries consume most of the space, and few concessions are made toward sleeping chambers, dining halls, and kitchens. &lt;br /&gt;
Velsharoon&#039;s clergy is composed primarily of specialty priests, known as necrophants, and necromancers. Both groups are represented in roughly equal numbers. About 20% of the Necromancer&#039;s clergy are clerics, holdovers from before the Time of Troubles who served Myrkul, the former Lord of the Dead, and who have little interest in serving Kelemvor, the new Lord of the Dead, or Cyric, who briefly preceded him. Novices and acolytes of Velsharoon are known as Pallbearers. Higher ranking priests have titles such as Soul Stalker, Cryptguardian, Dead Walker, Bleeder, Life Leech, Spirit Sepulcher, Seeker of the Seven Truths, and Necromaster. Higher-ranking priests have unique individual titles conferred upon them by Velsharoon himself. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Many priests of Velsharoon spend their days in necromantic research, seeking to understand the faith&#039;s collective knowledge of life, death, and undeath. Most have created hundreds of undead servitors, some of them unique. When an undead creation has served its purpose, these self-involved researchers often brand the symbol of their god on its chest and then order it to wander randomly across the Realms. Other priests of Velsharoon are involved in &amp;quot;support&amp;quot; activities for the faith-grave robbing, embalming, teaching, etc. A few of the more congenial low-level priests sometimes cure the minor ills of the populace to bring in funding or worldly supplies for the church and to more easily gather information about its enemies. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
For a relatively young faith, the clergy of Velsharoon have quickly established a large number of holy days and rituals. The faith has yet to coalesce into a homogeneous creed, however, and widely varying rituals are found not only in different temples but within individual temples as well. Nonetheless, one ritual has become fairly widespread. &lt;br /&gt;
The Pact of the Everlasting is a special ceremony performed by Velsharoon&#039;s priests upon attaining 9th-level (or sooner if they employ an appropriate scroll spell). This unholy ritual involves the casting upon them of a Velsharoon&#039;s death pact (as the 7th-level priest spell), as well as numerous other horrible incantations and the foul sacrifice of numerous good-aligned sentients. Prominent theologians of the faith claim that this ritual is merely the first of seven to be revealed by Velsharoon along a path to achieving immortality. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The Crypt of the Arisen Army is hidden amidst the caverns worn into the walls of the steep-walled valley known as Skull Gorge. The subterranean temple and surrounding city, Necropolis, were founded at the site of one of Velsharoon&#039;s mortal abodes known as the Forgotten Crypt, which was built in the form of a grand mausoleum amidst the crypts of an ancient Netherese city. The Cryptskulls, as the clergy of the temple are known, haunt the length of the Skull Gorge and the neighboring Battle of Bones. The have animated a legion of undead to guard the gorge after claiming the entire valley as their domain. They are led by a high-level necrophant, Baron Vjurn Blacktower. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Order of One Thousand Nightmares is a company of nightmare-riding swordwraiths who haunt the Fields of the Dead. Although the ghostly warriors have battled each other for centuries, Velsharoon&#039;s clergy have recently mastered powerful spells enabling them to organize the contentious spirits of the ancient warriors into a necromantic knighthood of nearly 200 undead mercenaries whose ranks continue to grow. The aims of the necrophant masters of this unholy army are unknown, but they surely spell trouble for the Western Heartlands. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Velsharan vestments resemble once-resplendent, rotting wizard&#039;s robes. The Necromancer&#039;s clergy wear garments of varying colors-any shade except red-but their habits are uniformly of somber hue. Most adorn their vestments with depictions of skulls and bones, but the faith is still young enough that fixed patterns of adornment for the various ranks have not developed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
When adventuring, Velsharan clergy members favor iron-shod staves and cold iron or silver maces which are effective when battling undead. Most eschew armor as too great a burden on their spellcasting abilities, with only the relatively rare clerics of the clergy garbing themselves in conventional protective garb. A typical priest or necromancer disciple of Velsharoon considers an escort of undead servitors as eminently suitable armor. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Valkur&amp;diff=5803</id>
		<title>Valkur</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Valkur&amp;diff=5803"/>
		<updated>2010-08-02T15:07:12Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Valkur: The Mighty, The Captain of the Waves&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; Cloud with three lightning bolts on a shield &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Portfolio…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Valkur: The Mighty, The Captain of the Waves&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Cloud with three lightning bolts on a shield &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Sailors, ships, favorable winds, naval combat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Air Chaos Good Protection Ocean&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Fighters, rogues, sailors &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; CN, CG, NG &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Cutlass - &amp;quot;The Captain&#039;s Cutlass&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Valkur (val-kurr) the Mighty is a sailor&#039;s god, a lesser power who intercedes to protect ships against the cruel whimsy of Umberlee and the destruction of Talos. He is a chaotic good deity, and not always responsive to his followers&#039; prayers. As a result, worship among the sailors is more in line with trying to placate the Gods of Fury rather than seek protection from them--protection that may never come.&lt;br /&gt;
&lt;br /&gt;
Valkur is the sworn foe of the Deities of Fury and looks to Selune to guide him across the oceans and seas of Faerun. He may have once been a sea captain from Mintarn who dared challenge Umberlee and won. The Red Knight, and through her Tempus, is trying to persuade Valkur to take more of an interest in the disposition of naval conflicts, but he feels his primary responsibilities lie in the protection of sailors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
There is nothing more invigorating than challenging the elements. The feel of wind and spray on one&#039;s face and the deck pitching beneath one&#039;s feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always risk, but without risk life is empty. Life is to be lived and damn the consequences. One&#039;s loyalties are first to one&#039;s mates, then to one&#039;s ship, and then to Valkur, who protects all sailors. Rely not on Valkur&#039;s hand to always extract you from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, Valkur helps those actively solving their own problems by helping their plans work. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Valkur sometimes uses dolphins as his sign that his presence is near.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Valkur:&#039;&#039;&#039;&lt;br /&gt;
The church of Valkur is only loosely organized, with clergy members coming together in worship only when serving on the same ship or in a port at the same time. Some clerics of Valkur captain sailing ships that sail the length of the Sword Coast or across the Sea of Fallen Stars. Most serve as officers on some ship or other. Few clerics of Valkur serve on pirate ships, but many enjoy serving their homelands as privateers. While in port, Valkur&#039;s clerics provide care and small amounts of monetary support to sailors down on their luck and to families whose chief breadwinner has been lost at sea. Other clerics run shipyards or administer fleets of merchant ships. Valkur&#039;s clerics are also fond of contributing to (if not totally sponsoring) seaborne exploration and long-distance trading expeditions because of the challenges and opportunities they present.&lt;br /&gt;
&lt;br /&gt;
Clerics of Valkur pray for their spells at around dawn, whenever the first hint of a breeze begins to stir. The church of Vlakur celebrates only one holy day per year: The Shattering is always held in early spring, but the exact date varies from year to year. The festival is held to mark the end of winter and the beginning of the sailing season in the North and is celebrated even in the South where the winter ice does not block or trouble ocean travel. Valkur is said to communicate to his High Captains the exact date of the festival each year, and it often varies from city to city. The Shattering is marked by the unfurling of many new sails throughout the port districts of coastal cities and the christening of at least one new ship that then departs for its maiden voyage crewed by Valkur&#039;s clergy. Valkur&#039;s clergy regularly perform over a dozen separate ceremonies in the course of their duties. Most of these rituals are related to ships and voyages, including ceremonies at a ship&#039;s christening, before departing on a voyage, when arriving at a new port, and when returning to the home port, among others. Many clerics multiclass as divine champions, fighters, or rogues.&lt;br /&gt;
&lt;br /&gt;
Valkur&#039;s priests are diligently trying to build up the popularity and strength of his church by showing that Valkur can indeed be counted on to protect the helpless from the gods of Fury. Since the clergy is a reflection of the god, they strive to appear tranquil, slow to anger, and not prone to sudden changes of plans, opinions, or mindsets. Their reliability is impeccable, since they want others to see that the faith is solid and trustworthy. Their patience is hard earned, because Valkur isn&#039;t as trustworthy as a devotee might wish, and the priests need to live with their god&#039;s chaotic behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Vergadain&amp;diff=5802</id>
		<title>Vergadain</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Vergadain&amp;diff=5802"/>
		<updated>2010-08-02T15:03:26Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Vergadain:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; Gold piece&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Outlands &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment&amp;#039;&amp;#039;&amp;#039;: TN&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Portfolio&amp;#039;&amp;#039;&amp;#039;: Wealth, luck, chance, nonevil thieves, suspicion, tri…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vergadain:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; Gold piece&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Outlands &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: TN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Wealth, luck, chance, nonevil thieves, suspicion, trickery, negotiation, sly cleverness &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Luck, Trickery, Dwarf, Trade&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Merchants, rogues, wealthy individuals &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; N, CN, LN, NE, NG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Longsword - &amp;quot;Goldseeker&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039;&lt;br /&gt;
Vergadain (VUR-guh-dane), the Master Merchant, is the patron of dwarven merchants and most nonevil dwarven thieves. A schemer and a rogue, Vergadain is venerated by dwarves of any neutral alignment engaged in commerce and concerned with wealth. Vergadain is sometimes called the Trickster, though not by dwarves who worship him, and the Laughing Dwarf, though a dwarf would never use such a term. Long ago Vergadain assumed the Realms-based aspect of Bes, the Short Father, a lesser power of the Mulhorandi pantheon. While Bes&#039;s cult has long since sunk into obscurity, a few human merchants in the city of Skuld still call on Vergadain&#039;s aspect as the Mulhorandi god of luck and chance.&lt;br /&gt;
&lt;br /&gt;
Vergadain is on good terms with most members of the Morndinsamman, having forged a particularly close relationship with Dugmaren Brightmantie, and the Master Merchant even maintains an uneasy truce with Abbathor, the Great Master of Greed. Vergadain trades with a great number of other mortals and powers, and as a result, he has forged solid relationships with a wide range of beings, far more than the other, relatively insular, members of the dwarven pantheon. In his aspect as Bes, Vergadain has forged a strong relationship with Nephthys, though she frowns heavily on his patronage of nonevil thieves and trickery.&lt;br /&gt;
&lt;br /&gt;
Vergadain&#039;s home plane is that of the Outlands, but he seems to spend little time there. Instead, he restlessly roams wildspace and the worlds that can be found in it. He concentrates his efforts wherever there are humans, giants, demihumans, and humanoids to be bilked of their belongings by his tricks, and dwarves to appreciate his cleverness and daring-and to profit by it. Vergadain delights in showing up at desperate dwarven settlements with exactly the unique, rare, or hard-to-find object or substances they are lacking. If the dwarves are not in dire straits, the treasure granted by Vergadain is hidden, and clues to its location are often hidden in the lyrics of a song or rhyme. &lt;br /&gt;
&lt;br /&gt;
Vergadain can appraise the exact material, historical, and cultural value of any treasure, and he knows the maximum price a customer is willing to pay. He delights in his magnificent collection of art objects and jewelry in Strongale Hall. The Master Merchant has a great singing voice and is a master of disguise and mimicry. He is said to be a great poet as well, and he dispenses clues to his worshipers, hidden in a verse or rhyme, to the locations of great treasures. Vergadain smiles more than any other dwarven deity-or sane living dwarf! His eyes are actually seen to twinkle enigmatically more often than he shows his smile to the world. Vergadain delights in and excels at con games, even simple tavern-tricks, and admires someone who bests him rather than punishing them or trying to get even. He is always looking for new techniques, and when he detects a con artist, he often watches and follow for a time to see what he can. Most of Vergadain&#039;s adventures concern the elaborate con games he has played on many humans, demihumans, humanoids, and giants in order to win their every belonging of worth. He is not above using any sort of harmless trick to accomplish his ends, and he is eternally suspicious of potential adversaries who might try to trick him in return.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
The truly blessed are those who’s enterprise and zeal brings both wealth and good luck. Dwarves are well suited to earn their fortunes by the effort of both their hands and their minds; use both to pry wealth out of others. Work hard, be clever, seek the best bargain, and the Merchant King will shower you with gold. Live life to its fullest; save, tithe, and spend your riches and thus encourage more trade. Treat others with respect, but shirk not your responsibility to try to strike a deal better for you than for them-to not try would be to leave the gifts that Vergadain gives you idle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Vergadain likes to appear in avatar form in the Realms. He manifests only rarely, and in one of four ways:&lt;br /&gt;
(1) Vergadain may appear as an unseen dwarven singer or musician, whose song, drumming, or piping leads lost dwarves to refuge, safety, an escape route, or treasure.&lt;br /&gt;
&lt;br /&gt;
(2) He may appear more subtly, seizing control of a singer, prophet, or sage for his own purposes. That person utters, speaks, or sings words to leave clues or directions to the where- abouts of great treasure. At times, Vergadain signals his presence by animating a gold piece, his symbol, to orbit the head of the possessed being; he does this particularly when the being is not a dwarf, and he wants only dwarves to notice the message.&lt;br /&gt;
&lt;br /&gt;
(3)Vergadain can appear as an animated, endlessly rolling gold coin that travels along the floor or ground. The coin can travel uphill, or even bound up steps, to lead beings to treasure; the coin settles only to mark a hiding place or the route onward (a loose flagstone leading to a tunnel, for instance). It gives no warning of guardian monsters or traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Vergadain is served by arcane, aurumvorae, copper dragons, crystal dragons, ghost dragons, gold-colored cats, gynosphinxes, kenku, leprechauns, messenger snakes, and plumachs. He demonstrates his favor through the unexpected discovery of gold dice, jewels, precious metals (particularly gold), rare spices, other prized trade goods, and the receiving of exactly nine coins (of any mintage) during a business transaction. The Merchant King indicates his displeasure through a run of bad luck, a snake left in a sack (a symbol of Vergadain&#039;s own wiliest con tricks), the presence of lock lurkers and luck eaters, the discovery of pyrite (also known as fool&#039;s gold), and the receiving of exactly five coins (of any mintage) during a business transaction.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Vergadain:&#039;&#039;&#039;&lt;br /&gt;
Vergadain&#039;s clergy were all male before the Time of Troubles. Since then, females have begun entering the clergy. Followers of Vergadain are usually seen as suspicious characters, particularly outside dwarven society, and the Merchant King&#039;s faithful are viewed with a mixture of respect and envy for their commercial success and distrust of their principles and practices. Thus, few dwarves willingly admit that Vergadain is their deity. If a follower of the Master Merchant denies to others that Vergadain is that person&#039;s true deity, the god is not offended, so long as the proper sacrifices are made. Priests and followers are allowed to hide their reverence on occasion, since few people knowledgeable about this cult are very happy at conducing transactions and deals with them.&lt;br /&gt;
&lt;br /&gt;
Temples of Vergadain are windowless chambers located either in underground complexes or on the surface in fortress like, near impregnable vaults. They are filled with countless coins, jewels, and other treasures, whose collective value usually rivals that of most dragon&#039;s hoards, with appropriate magical and nonmagical traps to guard them. The central chapel is always dominated by huge stone cauldrons that serve as altars. Huge gold coins, fully 5 feet across, hang above each altar. These coins are guardian anators that emit lightning bolts and magic missiles at unauthorized beings who take things from an altar (where the offerings of Vergadain&#039;s faithful are placed). A being of neutral or chaotic neutral alignment can avoid this magical wrath by whispering the anator&#039;s password prior to removing an item from the cauldron. Note that the password to each anator is usually known only to the senior most priest of the temple and to Vergadain himself, and such passwords can be quickly changed by those knowing the old password.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Vergadain&#039;s priests are dedicated to furthering the success of dwarven merchant commerce with other races, especially humans, but always to the benefit of dwarves. The priesthood is expected to be personally wealthy and to maintain the Merchant King&#039;s temples in excellent style. Their role is to increase general dwarven influence and prosperity and thus help the dwarves to further their craftwork, weapons-mastery, and inventions. Gold donated on Vergadain&#039;s altars is spent or traded shrewdly, to support dwarven merchants. Vergadain&#039;s clergy use it to bail dwarven merchants out of debt where possible, place bribes to help dwarven trade and commerce with other lands and races of Faerun, and so on. Through these means the priests of Vergadain hope to increase dwarven importance in the Realms, and they often work with priests of the other dwarven gods (particularly Dumathoin and sometimes even Abbathor) to do so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
Priests of Vergadain work tirelessly to support and promote dwarven merchants and craftsfolk throughout Faerun. Whenever they render aid or handle material wealth of any sort, they mutter Vergadain&#039;s name in homage. Most of Vergadain&#039;s faithful also do so, and this makes up the bulk of Vergadain&#039;s daily worship. It is said that Vergadain can see into the mind of any creature within 10 feet wherever his name is uttered. He sometimes warns a dwarf of treachery by means of a vision or a preventative manifestation.&lt;br /&gt;
&lt;br /&gt;
Holy days of the Vergadainan faith are known as coin festivals to the faithful and as trade moots to those cynics who would purchase their wares, for Vergadain&#039;s followers typically seek to earn as much coin as they can before such ceremonies-and thus last-minute bargains are to be had-so as to earn status among their fellows by garish displays of personal wealth and large tithes. Coin Festivals are held on the days before and after a full moon, on Greengrass, and any day proclaimed holy by a Merchant Prince. Offerings of gold are made to Vergadain once a month at such coin festivals by placing them on an altar dedicated to the Merchant King.&lt;br /&gt;
&lt;br /&gt;
The proper rituals of worship to the god consist of meeting in windowless rooms or underground, around torches, braziers, or other flames. The rituals call for dancing in slow, stately shiftings around the flame, wearing and displaying gold and other objects of worth. Every dwarf who worships the god throws at least one gold piece into the flame as the dance continues. The flame consumes valuables placed in it utterly, sometimes dying away to reveal a map, clue, scroll, potion, or other sending of the god. These sendings are rare, and although helpful, they are rarely powerful. The appearance of a weapon is known but extremely rare. Perhaps the most common sending of Vergadain is a duplicate key to a strongbox, vault, or barrier that prevents dwarves from reaching wealth rightfully belonging to them, or stolen by cheating them over a period of time.&lt;br /&gt;
&lt;br /&gt;
The dance ends when the flame flares upward, signifying the god&#039;s attention and thanks. The priests light candles or conjure light, and then discuss business (usually current projects to further dwarven wealth). Transfers of necessary fees, bribes, aid, or other funds from one dwarf to another occurs next, usually from priests to the faithful they have called to worship. Finally, the ranking priest passes his hand through the flame, which slowly diminishes. At this time, any dwarf present kisses a gold coin as a gesture of farewell, and then departs.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
Aefindar Ultokhurnden, the Trademoot of Golden Fortune, is a fortresslike cathedral at the center of the dwarven city of Eartheart on the rim of the Great Rift. The exterior granite walls of the Trademoot are plated in gold and polished regularly, making the temple shine so bright that it is almost difficult to look at when the sun is at its highest. The great hall of the Merchant King&#039;s temple serves the city as its central market place, and its upper chambers houses the ministry of trade and commerce. The lower levels of the Trademoot house much of the city&#039;s wealth as well as three grand chapels of Vergadain. This center of bustling commerce is presided over by Merchant Prince Royal Ghaern Goldthumb, son of Cael, blood of Lambryn. The temple houses well over two hundred priests at any time, and is the home base of hundreds of dwarven merchants whose caravan networks span much of Faerun. If rumors are to be believed, three adult or mature adult dragons serve as guardians of the Trademoot&#039;s treasure vaults, in addition to countless traps that riddle the lower levels.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The Golden Hands of Vergadain is a widely scattered order of priests and thieves found in most major cities where dwarves live and trade, as well as along the major trading routes used by the dwarves. In exchange for a small percentage of any recovered wealth, members of the Golden Hands seek to secure the safety of dwarven merchants and deal with those who would cheat the Stout Folk. In cities, the Golden Hands organization is often structured like a thieves&#039; guild, employing many rogues. They raid warehouses of merchants of other races believed to contain goods stolen from dwarven merchants by force or fraud. Along trade routes, the Golden Hands resemble roving mercenary companies composed largely of fighting clerics and specialty priests. They often seek out and destroy monsters or brigands threatening trade routes, ransom kidnapped dwarven merchants, and recover goods from plundered dwarven caravans.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Vergadain&#039;s clergy favor rich robes of obvious cost studded with gems and trimmed with furs. A string of linked gold coins is draped over the shoulders and around the neck. While the colors used for clerical vestments vary widely, gold and deep purple are preferred in lands where their use is not banned by sumptuary laws. Ceremonia armor includes ornate chain mail, a gem-studded gorget bearing the god&#039;s symbol, and an elaborately decorated helm. Senior priests (5th level and higher) are expected to have their ceremonial armor plated in gold to avoid disgrace, and it is a mark of great status within the church for junior priests to do so as well. The holy symbol of the faith is a round gold coin. Such coins must be acquired in payment for trade goods and cannot be minted specifically for this purpose. Whenever another gold coin of similar value catches the priest&#039;s eye, which usually happens least once a month, the priest is expected to exchange the current holy symbol for the new coin, which then becomes the new holy symbol.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Vergadain&#039;s clergy favor leather armor underneath their normal clothing. This provides some measure of protection yet is unlikely to give offense to trading partners by implying that the Gilded Merchant&#039;s safety is in question in the other&#039;s company. In dangerous situations, members of Vergadain&#039;s clergy favor chain mail, with a helm and a gorget bearing the god&#039;s symbol, seeing it as a necessary compromise between the need for both protection and maneuverability. Most priests of the Merchant King favor small weapons that are easily concealed, such as daggers, knives, and short swords.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Waukeen&amp;diff=5801</id>
		<title>Waukeen</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Waukeen&amp;diff=5801"/>
		<updated>2010-08-02T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Waukeen:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A gold coin displaying the face of the goddess facing to the sinister &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Formerly: Outlands/The Marketplace Eternal; currently missing and presumed adrift in the Astral Plane &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: TN &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Money, trade, wealth &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Knowledge  Protection  Travel   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Merchants, rogues, traders, the wealthy &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; N, LN, CN, NG, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Nunchaku - &amp;quot;Cloud of Coins&amp;quot;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039;&#039; &#039;Waukeen (Wau-KEEN) is a relatively young deity. She appealed to the rising merchant class in the Realms, and her worshipers included shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers - many of whom may return to her fold yet, depending on how events transpire. &lt;br /&gt;
&lt;br /&gt;
Waukeen is a vibrant and vivacious deity with a will to get things done. She loves wealth not for the sake of money itself but for the comforts, conveniences, and opportunities it brings her and her followers. She likes the fast-paced bargaining and the give-and-take of the marketplace, and legend holds that she has been recognized many times by worshipers just after she and her follower had finished a spirited bargaining session over and item for sale in a town market. (She always won the best deal, but the merchant was usually well satisfied with the terms also.) Waukeen is willing to try odd methods to accomplish her goals when tried and true ones are just not working. This openness to innovation has led her to embrace many of Gond&#039;s &amp;quot;new-fangled gadgets&amp;quot; long before other deities thought them wise. However, while she is open to different methods of problem-solving, she is also stubborn about having her way and very persistent. In fact, it is a combination of these virtues and flaws that led to the dire predicament she is in now. &lt;br /&gt;
&lt;br /&gt;
For over 10 years now, Waukeen has been unheard from in the Realms and thought to be destroyed or dead. When all the powers of the Realms were confined to Toril&#039;s surface, she was never spotted by mortals, and when the Godswar ended no avatar came forward to take over her portfolio. Not even Cyric and Mask, responsible for the death of Leira and Bhaal, claimed her portfolio or claimed to have killed her. Her priests were deprived of their spells, and many of her worshipers and churches turned to other faiths. Pandemonium reigned among her clergy. Finally, in 1365 DR, a prophet of Lliira appeared with a revelation that was interpreted to mean Waukeen was dead and banished from the Realms and would not return. The prophet appeared at the gates of each of the temples of Waukeen in the Realms on a series of days, transported by magic. At each stop, the prophet said that Lliira would hold the portfolio of Waukeen in trust as its regent and grant spells to the worthy. The Waukeenar temples, already battered by a loss of respect and worshipers, readily agreed, and the faith of Waukeen was smoothly folded into the worship of Lliira, with dissenting Waukeenar moving to the faiths of Tymora, Lathander, Shaundakul, and even Beshaba. Lliira gained extensive power in the move. &lt;br /&gt;
But what really happend to Waukeen? &lt;br /&gt;
&lt;br /&gt;
Waukeen was indeed confined to an avatar on the surface of Toril just as all the other powers were when the Time of Troubles began. Just like many other powers, she wanted beyond all else to return to her home realm and from there to marshal her resources to resolve (or help resolve) the turmoil in the Realms - preferably to her best advantage. Waukeen was fortunate in that the first avatar she encountered on Toril was that of Lliira. The two goddesses had previously been on good terms and saw no reason to change that state of affairs; in fact, they chose to travel together. Like many of the powers, Waukeen knew of the Celestial Staircase in Shadowdale and decided to try to climb it (much as Mystra attempted later). Once Waukeen got to the top, she intended to bribe Helm with whatever his heart&#039;s desire was to let her and Lliira pass on to the Outer Planes. However, this plan quickly proved unfeasible, since Waukeen and Lliira proceeded no more than a quarter of the way up the Celestial Staircase before being menacingly challenged by Helm. He proved to be un-bribable, a response not altogether unexpected from the god of guardians. &lt;br /&gt;
&lt;br /&gt;
So, Waukeen and Lliira descended and retreated into the forest of Cormanthor to plan. Waukeen, being the goddess of trade of all kinds, both licit and illicit, hit upon another plan: She would smuggle herself off the Realms. To do this, she would have to use the network of contacts she had developed in her time as a goddess and her extensive knowledge of trade and smuggling routes from the Realms into the Outer Planes and from one plane to another. She planned to move along a circuitous course through the Lower Planes and approach her realm indirectly, so as to have the best chance of sneaking past Ao&#039;s watchdogs into her realm. &lt;br /&gt;
&lt;br /&gt;
Waukeen, through a convoluted route, managed to contact Celestian, a power of long-distance and interplanar travel from another crystal sphere who owed her a favor. Celestian agreed to repay the favor by transporting Waukeen off of Toril and into the Astral Plane and shielding her temporarily from Ao, but there was one sticking point - Ao was preventing all Realms deities from leaving Toril. In order to leave the Astral Plane and enter the Outer Planes, Waukeen would have to give up being a goddess. Because of the peculiar restrictions Ao had forced upon the powers in their avatar forms, Waukeen was able to shed her mantle of divinity, reducing herself to no more than an extremely weak power, but extremely knowledgeable, mortal. She left the mantle of her divinity with Lliira for safe-keeping, since Celestian adamantly would not risk offending such a powerful being as Ao by trying to transport Lliira, a goddess he did not even know, in addition to Waukeen. Lliira promised to guard Waukeen&#039;s portfolio and godly power until she returned for it, and Celestian transported Waukeen to the Astral Plane without incident. &lt;br /&gt;
&lt;br /&gt;
Once on the Astral Plane, Waukeen had arranged to be met by powerful minions of an underworld contact she had in the Abyss - Graz&#039;zt, an abyssal lord. Graz&#039;zt&#039;s minions appeared as promised, and Waukeen accompanied them to Azzagrat in the Abyss. There she was to pay Graz&#039;zt well for his help by revealing the hiding places (on the Prime Material and other planes) of the amount of treasure they had agreed on would serve as payment for Graz&#039;zt&#039;s aid. Once in Graz&#039;zt&#039;s palace, however, Waukeen was trapped and betrayed. Graz&#039;zt wanted to renegotiate the contract they had made, and Waukeen was to be his guest - indefinitely - so that he could benefit from her wealth of knowledge - or rather, her knowledge about wealth. Since this time (to this very day), Waukeen has been trapped in the 45th, 46th, and 47th layers of the Abyss, shuttled between the Argent Palace in Zelatar, where she is infrequently invited for tea and interrogations by Graz&#039;zt, and the habitation of Maretta, the Lady of the Counting-House who watches over the revenues from the pacts Graz&#039;zt has made with mortals. (Maretta lives in Samora, a city of vice whose dwellings are built with an eye toward excessive ornamentation.) Once Waukeen even escaped her escorts and fled into the Viper Forest of Zrintor, only to wander lost for a tenday before being betrayed again to Graz&#039;zt by several tanar&#039;ri whose fear of his wrath overcame their greed for the riches promised to them for getting Waukeen to the Outlands. &lt;br /&gt;
&lt;br /&gt;
While Waukeen was gone, the Godswar was resolved, and Ao restored access to the Outer Planes from Toril and removed his peculiar restrictions on the powers&#039; avatar forms. But Waukeen as not there to benefit from this renewed access, and her divine power rested (at least temporarily) in another being, so her form was not changed. Lliira became increasingly worried about her friend&#039;s failure to reappear, but was unable to locate her either. Divinations by Waukeen&#039;s own faithful failed to work, gave confusing readings due to the muddled state of her divine power, or mysteriously cross-connected with the Abyss and drove the diviners insane. Lliira saw Waukeen&#039;s church disintegrating before her eyes and felt the only way to preserve what was left for her friend&#039;s return was to take control of it herself before a more basely motivated power moved in to take over. She instructed her prophet as to what to say and transported him to the gates of every temple to Waukeen, as described above. The prophet was the emphasize Waukeen&#039;s uncertain status and the regency of Lliira, but the Waukeenar, already in a panic-stricken state after receiving no new spells for years, immediately heard what they thought they were going to hear and recorded that Waukeen was dead. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Waukeen teaches that mercantile trade is the best road to enrichment. Increasing the general prosperity of all buys ever-greater civilization and happiness for intelligent folk Faerûnwide, bringing everyone close step by step to the Golden Age that Waukeen says lies ahead—if people conduct themselves rightly. It is the duty of all who believe in the Merchants&#039; Friend to destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that may harm trade (such as saying that grapes from Chessenta are poisoned or that Cormyrean carved furniture contains boring worms that Cormytes are trying to export to the lands of competitors). Indeed, such rumors are to be challenged when heard and refuted if possible. &lt;br /&gt;
&lt;br /&gt;
Faithful of Waukeen should give money freely to beggars and businesses alike, both to demonstrate the bounty of the goddess and the wealth to be gained by service to her and to increase the free coin in everyone&#039;s hands. If everyone has more than enough coin to spend, the tendency to hide and hoard is less and the urge to buy this or that all the greater—and more things are bought, and everyone is the richer. Through riches the lives of all are made better, and the Golden Age draws nearer. &lt;br /&gt;
&lt;br /&gt;
Telchar of Waukeen are charged: &amp;quot;Worship me, and you shall know wealth. To guard your funds is to venerate Waukeen and to share them well seeds your future success. Call on me in trade, and I will be there. The bold find gold, the careful keep it—and the timid yield it up.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Waukeen usually manifests as a glowing shower of gold coins that materializes from nowhere and undulates like a serpent or orbits a chosen being or item the goddess wants attention drawn to before the light dies and the stream of coins collapses in a spray of bouncing, rolling coinage. The coins are real and can be snatched up by anyone present. Waukeenar always try to grab them if possible, seeing them as &amp;quot;divine essence of the goddess.&amp;quot; She also appears as a pair of gleaming golden eyes (in dreams, often only half seen), watching from an impenetrable shadow. &amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Waukeen also acts through the appearance or presence of ferrumachs and plumachs. More commonly, she sends money where none is expected to be found (such as a face-up copper piece on a path), palomino horses, golden cats, golden lions, lock lurkers, daffodils, citrines, pyrite, gold nuggets, and eagles (especially golden ones) to show her favor and as a sign to inspire her faithful. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Waukeen:&#039;&#039;&#039;&lt;br /&gt;
Most of the former priests of Waukeen are now Lliiracists, either fully taken with the power of the faith or worshiping Lliira as Waukeen&#039;s godly regend, though some also joined the churches of Tymora, Lathander, Beshaba, and Shaundakul. The (remaining) clergy members of Waukeen are known as Waukeenar, but most other faiths call them &amp;quot;coinspinners.&amp;quot; This name comes from the fact that they are not misers, but wild spenders, displaying the bounty of the goddess to all. The church is approximately 40% clerics and 60% specialty priests. It is organized in a loosely hierarchical manner, and all temples of Waukeen in Faerûn answer to one head of the church who holds the title of Holycoin. Specialty priests of the faith are known as goldeyes because their pupils turn that blazing hue due to the touch of the goddess. Goldeyes are among the most successful prospectors and tomb-treasure finders in Faerûn. &lt;br /&gt;
&lt;br /&gt;
Novices are known as Telchar among Waukeenar. In ascending order, the ranks a priest may rise through after she or he is confirmed are: Coin, Abreeant, Counter, Trabbar, Investor, Halanthi, Lender, Syndo, Manycoins, Grand Trabbar, Spender, Grand Syndar, Overgold (a general term for high clergy), and Holycoin. &lt;br /&gt;
Temples of Waukeen are built in many architectural styles, but a preference for ornate and ornamentation is prevalent no matter whether the building is a soaring cathedral or a classical temple featuring a large portico and many columns. Decoration in Waukeen&#039;s temples covers the floors, walls, roof pillars, and ceiling if possible. The decorative elements are baroque, intricate, brightly colored, and feature as much precious metal and as many gemstones as can be logically or illogically fitted into the design.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Waukeenar travel the world aiding merchants or staff temples in large cities that serve as money lending and changing houses, safe storage warehouses, and (covertly) fences for stolen goods—all in exchange for fees. Temples also provide wealthy merchants who give generous tithes to the temples sumptuous priest-guarded accommodations in town during their stays. &lt;br /&gt;
&lt;br /&gt;
Waukeen&#039;s clergy members are under orders to invest in all enterprises that have any reasonable hope of succeeding if they are run by devout worshipers of the goddess and to consider other investments if approached by entrepreneurs willing to make substantial offerings to the goddess. Waukeenar are not above manipulating trade by means of rumors, buy-ups, hired border brigands, and the like, but strong public criticism of such unsubtle tactics in the past has led the church to officially deny undertaking of such things—and to order its priests to such work only with the greatest subtlety, so that no one who suspects their hands at work will be able to prove anything. Personal enrichment is the sign of a wise priest, but this must be done through arms-length investments, not openly unlawful acts. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The usual altar to Waukeen is a plain stone block or wooden table on which is set a blessed golden bowl. As gold coins and other riches are added to it, the bowl rises off the table, levitating due to an enchantment that becomes stronger in direct proportion to the nonorganic weight added to it. (Such a bowl can be rowed about without the mover having to take the weight of its contents and used to shift heavy stone blocks, rocks, or furniture, but no use of it is to be made that allows non clergy members of Waukeen to see it in secular operation.) All rituals to the goddess center around offerings made by worshipers into this bowl, and if a member of the faithful ever wishes to make his or her nightly prayer and is not within reach of such a bowl, a single coin must be cast into water (such as a stream or pond) and left there as the supplication is made. &lt;br /&gt;
&lt;br /&gt;
The first ritual of high holiness is the Cleaving, wherein nonbelievers first entering the faith, people entering their novitiate, novices becoming priests, or priests rising in rank dedicate themselves to the goddess. This involves entering the church covered in dirt, and in this state going to the altar on one&#039;s knees, carrying or dragging (use of a sledge and body harness is allowed) one&#039;s own weight in gold. The gold is placed on the altar, the bowl is then kissed by the supplicant, and as a hymn to the goddess is sung by all, stone covers in the floor roll back to reveal a warm bath of spiced wine. As the supplicant enters it, the offering bowl levitates and pours out its contents of liquid gold (actually holy water laced with flecks of gold) into the waters. The supplicant bathes until clean but sparkling with gold as hymns to the goddess continue. Priests then come forward to allow the person to modestly be dried and clothed in new grand, gaudy garb. After this, a feast begins. &lt;br /&gt;
The best-known ceremony of holiness is the bestowal of the Mark of the Lady, a gold chevron in the form of a giant coin of Waukeen. This is done to reward priests or faithful worshipers of the goddess who have achieved great success or distinction in their endeavors (in other words, who have enriched the church and/or their communities, not merely themselves). The Favored One ends up with the coin on a sash, and all who attend such a ceremony receive a single tiny gold coin. (Some people have three or more of the heavy, fragile, highly prized gold coins, which cost 450 gp or more due to the gold that goes into them.) Thieves are warned that Waukeenar seem to have a spell that allows them to trace such coins. On two occasions when the gift coins were stolen, clergy members unerringly followed the thieves and recovered the wealth (in one case from a very elaborate hiding place) before slaying the thieves for their temerity and sacrilegious behavior. &lt;br /&gt;
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The church of Waukeen holds many festivals, and such holy rituals such as the Cleaving and the bestowal of the Mark are usually performed at one of them. Other features of such gatherings always include assembly at a spot where hymns are sung to the goddess (often a pond or well where faithful worshipers can throw in their coins and pray), a parade in full finery from that place to the temple (accompanied by music, and sometimes by unwanted pranksters who throw stones, eggs, and refuse at the gaudily-dressed clergy), and a solemn sermon, any holy rite scheduled, and then a fast that goes on into the wee hours. If no holy rite is scheduled to be celebrated, then one is not held and its place in the service is taken by a public Prayer to the Lady Waukeen, given by the senior priest present. The feast involves much merriment because of the freely flowing drink and is always accompanied by hired entertainment—jugglers, dancers, musicians, storytellers, contortionists, trained animals with their keepers, and hedge wizards who do sleight-of-hand tricks and minor cantrips. &lt;br /&gt;
Each temple can add its own festivals to the roster for whatever reason, but all important communities of Waukeen-worshipers celebrate the dozen High Festivals: Cold Counting Comfort, Great Weave, Highcoin, Spheres, Sammardach (SAM-mahr-dock), Brightbuckle, Sornyn (SOR-nihn), Huldark, Spryndalstar (SPRIHN-dahl-star), Marthoon, Tehennteahan (Teh-HEN-tee-ah-han), and Orbar. &lt;br /&gt;
&lt;br /&gt;
Cold Counting Comfort occurs on the 15th of Hammer and is named for the accounting that goes on in many businesses during this down time at the height of the harsh winter. Great Weave is celebrated on the 20th of Alturiak and is named for the tapestry-weaving practiced in all wealthy households throughout the winter and the textile-making to which cloth merchants devote this month. &lt;br /&gt;
Highcoin is celebrated on the 30th of Ches. It is a grand feast when spoken accolades, accompanied by trumpet fanfares, hail the wealthy for amassing such worth and offerings are amassed for the next festival, Spheres. Spheres is held on the 10th of Tarsakh. During this festival glass spheres filled with gems and coins are paraded around a city and then lobbed into the air by catapults to fall into the city, shatter, and pill out their contents at random for the general populace to snatch up. &lt;br /&gt;
&lt;br /&gt;
Sammardach occurs on the 12th of Mirtul. This observance is named for the richest benefactor of the early church, a merchant so rich that he once bought a city—now-vanished Tsabran, which stood just southeast of Airspur along the Chessentan coast, and gave it with all its properties and businesses to the Waukeenar. Brightbuckle is held on the 21st of Kythorn. The advent of good weather is marked by a parade in finery of all who wish to attend a Waukeenar church feast, of whatever faith—and Waukeen&#039;s priests give inspirational talks about the growing wealth of the lands around and show recent works of the Lady through (hired) illusion spells in hopes of encouraging new worshipers to join the faith or the priesthood. &lt;br /&gt;
&lt;br /&gt;
The 3rd through the 5th of Flamerule is Sornyn, a festival marking the time for planning, the making of treaties and agreements, and the receiving of envoys from unknown lands and traditional foes. Much wine is drunk at this three-day occasion, when &amp;quot;my enemy is like a brother to me.&amp;quot; Huldark is celebrated on the 17th of Elesias. It is a feast wherein the bounty of the land, which feeds and sustains us all, is celebrated, an faithful of Waukeen plant new fruit trees or vegetable plants. &lt;br /&gt;
&lt;br /&gt;
Spryndalstar occurs on the 7th of Eleint. Spryndalstar recongnizes how magic and the ideas of those who work with it have enriched us all: Waukeenar sponsor mages in their endeavors and hire wizards to cast spells to awe and entertain folk in public spectacles. The 1st of Marpenoth marks Marthoon, the church&#039;s recognition of the vigilance and work of soldiers and guards in defending the wealth and the security of those who generate it. During Marthoon, such folk are feasted and given gifts of gold-and each major temple sponsors one lucky warrior into retirement by giving him or her 10 times his or her weight in common coin and a steading to enjoy it on. &lt;br /&gt;
&lt;br /&gt;
Tehennteahan is held on the 10th of Uktar. It is known as the Night of Hammers and Nails and is a day-long feast in which Waukeenar salute the inventions of simple folk—smiths, crafters, and those who work with they hands and not magic—and how their works benefit us all. New innovations are demonstrated, shops are shut so that their keepers can join in the feasting, and the church buys all rights to certain inventions for a room full of gold per invention purchased. (The room has to be one in the inventor&#039;s house, and the church fills it to the rafters with gold coin.) Orbar, held on the 25th of Nightal, rounds out the yearly festivals. It is a solemn remembrance of the dark side of wealth. Prayers are said for those driven mad by gold or their miserliness, those slain by thieves and brigands, those who died trying to steal, or who met their ends adventuring or mining after gold, and like people. The public is invited to a Candle Feast wherein well-loved deceased merchants are remembered with praise, and the church reminds all in the community that it has the power to trace and hunt down thieves who steal the wealth of those who worship Waukeen—and will use it. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The former center of Waukeen&#039;s worship, the Goldspires, a large fortified castle-abbey whose towers are adorned with gilded conical roofs that rises high above Athkatla on its own seafront crag, is the only remaining large enclave of Waukeenar. This House of All Plenty (a term given to all major temples of Waukeen) is really a small fortified city in its own right and is said to be supported by no fewer than seven rising merchant houses of Amn, who see it as their only way to true power in the land in the face of the might of the older merchant families who rule. The Goldspires is ruled by the Holycoin Voice of the Lady Tharundar Olehm, an aged patriarch of huge size and impressive white-browed mien. He is assisted by no fewer than five ambitious, beautiful women of various ages and backgrounds, the &amp;quot;Five Furies&amp;quot;: Barasta Cleeith, Daerea Ethgil, Faerthae Garblueth, Halanna Jashire, and Satiila Tebrentan. These women are all Overgold sisters who pursue a vicious game of quiet in-fighting to become Tharundar&#039;s successor as the supreme head of the church of Waukeen in Faerûn. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Waukeen has no church-affiliated knightly orders. It readily sponsors adventuring companies who can present a reasonable prospect of showing a profit and promise a 20% tithe to the church, and it often hires mercenary and adventuring companies to guard trade caravans and shipments of church trade goods overseas. Persistent rumor holds that many individual Waukeenar (if not the church itself) have long-standing connections with the Iron Throne. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Waukeen&#039;s clergy members are among the most lavishly dressed, rivaling those of Sune, Milil, and Lathander in their rich robes. Waukeenar ritual garb is gaudy and ornate, with white silk undergarments, slashed and fluted sleeves and boots, pince-nez and lorgnettes (if the priests have any weakness of vision), various useful items dangling from silk ribbons, and tall gilded and begemmed miters. Tunics, trousers, hose, or tabards may be worn as desired (or as the season makes practical), but these are always of the finest, most costly fabrics and furs, dyed and arranged for the most vibrant display possible. The entire ensemble is covered by a gilded scarlet cloak heavy with the weight of thousands of wheels, plates, clasps, and flourishes of various precious metals. &lt;br /&gt;
&lt;br /&gt;
The costume is finished off with white gloves and a gilded rod or staff, which is either magical or ornately carved and set with gems. (Many Waukeenar carry staffs of curing so as to heal wounds in return for substantial donations to the church. These staffs or curing represent the sole major magical energy left in the church at present.) High clergy usually wear coronets with their miters, and outshine many monarchs with their garb. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Waukeenar wear the clothing of rich merchants when in the streets, and armor that is gilded, white-enameled, and painted with elaborate scenes when they ride into danger. They use chariots enchanted to make them float or ornate curtained palanquins. (Horses still pull the chariots, but the weight is much less and the ride both fast and smooth.) &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Waukeen&amp;diff=5800</id>
		<title>Waukeen</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Waukeen&amp;diff=5800"/>
		<updated>2010-08-02T14:43:18Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Waukeen:&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Symbol:&amp;#039;&amp;#039;&amp;#039; A gold coin displaying the face of the goddess facing to the sinister &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Home Plane&amp;#039;&amp;#039;&amp;#039;: Formerly: Outlands/The Marketplace Eternal; curren…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Waukeen:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol:&#039;&#039;&#039; A gold coin displaying the face of the goddess facing to the sinister &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Home Plane&#039;&#039;&#039;: Formerly: Outlands/The Marketplace Eternal; currently missing and presumed adrift in the Astral Plane &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: TN &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Portfolio&#039;&#039;&#039;: Money, trade, wealth &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains&#039;&#039;&#039;: Knowledge  Protection  Travel   &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Worshipers&#039;&#039;&#039;: Merchants, rogues, traders, the wealthy &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aliases&#039;&#039;&#039;: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric Alignments:&#039;&#039;&#039; N, LN, CN, NG, NE &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Nunchaku - &amp;quot;Cloud of Coins&amp;quot;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History/Relationships:&#039;&#039; &#039;Waukeen (Wau-KEEN) is a relatively young deity. She appealed to the rising merchant class in the Realms, and her worshipers included shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers - many of whom may return to her fold yet, depending on how events transpire. &lt;br /&gt;
&lt;br /&gt;
Waukeen is a vibrant and vivacious deity with a will to get things done. She loves wealth not for the sake of money itself but for the comforts, conveniences, and opportunities it brings her and her followers. She likes the fast-paced bargaining and the give-and-take of the marketplace, and legend holds that she has been recognized many times by worshipers just after she and her follower had finished a spirited bargaining session over and item for sale in a town market. (She always won the best deal, but the merchant was usually well satisfied with the terms also.) Waukeen is willing to try odd methods to accomplish her goals when tried and true ones are just not working. This openness to innovation has led her to embrace many of Gond&#039;s &amp;quot;new-fangled gadgets&amp;quot; long before other deities thought them wise. However, while she is open to different methods of problem-solving, she is also stubborn about having her way and very persistent. In fact, it is a combination of these virtues and flaws that led to the dire predicament she is in now. &lt;br /&gt;
&lt;br /&gt;
For over 10 years now, Waukeen has been unheard from in the Realms and thought to be destroyed or dead. When all the powers of the Realms were confined to Toril&#039;s surface, she was never spotted by mortals, and when the Godswar ended no avatar came forward to take over her portfolio. Not even Cyric and Mask, responsible for the death of Leira and Bhaal, claimed her portfolio or claimed to have killed her. Her priests were deprived of their spells, and many of her worshipers and churches turned to other faiths. Pandemonium reigned among her clergy. Finally, in 1365 DR, a prophet of Lliira appeared with a revelation that was interpreted to mean Waukeen was dead and banished from the Realms and would not return. The prophet appeared at the gates of each of the temples of Waukeen in the Realms on a series of days, transported by magic. At each stop, the prophet said that Lliira would hold the portfolio of Waukeen in trust as its regent and grant spells to the worthy. The Waukeenar temples, already battered by a loss of respect and worshipers, readily agreed, and the faith of Waukeen was smoothly folded into the worship of Lliira, with dissenting Waukeenar moving to the faiths of Tymora, Lathander, Shaundakul, and even Beshaba. Lliira gained extensive power in the move. &lt;br /&gt;
But what really happend to Waukeen? &lt;br /&gt;
&lt;br /&gt;
Waukeen was indeed confined to an avatar on the surface of Toril just as all the other powers were when the Time of Troubles began. Just like many other powers, she wanted beyond all else to return to her home realm and from there to marshal her resources to resolve (or help resolve) the turmoil in the Realms - preferably to her best advantage. Waukeen was fortunate in that the first avatar she encountered on Toril was that of Lliira. The two goddesses had previously been on good terms and saw no reason to change that state of affairs; in fact, they chose to travel together. Like many of the powers, Waukeen knew of the Celestial Staircase in Shadowdale and decided to try to climb it (much as Mystra attempted later). Once Waukeen got to the top, she intended to bribe Helm with whatever his heart&#039;s desire was to let her and Lliira pass on to the Outer Planes. However, this plan quickly proved unfeasible, since Waukeen and Lliira proceeded no more than a quarter of the way up the Celestial Staircase before being menacingly challenged by Helm. He proved to be un-bribable, a response not altogether unexpected from the god of guardians. &lt;br /&gt;
&lt;br /&gt;
So, Waukeen and Lliira descended and retreated into the forest of Cormanthor to plan. Waukeen, being the goddess of trade of all kinds, both licit and illicit, hit upon another plan: She would smuggle herself off the Realms. To do this, she would have to use the network of contacts she had developed in her time as a goddess and her extensive knowledge of trade and smuggling routes from the Realms into the Outer Planes and from one plane to another. She planned to move along a circuitous course through the Lower Planes and approach her realm indirectly, so as to have the best chance of sneaking past Ao&#039;s watchdogs into her realm. &lt;br /&gt;
&lt;br /&gt;
Waukeen, through a convoluted route, managed to contact Celestian, a power of long-distance and interplanar travel from another crystal sphere who owed her a favor. Celestian agreed to repay the favor by transporting Waukeen off of Toril and into the Astral Plane and shielding her temporarily from Ao, but there was one sticking point - Ao was preventing all Realms deities from leaving Toril. In order to leave the Astral Plane and enter the Outer Planes, Waukeen would have to give up being a goddess. Because of the peculiar restrictions Ao had forced upon the powers in their avatar forms, Waukeen was able to shed her mantle of divinity, reducing herself to no more than an extremely weak power, but extremely knowledgeable, mortal. She left the mantle of her divinity with Lliira for safe-keeping, since Celestian adamantly would not risk offending such a powerful being as Ao by trying to transport Lliira, a goddess he did not even know, in addition to Waukeen. Lliira promised to guard Waukeen&#039;s portfolio and godly power until she returned for it, and Celestian transported Waukeen to the Astral Plane without incident. &lt;br /&gt;
&lt;br /&gt;
Once on the Astral Plane, Waukeen had arranged to be met by powerful minions of an underworld contact she had in the Abyss - Graz&#039;zt, an abyssal lord. Graz&#039;zt&#039;s minions appeared as promised, and Waukeen accompanied them to Azzagrat in the Abyss. There she was to pay Graz&#039;zt well for his help by revealing the hiding places (on the Prime Material and other planes) of the amount of treasure they had agreed on would serve as payment for Graz&#039;zt&#039;s aid. Once in Graz&#039;zt&#039;s palace, however, Waukeen was trapped and betrayed. Graz&#039;zt wanted to renegotiate the contract they had made, and Waukeen was to be his guest - indefinitely - so that he could benefit from her wealth of knowledge - or rather, her knowledge about wealth. Since this time (to this very day), Waukeen has been trapped in the 45th, 46th, and 47th layers of the Abyss, shuttled between the Argent Palace in Zelatar, where she is infrequently invited for tea and interrogations by Graz&#039;zt, and the habitation of Maretta, the Lady of the Counting-House who watches over the revenues from the pacts Graz&#039;zt has made with mortals. (Maretta lives in Samora, a city of vice whose dwellings are built with an eye toward excessive ornamentation.) Once Waukeen even escaped her escorts and fled into the Viper Forest of Zrintor, only to wander lost for a tenday before being betrayed again to Graz&#039;zt by several tanar&#039;ri whose fear of his wrath overcame their greed for the riches promised to them for getting Waukeen to the Outlands. &lt;br /&gt;
&lt;br /&gt;
While Waukeen was gone, the Godswar was resolved, and Ao restored access to the Outer Planes from Toril and removed his peculiar restrictions on the powers&#039; avatar forms. But Waukeen as not there to benefit from this renewed access, and her divine power rested (at least temporarily) in another being, so her form was not changed. Lliira became increasingly worried about her friend&#039;s failure to reappear, but was unable to locate her either. Divinations by Waukeen&#039;s own faithful failed to work, gave confusing readings due to the muddled state of her divine power, or mysteriously cross-connected with the Abyss and drove the diviners insane. Lliira saw Waukeen&#039;s church disintegrating before her eyes and felt the only way to preserve what was left for her friend&#039;s return was to take control of it herself before a more basely motivated power moved in to take over. She instructed her prophet as to what to say and transported him to the gates of every temple to Waukeen, as described above. The prophet was the emphasize Waukeen&#039;s uncertain status and the regency of Lliira, but the Waukeenar, already in a panic-stricken state after receiving no new spells for years, immediately heard what they thought they were going to hear and recorded that Waukeen was dead. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogma:&#039;&#039;&#039;&lt;br /&gt;
Waukeen teaches that mercantile trade is the best road to enrichment. Increasing the general prosperity of all buys ever-greater civilization and happiness for intelligent folk Faerûnwide, bringing everyone close step by step to the Golden Age that Waukeen says lies ahead—if people conduct themselves rightly. It is the duty of all who believe in the Merchants&#039; Friend to destroy no trade goods, raise no restrictions to trade, and propagate no malicious rumors that may harm trade (such as saying that grapes from Chessenta are poisoned or that Cormyrean carved furniture contains boring worms that Cormytes are trying to export to the lands of competitors). Indeed, such rumors are to be challenged when heard and refuted if possible. &lt;br /&gt;
&lt;br /&gt;
Faithful of Waukeen should give money freely to beggars and businesses alike, both to demonstrate the bounty of the goddess and the wealth to be gained by service to her and to increase the free coin in everyone&#039;s hands. If everyone has more than enough coin to spend, the tendency to hide and hoard is less and the urge to buy this or that all the greater—and more things are bought, and everyone is the richer. Through riches the lives of all are made better, and the Golden Age draws nearer. &lt;br /&gt;
&lt;br /&gt;
Telchar of Waukeen are charged: &amp;quot;Worship me, and you shall know wealth. To guard your funds is to venerate Waukeen and to share them well seeds your future success. Call on me in trade, and I will be there. The bold find gold, the careful keep it—and the timid yield it up.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar/Manifestations:&#039;&#039;&#039;&lt;br /&gt;
Waukeen usually manifests as a glowing shower of gold coins that materializes from nowhere and undulates like a serpent or orbits a chosen being or item the goddess wants attention drawn to before the light dies and the stream of coins collapses in a spray of bouncing, rolling coinage. The coins are real and can be snatched up by anyone present. Waukeenar always try to grab them if possible, seeing them as &amp;quot;divine essence of the goddess.&amp;quot; She also appears as a pair of gleaming golden eyes (in dreams, often only half seen), watching from an impenetrable shadow. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents/Petitioners:&#039;&#039;&#039;&lt;br /&gt;
Waukeen also acts through the appearance or presence of ferrumachs and plumachs. More commonly, she sends money where none is expected to be found (such as a face-up copper piece on a path), palomino horses, golden cats, golden lions, lock lurkers, daffodils, citrines, pyrite, gold nuggets, and eagles (especially golden ones) to show her favor and as a sign to inspire her faithful. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Church of Waukeen:&#039;&#039;&#039;&lt;br /&gt;
Most of the former priests of Waukeen are now Lliiracists, either fully taken with the power of the faith or worshiping Lliira as Waukeen&#039;s godly regend, though some also joined the churches of Tymora, Lathander, Beshaba, and Shaundakul. The (remaining) clergy members of Waukeen are known as Waukeenar, but most other faiths call them &amp;quot;coinspinners.&amp;quot; This name comes from the fact that they are not misers, but wild spenders, displaying the bounty of the goddess to all. The church is approximately 40% clerics and 60% specialty priests. It is organized in a loosely hierarchical manner, and all temples of Waukeen in Faerûn answer to one head of the church who holds the title of Holycoin. Specialty priests of the faith are known as goldeyes because their pupils turn that blazing hue due to the touch of the goddess. Goldeyes are among the most successful prospectors and tomb-treasure finders in Faerûn. &lt;br /&gt;
&lt;br /&gt;
Novices are known as Telchar among Waukeenar. In ascending order, the ranks a priest may rise through after she or he is confirmed are: Coin, Abreeant, Counter, Trabbar, Investor, Halanthi, Lender, Syndo, Manycoins, Grand Trabbar, Spender, Grand Syndar, Overgold (a general term for high clergy), and Holycoin. &lt;br /&gt;
Temples of Waukeen are built in many architectural styles, but a preference for ornate and ornamentation is prevalent no matter whether the building is a soaring cathedral or a classical temple featuring a large portico and many columns. Decoration in Waukeen&#039;s temples covers the floors, walls, roof pillars, and ceiling if possible. The decorative elements are baroque, intricate, brightly colored, and feature as much precious metal and as many gemstones as can be logically or illogically fitted into the design.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day-to-Day Activities:&#039;&#039;&#039;&lt;br /&gt;
Waukeenar travel the world aiding merchants or staff temples in large cities that serve as money lending and changing houses, safe storage warehouses, and (covertly) fences for stolen goods—all in exchange for fees. Temples also provide wealthy merchants who give generous tithes to the temples sumptuous priest-guarded accommodations in town during their stays. &lt;br /&gt;
&lt;br /&gt;
Waukeen&#039;s clergy members are under orders to invest in all enterprises that have any reasonable hope of succeeding if they are run by devout worshipers of the goddess and to consider other investments if approached by entrepreneurs willing to make substantial offerings to the goddess. Waukeenar are not above manipulating trade by means of rumors, buy-ups, hired border brigands, and the like, but strong public criticism of such unsubtle tactics in the past has led the church to officially deny undertaking of such things—and to order its priests to such work only with the greatest subtlety, so that no one who suspects their hands at work will be able to prove anything. Personal enrichment is the sign of a wise priest, but this must be done through arms-length investments, not openly unlawful acts. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Days/Important Ceremonies:&#039;&#039;&#039;&lt;br /&gt;
The usual altar to Waukeen is a plain stone block or wooden table on which is set a blessed golden bowl. As gold coins and other riches are added to it, the bowl rises off the table, levitating due to an enchantment that becomes stronger in direct proportion to the nonorganic weight added to it. (Such a bowl can be rowed about without the mover having to take the weight of its contents and used to shift heavy stone blocks, rocks, or furniture, but no use of it is to be made that allows non clergy members of Waukeen to see it in secular operation.) All rituals to the goddess center around offerings made by worshipers into this bowl, and if a member of the faithful ever wishes to make his or her nightly prayer and is not within reach of such a bowl, a single coin must be cast into water (such as a stream or pond) and left there as the supplication is made. &lt;br /&gt;
&lt;br /&gt;
The first ritual of high holiness is the Cleaving, wherein nonbelievers first entering the faith, people entering their novitiate, novices becoming priests, or priests rising in rank dedicate themselves to the goddess. This involves entering the church covered in dirt, and in this state going to the altar on one&#039;s knees, carrying or dragging (use of a sledge and body harness is allowed) one&#039;s own weight in gold. The gold is placed on the altar, the bowl is then kissed by the supplicant, and as a hymn to the goddess is sung by all, stone covers in the floor roll back to reveal a warm bath of spiced wine. As the supplicant enters it, the offering bowl levitates and pours out its contents of liquid gold (actually holy water laced with flecks of gold) into the waters. The supplicant bathes until clean but sparkling with gold as hymns to the goddess continue. Priests then come forward to allow the person to modestly be dried and clothed in new grand, gaudy garb. After this, a feast begins. &lt;br /&gt;
The best-known ceremony of holiness is the bestowal of the Mark of the Lady, a gold chevron in the form of a giant coin of Waukeen. This is done to reward priests or faithful worshipers of the goddess who have achieved great success or distinction in their endeavors (in other words, who have enriched the church and/or their communities, not merely themselves). The Favored One ends up with the coin on a sash, and all who attend such a ceremony receive a single tiny gold coin. (Some people have three or more of the heavy, fragile, highly prized gold coins, which cost 450 gp or more due to the gold that goes into them.) Thieves are warned that Waukeenar seem to have a spell that allows them to trace such coins. On two occasions when the gift coins were stolen, clergy members unerringly followed the thieves and recovered the wealth (in one case from a very elaborate hiding place) before slaying the thieves for their temerity and sacrilegious behavior. &lt;br /&gt;
&lt;br /&gt;
The church of Waukeen holds many festivals, and such holy rituals such as the Cleaving and the bestowal of the Mark are usually performed at one of them. Other features of such gatherings always include assembly at a spot where hymns are sung to the goddess (often a pond or well where faithful worshipers can throw in their coins and pray), a parade in full finery from that place to the temple (accompanied by music, and sometimes by unwanted pranksters who throw stones, eggs, and refuse at the gaudily-dressed clergy), and a solemn sermon, any holy rite scheduled, and then a fast that goes on into the wee hours. If no holy rite is scheduled to be celebrated, then one is not held and its place in the service is taken by a public Prayer to the Lady Waukeen, given by the senior priest present. The feast involves much merriment because of the freely flowing drink and is always accompanied by hired entertainment—jugglers, dancers, musicians, storytellers, contortionists, trained animals with their keepers, and hedge wizards who do sleight-of-hand tricks and minor cantrips. &lt;br /&gt;
Each temple can add its own festivals to the roster for whatever reason, but all important communities of Waukeen-worshipers celebrate the dozen High Festivals: Cold Counting Comfort, Great Weave, Highcoin, Spheres, Sammardach (SAM-mahr-dock), Brightbuckle, Sornyn (SOR-nihn), Huldark, Spryndalstar (SPRIHN-dahl-star), Marthoon, Tehennteahan (Teh-HEN-tee-ah-han), and Orbar. &lt;br /&gt;
&lt;br /&gt;
Cold Counting Comfort occurs on the 15th of Hammer and is named for the accounting that goes on in many businesses during this down time at the height of the harsh winter. Great Weave is celebrated on the 20th of Alturiak and is named for the tapestry-weaving practiced in all wealthy households throughout the winter and the textile-making to which cloth merchants devote this month. &lt;br /&gt;
Highcoin is celebrated on the 30th of Ches. It is a grand feast when spoken accolades, accompanied by trumpet fanfares, hail the wealthy for amassing such worth and offerings are amassed for the next festival, Spheres. Spheres is held on the 10th of Tarsakh. During this festival glass spheres filled with gems and coins are paraded around a city and then lobbed into the air by catapults to fall into the city, shatter, and pill out their contents at random for the general populace to snatch up. &lt;br /&gt;
&lt;br /&gt;
Sammardach occurs on the 12th of Mirtul. This observance is named for the richest benefactor of the early church, a merchant so rich that he once bought a city—now-vanished Tsabran, which stood just southeast of Airspur along the Chessentan coast, and gave it with all its properties and businesses to the Waukeenar. Brightbuckle is held on the 21st of Kythorn. The advent of good weather is marked by a parade in finery of all who wish to attend a Waukeenar church feast, of whatever faith—and Waukeen&#039;s priests give inspirational talks about the growing wealth of the lands around and show recent works of the Lady through (hired) illusion spells in hopes of encouraging new worshipers to join the faith or the priesthood. &lt;br /&gt;
&lt;br /&gt;
The 3rd through the 5th of Flamerule is Sornyn, a festival marking the time for planning, the making of treaties and agreements, and the receiving of envoys from unknown lands and traditional foes. Much wine is drunk at this three-day occasion, when &amp;quot;my enemy is like a brother to me.&amp;quot; Huldark is celebrated on the 17th of Elesias. It is a feast wherein the bounty of the land, which feeds and sustains us all, is celebrated, an faithful of Waukeen plant new fruit trees or vegetable plants. &lt;br /&gt;
&lt;br /&gt;
Spryndalstar occurs on the 7th of Eleint. Spryndalstar recongnizes how magic and the ideas of those who work with it have enriched us all: Waukeenar sponsor mages in their endeavors and hire wizards to cast spells to awe and entertain folk in public spectacles. The 1st of Marpenoth marks Marthoon, the church&#039;s recognition of the vigilance and work of soldiers and guards in defending the wealth and the security of those who generate it. During Marthoon, such folk are feasted and given gifts of gold-and each major temple sponsors one lucky warrior into retirement by giving him or her 10 times his or her weight in common coin and a steading to enjoy it on. &lt;br /&gt;
&lt;br /&gt;
Tehennteahan is held on the 10th of Uktar. It is known as the Night of Hammers and Nails and is a day-long feast in which Waukeenar salute the inventions of simple folk—smiths, crafters, and those who work with they hands and not magic—and how their works benefit us all. New innovations are demonstrated, shops are shut so that their keepers can join in the feasting, and the church buys all rights to certain inventions for a room full of gold per invention purchased. (The room has to be one in the inventor&#039;s house, and the church fills it to the rafters with gold coin.) Orbar, held on the 25th of Nightal, rounds out the yearly festivals. It is a solemn remembrance of the dark side of wealth. Prayers are said for those driven mad by gold or their miserliness, those slain by thieves and brigands, those who died trying to steal, or who met their ends adventuring or mining after gold, and like people. The public is invited to a Candle Feast wherein well-loved deceased merchants are remembered with praise, and the church reminds all in the community that it has the power to trace and hunt down thieves who steal the wealth of those who worship Waukeen—and will use it. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Centers of Worship:&#039;&#039;&#039;&lt;br /&gt;
The former center of Waukeen&#039;s worship, the Goldspires, a large fortified castle-abbey whose towers are adorned with gilded conical roofs that rises high above Athkatla on its own seafront crag, is the only remaining large enclave of Waukeenar. This House of All Plenty (a term given to all major temples of Waukeen) is really a small fortified city in its own right and is said to be supported by no fewer than seven rising merchant houses of Amn, who see it as their only way to true power in the land in the face of the might of the older merchant families who rule. The Goldspires is ruled by the Holycoin Voice of the Lady Tharundar Olehm, an aged patriarch of huge size and impressive white-browed mien. He is assisted by no fewer than five ambitious, beautiful women of various ages and backgrounds, the &amp;quot;Five Furies&amp;quot;: Barasta Cleeith, Daerea Ethgil, Faerthae Garblueth, Halanna Jashire, and Satiila Tebrentan. These women are all Overgold sisters who pursue a vicious game of quiet in-fighting to become Tharundar&#039;s successor as the supreme head of the church of Waukeen in Faerûn. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliated Orders:&#039;&#039;&#039;&lt;br /&gt;
The church of Waukeen has no church-affiliated knightly orders. It readily sponsors adventuring companies who can present a reasonable prospect of showing a profit and promise a 20% tithe to the church, and it often hires mercenary and adventuring companies to guard trade caravans and shipments of church trade goods overseas. Persistent rumor holds that many individual Waukeenar (if not the church itself) have long-standing connections with the Iron Throne. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priestly Vestments:&#039;&#039;&#039;&lt;br /&gt;
Waukeen&#039;s clergy members are among the most lavishly dressed, rivaling those of Sune, Milil, and Lathander in their rich robes. Waukeenar ritual garb is gaudy and ornate, with white silk undergarments, slashed and fluted sleeves and boots, pince-nez and lorgnettes (if the priests have any weakness of vision), various useful items dangling from silk ribbons, and tall gilded and begemmed miters. Tunics, trousers, hose, or tabards may be worn as desired (or as the season makes practical), but these are always of the finest, most costly fabrics and furs, dyed and arranged for the most vibrant display possible. The entire ensemble is covered by a gilded scarlet cloak heavy with the weight of thousands of wheels, plates, clasps, and flourishes of various precious metals. &lt;br /&gt;
&lt;br /&gt;
The costume is finished off with white gloves and a gilded rod or staff, which is either magical or ornately carved and set with gems. (Many Waukeenar carry staffs of curing so as to heal wounds in return for substantial donations to the church. These staffs or curing represent the sole major magical energy left in the church at present.) High clergy usually wear coronets with their miters, and outshine many monarchs with their garb. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventuring Garb:&#039;&#039;&#039;&lt;br /&gt;
Waukeenar wear the clothing of rich merchants when in the streets, and armor that is gilded, white-enameled, and painted with elaborate scenes when they ride into danger. They use chariots enchanted to make them float or ornate curtained palanquins. (Horses still pull the chariots, but the weight is much less and the ride both fast and smooth.) &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=5799</id>
		<title>Port Avanthyr</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=5799"/>
		<updated>2010-08-02T14:23:28Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &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 goods. Its coasts 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;
There are quite a few people in the Port who usually have small tasks that need doing, such as Jula over near the Wishing Fountain or Fiddlesworth in the northern part of the town. The Port is ruled by the Exarch Jarius Malifar, and his several advisers in the City Hall. The Exarch reports to the main Sundren Government in Sundren City, so there are naturally Legion troops stationed around the Port. &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 soem sort of compensationa dn tribute to her in order ot prevent storms and tragedy at sea. In the north east corner of town you will find a very smelly dwarf that can direct you tot he Exigo Trading Post and give you some minor task to complete, while there are other merchants and people within the port that always have some little quest for new adventurers stepping off the boat. &lt;br /&gt;
&lt;br /&gt;
The Meanacing 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;
&#039;&#039;&#039;Exarch&#039;&#039;&#039;- Jarius Malifar&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Jerimiah&#039;s store, City Hall, Temple of Umberlee&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5798</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5798"/>
		<updated>2010-08-02T14:15:16Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Aquor is a town close to the Spine that houses the decadent and rich of Sundren&#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, Aquor boasts some of the most influential people in the entire valley making their homes within the beautiful town. To the north of the town, the Az&#039;Gema Lake is a well known fishing spot that some of the older retirees spend most of their day at. It is also placed right next to the Floating Flagon, where the barkeep loves to tell all kinds of stories, and houses frequent story tellers within his tavern. The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing.&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. Aquor was after recently attacked by the Dark Advent and its vampires, massacring the town in what was known as the Night of Blood. The Thayan Enclave locked its gates shut, leaving the people outside to whatever fate lay in store for them. Naturally, the people are more mistrustful of the Enclave now and so tend to not go near it if at all possible.&lt;br /&gt;
&lt;br /&gt;
Located next to the Enclave is the Temple of [[Sune]]. This temple was recently constructed by a Sunite group new to Sundren, and its priests welcome 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 are known for their generosity and beauty, and are well liked by the other inhabitants of the town.&lt;br /&gt;
&lt;br /&gt;
The Kurz Cartel has been known to inhabit the town as well. Underworld elements are only whispered about in the town, but it is well known that the Cartel runs smuggling through the small city despite the efforts of the Legion. In fact, there are rumors that the Legion is involved in some of the smuggling themselves, accepting bribes and cuts in turn for their silence. Rumor also has it that there is a road up to the Spine that leads to further Cartel activites, whether one wants in on the action or to end it. &lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in 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;
Tailors and music shops are common in Aquor. One simply has to check their handy map in order to spot where they work, and the fine quality that they produce. The Enclave sells magical items to those they deem worthy, and perhaps some that are less than so.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of Sune, Floating Flagon, Thayan Enclave, Blackwood HQ&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&#039;&#039;&#039;Exarch&#039;&#039;&#039;- Currently unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thayan Enclave&#039;&#039;&#039;- Run by Alcazar Tel&#039;Rune&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5797</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5797"/>
		<updated>2010-08-02T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Aquor is a town close to the Spine that houses the decadent and rich of Sundren&#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, Aquor boasts some of the most influential people in the entire valley making their homes within the beautiful town. To the north of the town, the Az&#039;Gema Lake is a well known fishing spot that some of the older retirees spend most of their day at. It is also placed right next to the Floating Flagon, where the barkeep loves to tell all kinds of stories, and houses frequent story tellers within his tavern. The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing.&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. Aquor was after recently attacked by the Dark Advent and its vampires, massacring the town in what was known as the Night of Blood. The Thayan Enclave locked its gates shut, leaving the people outside to whatever fate lay in store for them. Naturally, the people are more mistrustful of the Enclave now and so tend to not go near it if at all possible.&lt;br /&gt;
&lt;br /&gt;
Located next to the Enclave is the Temple of [[Sune]]. This temple was recently constructed by a Sunite group new to Sundren, and its priests welcome 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 are known for their generosity and beauty, and are well liked by the other inhabitants of the town.&lt;br /&gt;
&lt;br /&gt;
The Kurz Cartel has been known to inhabit the town as well. Underworld elements are only whispered about in the town, but it is well known that the Cartel runs smuggling through the small city despite the efforts of the Legion. In fact, there are rumors that the Legion is involved in some of the smuggling themselves, accepting bribes and cuts in turn for their silence. Rumor also has it that there is a road up to the Spine that leads to further Cartel activites, whether one wants in on the action or to end it. &lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in 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;
Tailors and music shops are common in Aquor. One simply has to check their handy map in order to spot where they work, and the fine quality that they produce. The Enclave sells magical items to those they deem worthy, and perhaps some that are less than so.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of Sune, Floating Flagon, Thayan Enclave, Blackwood HQ&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Exarch- Currently unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Thayan Enclave- Run by Alcazar Tel&#039;Rune&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5796</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5796"/>
		<updated>2010-08-02T14:14:36Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin/History==&lt;br /&gt;
Aquor is a town close to the Spine that houses the decadent and rich of Sundren&#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, Aquor boasts some of the most influential people in the entire valley making their homes within the beautiful town. To the north of the town, the Az&#039;Gema Lake is a well known fishing spot that some of the older retirees spend most of their day at. It is also placed right next to the Floating Flagon, where the barkeep loves to tell all kinds of stories, and houses frequent story tellers within his tavern. The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing.&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. Aquor was after recently attacked by the Dark Advent and its vampires, massacring the town in what was known as the Night of Blood. The Thayan Enclave locked its gates shut, leaving the people outside to whatever fate lay in store for them. Naturally, the people are more mistrustful of the Enclave now and so tend to not go near it if at all possible.&lt;br /&gt;
&lt;br /&gt;
Located next to the Enclave is the Temple of [[Sune]]. This temple was recently constructed by a Sunite group new to Sundren, and its priests welcome 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 are known for their generosity and beauty, and are well liked by the other inhabitants of the town.&lt;br /&gt;
&lt;br /&gt;
The Kurz Cartel has been known to inhabit the town as well. Underworld elements are only whispered about in the town, but it is well known that the Cartel runs smuggling through the small city despite the efforts of the Legion. In fact, there are rumors that the Legion is involved in some of the smuggling themselves, accepting bribes and cuts in turn for their silence. Rumor also has it that there is a road up to the Spine that leads to further Cartel activites, whether one wants in on the action or to end it. &lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in 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;
Tailors and music shops are common in Aquor. One simply has to check their handy map in order to spot where they work, and the fine quality that they produce. The Enclave sells magical items to those they deem worthy, and perhaps some that are less than so.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
Temple of Sune, Floating Flagon, Thayan Enclave, Blackwood HQ&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Exarch- Currently unknown&lt;br /&gt;
Thayan Enclave- Run by Alcazar Tel&#039;Rune&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=5795</id>
		<title>Sundren City</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sundren_City&amp;diff=5795"/>
		<updated>2010-08-02T14:10:47Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &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;
==Districts==&lt;br /&gt;
The City is divided into three 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 Trade Tier has booths and commoners bustling about, but one district over and you&#039;re in the military central of the city with troops patrolling around. In any case, the three districts are well known and well traveled by even the newest adventurer.&lt;br /&gt;
&lt;br /&gt;
===Trade Tier===&lt;br /&gt;
The Trade Tier 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 he 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!&lt;br /&gt;
&lt;br /&gt;
Sure Shots is down near the Temple of Helm, full of exotic looking bows and arrows for the fledgling archer, and the temple itself caters to all of those who need assistance. [[Orlan Proskus|Abbot Proskus]] is always willing to lend a hand, and can help revive your fallen comrades for a small donation. The [[Sundarian Legion|Sundren Legion]] is always recruiting near the entrance to the district, so if one wants to join them it&#039;s important to keep an eye out for her. [[Veritas|Rumor]] has it there are some worried looking folks located behind the temple of Helm as well, with a task or two for any adventurer that may stray back there.&lt;br /&gt;
&lt;br /&gt;
Finally, 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. Finally, the [[The Red Blades|Red Blades]] have a base situated right across the street from the Oghma temple and Exigo HQ.&lt;br /&gt;
&lt;br /&gt;
===Entertainment District===&lt;br /&gt;
The Entertainment District is one 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 next to the Sundren Library, where Seer Marcus helps students sift through the vast amounts of information. He also has been known to sell a few magical scrolls, some more powerful than others. &lt;br /&gt;
&lt;br /&gt;
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! For a seedier time in the district, head to Jimmy&#039;s tavern. Jimmy himself may be an intimidating fellow, 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. Ironically enough, the Sundren City Jail is housed just a stone&#039;s throw away from Jimmy&#039;s, as to stand an interesting reminder to those who might do mischief within the city.&lt;br /&gt;
&lt;br /&gt;
===Military Ward===&lt;br /&gt;
The Military District is home to the Watch, the special police force of the Legion. Not belonging to any particular Legion, these men are tasked with the general safekeeping of the City proper. The Master Watchman, Greenrich, has been known to speak to those looking to join the Legion itself, and gives tasks to complete. Also, those who need to register and to get papers have to speak to Clerk Jones in concordance with the [http://www.sundren.org/forum/showthread.php?t=8629 Anderson Act Notice], or the [http://www.sundren.org/forum/showthread.php?t=9287 Vellik Act Notice].&lt;br /&gt;
&lt;br /&gt;
The Triumverate also makes its home across the pond from the Watch House, a place of sanctuary and peace for all who desire it. The Temple Barracks of Helm are located directly to your left as you enter the district, as is the entrance to the sewers beneath the city. The Arbiters building is located north of the district, and is the location for the meetings between the rulers of the city.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Most of Sundrens laws and government can be found [[Sundren Laws|here.]]&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=5726</id>
		<title>Port Avanthyr</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Port_Avanthyr&amp;diff=5726"/>
		<updated>2010-06-12T05:01:29Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;The Port Avanthyr is the main shipping area for most of Sundren&amp;#039;s goods. Its coasts is somewhat easier to navigate than some other parts of the Sundarian coastline, and so most o…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Port Avanthyr is the main shipping area for most of Sundren&#039;s goods. Its coasts 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;
There are quite a few people in the Port who usually have small tasks that need doing, such as Jula over near the Wishing Fountain or Fiddlesworth in the northern part of the town. The Port is ruled by the Exarch Jarius Malifar, and his several advisers in the City Hall. The Exarch reports to the main Sundren Government in Sundren City, so there are naturally Legion troops stationed around the Port. &lt;br /&gt;
&lt;br /&gt;
The Temple of [[Umberlee]] also makes its home within the&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5725</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5725"/>
		<updated>2010-06-11T22:42:04Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Aquor===&lt;br /&gt;
Aquor is a town close to the Spine that houses the decadent and rich of Sundren&#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, Aquor boasts some of the most influential people in the entire valley making their homes within the beautiful town. To the north of the town, the Az&#039;Gema Lake is a well known fishing spot that some of the older retirees spend most of their day at. It is also placed right next to the Floating Flagon, where the barkeep loves to tell all kinds of stories, and houses frequent story tellers within his tavern. The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing.&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. Aquor was after recently attacked by the Dark Advent and its vampires, massacring the town in what was known as the Night of Blood. The Thayan Enclave locked its gates shut, leaving the people outside to whatever fate lay in store for them. Naturally, the people are more mistrustful of the Enclave now and so tend to not go near it if at all possible.&lt;br /&gt;
&lt;br /&gt;
Located next to the Enclave is the Temple of [[Sune]]. This temple was recently constructed by a Sunite group new to Sundren, and its priests welcome 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 are known for their generosity and beauty, and are well liked by the other inhabitants of the town.&lt;br /&gt;
&lt;br /&gt;
The Kurz Cartel has been known to inhabit the town as well. Underworld elements are only whispered about in the town, but it is well known that the Cartel runs smuggling through the small city despite the efforts of the Legion. In fact, there are rumors that the Legion is involved in some of the smuggling themselves, accepting bribes and cuts in turn for their silence. Rumor also has it that there is a road up to the Spine that leads to further Cartel activites, whether one wants in on the action or to end it. &lt;br /&gt;
&lt;br /&gt;
The Blackwood mercenary group also makes its base in 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;
Tailors and music shops are common in Aquor. One simply has to check their handy map in order to spot where they work, and the fine quality that they produce. The Enclave sells magical items to those they deem worthy, and perhaps some that are less than so.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Factions&amp;diff=5719</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Factions&amp;diff=5719"/>
		<updated>2010-06-09T06:19:14Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Wardens of the Vale */&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;
&lt;br /&gt;
&lt;br /&gt;
=All Non-Player Factions=&lt;br /&gt;
There are many non-player factions within Sundren. These represent the different organizations that oppose the player base and Sundren itself. While players cannot be members of these factions, they can gain reputation by performing deeds--eventually becoming non-hostile to these factions.&lt;br /&gt;
&lt;br /&gt;
==Mossclaw Alliance==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Mossclaw.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The creatures of Viridale forest have formed an alliance in an effort to safeguard their territory from not only the Sundren Military, but each other. The Mossclaw Gnolls, Stonegarb Ogres, Muckspear Goblins and Grimaxe orcs comprise this crude band of woodland terrors. Recently the group has been becoming more aggressive, much to the dismay of the forest border guards.&lt;br /&gt;
&lt;br /&gt;
==Slitherscale==&lt;br /&gt;
Lizard men are not natives to Sundren, leading many to believe that this tribe has just recently arrived at the shores near Sestra. The reason they&#039;ve come is yet to be seen but their raids on fishing boats, outlying settlements and even Sestra itself has made it clear they are out to take part of Sundren valley for their own.&lt;br /&gt;
&lt;br /&gt;
==Spittlefist==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Spittlefist.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
These miscreants originally hail from the Musckpear tribe of Viridale. After splintering, in a desperate attempt to stay alive, they fled to the Sharahan Hills and hid. It&#039;s believed that the activities of the Exigo have led them to resurface and even forge a tenuous pact with the Bloodmaim orcs.&lt;br /&gt;
&lt;br /&gt;
==The Dark Advent==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_DarkAdvent.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
This cryptic group of necromancers only recently arrived in Sundren. They keep to themselves and for the most part, never even approach the city. Their lair is believed to be located to the east of Avanthyr, but some say their influence spans as far as Aquor. Aside from that, not much is known about the small organization. Most locals prefer to ignore their existence, assuming that those who deal with the dead are best left to their strange studies.&lt;br /&gt;
&lt;br /&gt;
==The Hands of Gruumsh==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_HandsofGruumsh.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Mossdale forest is well known for its population of intelligent war-driven inhabitants, the Bloodmaim Orcs. These crazed fiends have recently collected themselves under one banner, the Hands of Gruumsh. The organization has openly shown its hostility to Sundren in recent attacks and has show no signs of wavering.&lt;br /&gt;
&lt;br /&gt;
==Moth Oira==&lt;br /&gt;
Moth Oira&#039;s main goal is to preserve the Shadow Weave at all costs. They covertly promote its use and support all efforts that might ensure its existance. The organization consists of elves and shadar kai. Since the destruction of the Cubic artifact, which contained the avatar of their goddess Shar, the group has drifted into disarray.&lt;br /&gt;
&lt;br /&gt;
==Shekinessi==&lt;br /&gt;
The Shekinessi are water naga corrupted into dark naga by the evil Sess&#039;Kellith--a demi-god of the yuan-ti. These naga types are typically neutral and live in rivers and ruins, but Sess&#039;Kellith used convincing arguments and magics to have the tribe join the reptile army. After the demise of Sess&#039;Kellith, the Shekinessi retreated into the lava-warmed caverns north of Aquor.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Arbiter&#039;s Alliance=&lt;br /&gt;
The Arbiter&#039;s Alliance is the formal name of Sundren&#039;s volunteer forces. Organizations such as the Triumvirate, Church of Helm, the Red Blades and Hands of Mundus carry this banner. It represents their will to unite and fight against the evils that threaten to consume it.&lt;br /&gt;
&lt;br /&gt;
==Church of Helm==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Helm.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
In a land where danger is prevalent and unseen evil festers, the followers of Helm find themselves most at home. Elrick and his fellow helmites have taken it upon themselves to guard the growing city from the forces that cannot be seen. The Church of Helm has an overwhelming presence in Sundren and is well respected by the people. Their protection is openly valued by Marcus Vae and his subordinates. The generous contributions made by these wealthy benefactors can be seen put to use daily as the expanding army of Watchknights continues to fill the city.&lt;br /&gt;
&lt;br /&gt;
==The Triumvirate==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Triumvirate.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Triumvirate are a coalition of paladins, clerics and warrior priests united by their faith in Tyr, Torm and Illmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Triumvirate|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Corps de Grace==&lt;br /&gt;
Once known as the Corsairs, this is the local militia for Sestra. Originally a secular organization, the Reptile War proved the group needed to strengthen its moral fiber. The encouraging actions of the Triumvirate, who took care of the Sestra refugees through the war, lead the militia leaders to associate with the church. Now, the milita is strong and reputable once more, with the faithful to Ilmater or devotees to Sestra among their members.&lt;br /&gt;
&lt;br /&gt;
Learn [[Corps de Grace|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Black Hand=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_BlackHand_b.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
Bane has only recently taken an interest in Sundren and why is still yet to be known. The immediate appearance of the Triumvirate following the appearance of banites though has led many to believe that these shadowy agents of the great tyrant are heralds of terrible things to come. This organization trumpets the call of Bane, but holds other less-powerful but equally evil organizations under its banner, despite their gods. They know fully-well that one day, all will worship the one true Lord.&lt;br /&gt;
&lt;br /&gt;
Learn [[Black Hand|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Children of Colibrus==&lt;br /&gt;
Little is known about Colibrus or the power of his vampiric minions. Whispers of his presence rarely float from the lips of travelers--they are petrified to invoke his name. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Exigo Syndicate=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Exigo.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
Ramas Sepret, like many of the often diverse races and factions that populate Sundren, came seeking riches. Unlike the other less zealous fortune-seekers, Ramas brought an entire league of miners, farmers, and botanists with him. This group of individuals, known as the Exigo Syndicate, is primarily made up from those of Mulhorandi descent; however, some dwarves, gnomes, and even elves exist within their ranks. The clever and industrious group arrived in 1352 and has been taking advantage of the bountiful resources of the land ever since.&lt;br /&gt;
&lt;br /&gt;
Learn [[Exigo Syndicate|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Bristlebeard&#039;s Hollow (Whurest)==&lt;br /&gt;
Bristlebeard&#039;s Hollow is a small dwarven mining outpost on the Spine of the World. They are an extension of Clan Battlehammer, the dwarven clan that resides in Mithral Hall. They have a trade alliance with Exigo Syndicate and consider the organization a strong business partner.&lt;br /&gt;
&lt;br /&gt;
Learn [[Whurest|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Thayan Enclave=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Thay.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At an early age, noble children are carefully examined for any signs of arcane talent. Any who are shown to have even a small aptitude are immediately inducted into wizardry school, followed by a long and arduous apprenticeship to a Red Wizard. Those who survive their apprenticeship and are ambitious, resourceful, and talented are invited to join the Red Wizards. The Red Wizards send out envoys into the rest of Faerun, seeking customers for their lucrative magical businesses. One such envoy has established itself as an Enclave within Sundren.&lt;br /&gt;
&lt;br /&gt;
Learn [[Thayan Enclave|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Kurz Cartel=&lt;br /&gt;
Kurz Vilebelch and his band of miscreant rogues recently fled to Sundren seeking to escape the law enforcement of Waterdeep. Their presence is unwelcome in the city, so they&#039;ve created a small hideout in one of the caves near Viridale forest. Marcus Vae has put forth a reward for the head of Kurz and declared his small cartel enemies of the state.&lt;br /&gt;
&lt;br /&gt;
==Eboncoin Pact==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/2_Fac_Eboncoin.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&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;
Learn [[Eboncoin Pact|ONLY A LITTLE MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Sundarian Legion=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/296/medium/1_legion2.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Sundarian Legon is recognized formally as a government investment that is directly responsible for the protection of all claimed territory. They alternatively serve as low level law enforcement in the absence of Judicators and Wardens but all but officers are restricted from executions, banishments and other harsh punishments without permission from an authority.&lt;br /&gt;
&lt;br /&gt;
Learn [[Sundarian Legion|MORE]].&lt;br /&gt;
&lt;br /&gt;
==Hands of Mundus==&lt;br /&gt;
The Hands of Mundus, also known simply as &amp;quot;The Hands&amp;quot; were present before Sundren was a city state. When the great wizard Mundus strolled into the valley, he brought with him his two closest friends who he would commonly refer to as his left and right hands, in recognition of their worth to him. They together, with his blessings, formed the Hands. Following a nasty falling out after the death of Mundus and their differing view on how things should be run, the order was forever separated into two halves with members following one of the two leaders. The two hands struggle ceaselessly to assume full control of the order of elite magi, and to prove their interpretation of Mundus&#039; will is correct.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Hands of Mundus|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Red Blades==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_RedBlades_b.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Red Blades have existed since the founding of Sundren in 1230. Since that time they have been controlled by the descendants of Eriar Vitori; the founder who defined their unique style of swordsmanship. The Red Blades zealously serve Sundren and all of their members have sworn a pledge of eternal loyalty to both the guild and the state. Only the most skilled of warriors are ever inducted into the Red Blades. Once accepted, initiates must face certain trials which often cause even the most resilient warrior to falter. Those who overcome the trials endure rites of passage into full membership and begin their training under Vaer himself.&lt;br /&gt;
&lt;br /&gt;
Learn [[The Red Blades|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Veritas Syndicate=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/2908/medium/1_Fac_Veritas.gif&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Veritas Syndicate has existed since 1230. When the organization was founded following Mundus&#039; death, it was intended to be exactly what it is today, a group of rebels fighting for control of Sundren. The current leader, Mihkail Veritas has not changed this stance. The stalwart rebellion has fought zealously for more than a hundred years, but since their lair was revealed five years ago, their plans for domination have been stunted.&lt;br /&gt;
&lt;br /&gt;
Learn [[Veritas|MORE]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Wardens of the Vale=&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;http://www.sundren.org/photoplog/images/296/medium/1_Wardens2.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
The Wardens of the Vale are a loose, but formidable group dedicated to protecting the land itself. Rangers, druids, and barbarians are common within their ranks. Their methods may differ within their ranks, but they are united in guarding nature from the encroaching boundaries of civilization.&lt;br /&gt;
&lt;br /&gt;
Learn [[Wardens of the Vale|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Servants of the Circle==&lt;br /&gt;
The druid circle in the Viridale is a place of power with influence over the wilds of Sundren. The Servants of the Circle are the many druids and fey that adhere to the circle most closely. They may serve any number of gods, though most serve Silvanus and Chauntee.&lt;br /&gt;
&lt;br /&gt;
Learn [[Servants of the Circle|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Wrath of Nature==&lt;br /&gt;
Generally comprised of worshipers of the Fury Gods, but not exclusive to them, this faction believes in retribution and offensive tactics on behalf of Nature. They have no qualms with genocidal acts nor destruction. Outsiders would view them as &amp;quot;terrorists,&amp;quot; but the group believes their cause is just. They stand firmly against the aggressions of society, industry, and development.&lt;br /&gt;
&lt;br /&gt;
Learn [[Wrath of Nature|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Nature&#039;s Vanguard==&lt;br /&gt;
Nature&#039;s Vanguard consists of the tribes and rangers throughout Sundren. This includes the ranger outpost of the Viridale as well as several nomadic, barbarian tribes in the region. These protectors work diligently, often through force of arms, to ensure the safety of the wardens, nature, and each other. They are the &amp;quot;soldiers&amp;quot; of the Wardens of the Vale. Each group has agreed to lend their might and military when they are called to do so. Typically, the groups of Nature&#039;s Vanguard live off the land. They take only what they need and hate the over-consumption of Sundren citizens. They shun civilized regions.&lt;br /&gt;
&lt;br /&gt;
Learn [[Nature&#039;s Vanguard|MORE]]&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Corps_de_Grace&amp;diff=5718</id>
		<title>Corps de Grace</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Corps_de_Grace&amp;diff=5718"/>
		<updated>2010-06-07T19:53:00Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Persons of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
This is the local militia for [[Sestra|Sestra]]. Originally a secular organization, the Reptile War proved the group needed to strengthen its moral fiber. The encouraging actions of the Triumvirate, who took care of the Sestra refugees through the war, lead the militia leaders to associate with the church.&lt;br /&gt;
&lt;br /&gt;
Faction: Arbiter&#039;s Alliance&amp;lt;br&amp;gt;&lt;br /&gt;
Location: Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Typical Member Traits:&lt;br /&gt;
* Local to Sestra&amp;lt;br&amp;gt;&lt;br /&gt;
* Frequently worships Ilmater or Helm&amp;lt;br&amp;gt;&lt;br /&gt;
* Often low skill in combat; has a day job elsewhere&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
The majority of the Corps is made up of locals, with a scattered amount of local adventurers. For the most part, the only objective the Corps has is to continue on with their lives in town. Life continues normally, except for certain situations call for the locals to gather up their weapons and protect the town. During the Lizard War, the Corps were essential in the survival of the people forced to leave their homes. Hungry and homeless, it was the Corps that provided the brunt of the forces dedicated to retaking the town during the battles that followed, eventually earning them a place within the Aribiter&#039;s Alliance.&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
Neophyte - 1000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Partisane - 3000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Sentinelle - 6000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Gardien - 10000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Apotre - 15000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Directeur 20000 rep&amp;lt;br&amp;gt;&lt;br /&gt;
Capitaine - NPC Only &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Origin/History===&lt;br /&gt;
&lt;br /&gt;
1305 – a Pirate ship, looking for a new base farther north towards, finds an old cartographer notes of a man that worked for Mudus. They manage to get a map, and as a result, scour the cost looking for small coves; they find one, along with a small set of caves with only a few lizard men in them, at the edge of Sestra, what is now the Exarch Keep, they come in a Corsair ship under the leadership of Captain Greenlegs Blackheart&lt;br /&gt;
&lt;br /&gt;
1305-1340 As the city state is thrown in upheaval with the Bloodmain conflict, occasional pirate captains settle around the lands and help to keep the lizards from coming out of their caves... a settlement, little know to most of the rest of the country is founded; mostly by ex-captains and families.&lt;br /&gt;
&lt;br /&gt;
1340 -50 Disagreements between the active and former captains broke out and the Corsairs named for the ships they used to sail, threw out the brigands and set up a more fortified position to keep them out for good, mostly under the leadership of Captain Philonia “Two-Daggers” Dragline&lt;br /&gt;
&lt;br /&gt;
1352- With the apparent secession of the Pirate Attacks and obvious organization of the rather... shady elements in Sestra, the Captain Philonia is granted the Exarch position and rule over the land in the City’s name, his Lieutenant and son are named Captains over the volunteer force. Sestra is opened up for colonization outside the City walls and the land about attracts many farmers; adventurers also come to challenge the lizards on occasion, which increases the volunteer force of the Corsairs as well.&lt;br /&gt;
&lt;br /&gt;
To present – the Corsairs continue to operate as a volunteer organization, but the old roots are still present there. They occasionally take up with shadier elements in the town, mostly Shifty’s men, although do not commit murder or other grievous acts. They work as peacekeepers and a rapid response force against incursions, trying to keep calm, such as during the recent attacks by lizardfolk. Eddy is the eldest of the Corsairs and has assumed leadership.&lt;br /&gt;
&lt;br /&gt;
After much deliberation and bantering back and forth, the following was suggested:&lt;br /&gt;
CORPS DE GRÂCE&lt;br /&gt;
&lt;br /&gt;
===Persons of Note===&lt;br /&gt;
&#039;&#039;&#039;Cirion Reliun&#039;&#039;&#039;: A Directeur, he is the second highest ranking Corps member within Sestra. As such, he deals with many of the problems and issues that take place within the seaside town. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cybil Gelly&#039;&#039;&#039;: An Apotre, Cybil was a main forerunner of [[Ilmater|Ilmater]] within the town during the Lizard War. Due to her efforts and those of her faith, the town has accepted Ilmater as a patron god in thanks for her efforts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerick Taldan&#039;&#039;&#039;: This bespectacled youth is the youngest in command within the Corps. He is a quiet, but intelligent leader among the Corps that is widely respected.&lt;br /&gt;
&lt;br /&gt;
===Coat of arms===&lt;br /&gt;
Argent, an Anchor, sable per fes engrailed verte, two hands argent, bound at wrist with rope gules.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5716</id>
		<title>Aquor</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Aquor&amp;diff=5716"/>
		<updated>2010-06-07T06:21:50Z</updated>

		<summary type="html">&lt;p&gt;Peridan: Created page with &amp;#039;===Aquor=== Aquor is a town close to the Spine that houses the decadent and rich of Sundren&amp;#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, A…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Aquor===&lt;br /&gt;
Aquor is a town close to the Spine that houses the decadent and rich of Sundren&#039;s elite when they are not in Sundren City. Famous for its art, music, and sculpture, Aquor boasts some of the most influential people in the entire valley making their homes within the beautiful town. To the north of the town, the Az&#039;Gema Lake is a well known fishing spot that some of the older retirees spend most of their day at. It is also placed right next to the Floating Flagon, where the barkeep loves to tell all kinds of stories, and houses frequent story tellers within his tavern. The road up north into the Spine also starts from Aquor, so it would be wise to bring some warmer clothing.&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 commoner folk tend to avoid it.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=5715</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=5715"/>
		<updated>2010-06-07T01:12:33Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* 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 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;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cities_%26_Towns&amp;diff=5714</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=5714"/>
		<updated>2010-06-07T01:12:16Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* 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 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;
==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;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5708</id>
		<title>Places of Interest</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5708"/>
		<updated>2010-06-06T17:35:16Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Viridale Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid Glade==&lt;br /&gt;
The Grove is a place of power with influence over the wilds of Sundren. The primal aspects of the grove (Strength, Temper, Alertness, Joy, and Grace) act as two way conduits between the wilds and the grove. Through his communion with the aspects, the Keeper can both perceive what is happening within the wilds, and act to influence it. Nes&#039;Anah, the Peace of the Grove, exerts a calming influence over these proceedings so that conflict does not develop between the aspects, and so that the Keeper&#039;s fierce protectiveness of the wilds does not cause him to take extreme action.&lt;br /&gt;
&lt;br /&gt;
Learn [[Druid Glade|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Exigo Trading Post==&lt;br /&gt;
The trading post forms a hub for the commercial activities of the Exigo within Sundren. Not only is it a place where appropriately licensed merchants can operate, but it also serves as a transit point for goods from the Syndicate&#039;s farming and resource extraction operations. The post is usually busy with the activities of merchants, farmers, and a myriad of others who either supply or purchase from this large and diverse organisation.&lt;br /&gt;
&lt;br /&gt;
==Exigo Expedition Camp==&lt;br /&gt;
When the Exigo Syndicate arrived in Sundren, they came seeking the newly discovered ore Sundrite. Thus, their first base of operations was built within an area rich with it, the Spine of the World.&lt;br /&gt;
&lt;br /&gt;
==Gate of the Sunderer==&lt;br /&gt;
When Mundus first discovered Sundren there was no land passage into it, the valley was sealed off by a solid ring of mountains. For four years he tried to discover one but met with no success. The solution decided upon was to break down one of the mountains, and a group of red wizards were hired to make a passage with the raw power of magic. The mountain was broken, the act of Sundering the ranges made all that came after possible and gave the land, and this gate, their names. The gate of the Sunderer is a testament to this act, set within the passage created by the Red Wizards. The gate is vital to Sundren, being the only land access that does not require scaling the treacherous ranges which circle the land.&lt;br /&gt;
&lt;br /&gt;
==Mirakus Post==&lt;br /&gt;
This long-standing outpost doesn&#039;t see much action, it was built to serve as a defense for the western region of Sundren. Due to many natural barriers though, it is considered nearly impossible to even reach the outpost from the coast, making any kind of invasion outside of Sundren from this region a joke. The Post&#039;s commander is Talin Fenris; a low ranking but loyal member of the Red Blades. A Red Blades Guild hall is located here, the only other existing in Sundren City. It is here that many Red Blade members seek to train and hone their skills in the tranquil surroundings of the Post. Additionally, the presence of the Red Blades there is a further deterrent for any kind of attack on the post.&lt;br /&gt;
&lt;br /&gt;
During its hundred year standing in the region, Mirakus Post has only been attacked once by the Mossclaw Alliance from Viridale. The orcs were slaughtered in the foolish and uncoordinated effort and their losses were so heavy that they were nearly completely wiped out. &lt;br /&gt;
&lt;br /&gt;
However, in recent times the Post was attacked and taken over by Banite allied forces. They struck suddenly, and with little warning, decimating the once peaceful stand. Now Mirakus is a base for the undead and the unholy.&lt;br /&gt;
&lt;br /&gt;
==Necropolis==&lt;br /&gt;
In this vast memorial, the remains of nearly five generations of Sundarians are housed. A group of necromancer cultists identifying themselves &amp;quot;The Dark Advent&amp;quot; had taken up residence upon the once holy ground, until they were replaced by the cultists of Myrkul. Now the Polis is overrun with Myrkul priests and undead, serving just as dangerous a threat (if not more so) than the Advent.&lt;br /&gt;
&lt;br /&gt;
==Sharahan Hills==&lt;br /&gt;
These goblin infested hills are believed to be rich with mithral and iron. The spittlefist tribe, unaware of this recently fled from Mossdale and settled here. With them, they took their tendencies though and have begun looting and pillaging nearby farmsteads. Both the militia and the Exigo Synidcate would pay well to see this area purged.&lt;br /&gt;
&lt;br /&gt;
==Veritas Keep==&lt;br /&gt;
The [[Veritas|Veritas&#039;]] keep was a well guarded secret until recently, when a group of scouts stumbled upon the gate hidden amongst the mountains. Since then, it has been under constant barrage by the [[Sundarian Legion|Sundarian Legion]], who hope to be rid of the rebellion.&lt;br /&gt;
&lt;br /&gt;
==Viridale Forest==&lt;br /&gt;
While not as treacherous as its sister forest, Mossdale, the Viridale forest houses the Mossclaw alliance that similarly plague the guardsmen defending the edges. Beyond the brutes though, it&#039;s believed that far more deadly creatures reign in the deepest regions of this secluded forest. Rumor has it that vampires stalk the forest at night, catching their victims unawares.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5707</id>
		<title>Places of Interest</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Places_of_Interest&amp;diff=5707"/>
		<updated>2010-06-06T17:34:50Z</updated>

		<summary type="html">&lt;p&gt;Peridan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid Glade==&lt;br /&gt;
The Grove is a place of power with influence over the wilds of Sundren. The primal aspects of the grove (Strength, Temper, Alertness, Joy, and Grace) act as two way conduits between the wilds and the grove. Through his communion with the aspects, the Keeper can both perceive what is happening within the wilds, and act to influence it. Nes&#039;Anah, the Peace of the Grove, exerts a calming influence over these proceedings so that conflict does not develop between the aspects, and so that the Keeper&#039;s fierce protectiveness of the wilds does not cause him to take extreme action.&lt;br /&gt;
&lt;br /&gt;
Learn [[Druid Glade|MORE]]&lt;br /&gt;
&lt;br /&gt;
==Exigo Trading Post==&lt;br /&gt;
The trading post forms a hub for the commercial activities of the Exigo within Sundren. Not only is it a place where appropriately licensed merchants can operate, but it also serves as a transit point for goods from the Syndicate&#039;s farming and resource extraction operations. The post is usually busy with the activities of merchants, farmers, and a myriad of others who either supply or purchase from this large and diverse organisation.&lt;br /&gt;
&lt;br /&gt;
==Exigo Expedition Camp==&lt;br /&gt;
When the Exigo Syndicate arrived in Sundren, they came seeking the newly discovered ore Sundrite. Thus, their first base of operations was built within an area rich with it, the Spine of the World.&lt;br /&gt;
&lt;br /&gt;
==Gate of the Sunderer==&lt;br /&gt;
When Mundus first discovered Sundren there was no land passage into it, the valley was sealed off by a solid ring of mountains. For four years he tried to discover one but met with no success. The solution decided upon was to break down one of the mountains, and a group of red wizards were hired to make a passage with the raw power of magic. The mountain was broken, the act of Sundering the ranges made all that came after possible and gave the land, and this gate, their names. The gate of the Sunderer is a testament to this act, set within the passage created by the Red Wizards. The gate is vital to Sundren, being the only land access that does not require scaling the treacherous ranges which circle the land.&lt;br /&gt;
&lt;br /&gt;
==Mirakus Post==&lt;br /&gt;
This long-standing outpost doesn&#039;t see much action, it was built to serve as a defense for the western region of Sundren. Due to many natural barriers though, it is considered nearly impossible to even reach the outpost from the coast, making any kind of invasion outside of Sundren from this region a joke. The Post&#039;s commander is Talin Fenris; a low ranking but loyal member of the Red Blades. A Red Blades Guild hall is located here, the only other existing in Sundren City. It is here that many Red Blade members seek to train and hone their skills in the tranquil surroundings of the Post. Additionally, the presence of the Red Blades there is a further deterrent for any kind of attack on the post.&lt;br /&gt;
&lt;br /&gt;
During its hundred year standing in the region, Mirakus Post has only been attacked once by the Mossclaw Alliance from Viridale. The orcs were slaughtered in the foolish and uncoordinated effort and their losses were so heavy that they were nearly completely wiped out. &lt;br /&gt;
&lt;br /&gt;
However, in recent times the Post was attacked and taken over by Banite allied forces. They struck suddenly, and with little warning, decimating the once peaceful stand. Now Mirakus is a base for the undead and the unholy.&lt;br /&gt;
&lt;br /&gt;
==Necropolis==&lt;br /&gt;
In this vast memorial, the remains of nearly five generations of Sundarians are housed. A group of necromancer cultists identifying themselves &amp;quot;The Dark Advent&amp;quot; had taken up residence upon the once holy ground, until they were replaced by the cultists of Myrkul. Now the Polis is overrun with Myrkul priests and undead, serving just as dangerous a threat (if not more so) than the Advent.&lt;br /&gt;
&lt;br /&gt;
==Sharahan Hills==&lt;br /&gt;
These goblin infested hills are believed to be rich with mithral and iron. The spittlefist tribe, unaware of this recently fled from Mossdale and settled here. With them, they took their tendencies though and have begun looting and pillaging nearby farmsteads. Both the militia and the Exigo Synidcate would pay well to see this area purged.&lt;br /&gt;
&lt;br /&gt;
==Veritas Keep==&lt;br /&gt;
The [[Veritas|Veritas&#039;]] keep was a well guarded secret until recently, when a group of scouts stumbled upon the gate hidden amongst the mountains. Since then, it has been under constant barrage by the [[Sundarian Legion|Sundarian Legion]], who hope to be rid of the rebellion.&lt;br /&gt;
&lt;br /&gt;
==Viridale Forest==&lt;br /&gt;
While not as treacherous as its sister forest, Mossdale, the Viridale forest houses the Mossclaw alliance that similarly plague the guardsmen defending the edges. Beyond the brutes though, it&#039;s believed that far more deadly creatures reign in the deepest regions of this secluded forest.&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Thayan_Enclave&amp;diff=5705</id>
		<title>Thayan Enclave</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Thayan_Enclave&amp;diff=5705"/>
		<updated>2010-06-05T22:33:25Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Summary===&lt;br /&gt;
Quick Traits:&lt;br /&gt;
* Less secretive about their work; &#039;show-off&#039; what they have achieved&lt;br /&gt;
* Up-tight and arrogant; believe everyone is below them and are like &#039;dirt&#039; or &#039;slaves&#039;&lt;br /&gt;
* Very clean and keep everything tidy&lt;br /&gt;
* Don&#039;t get their hands &amp;quot;dirty&amp;quot;; use diplomacy and gold to work their way out of things&lt;br /&gt;
* Main users of drugs, slaves and prostitution in Sundren and see this as something normal&lt;br /&gt;
&lt;br /&gt;
The Thayan Enclave is considered a state unto itself on Sundren soil. While others may not quite understand why Sundren&#039;s laws do not apply to such an entity, they are quite literally a foreign diplomatic embassy. As such, the laws of Sundren do not reach past its gates, where only the laws of Thay hold power. &lt;br /&gt;
&lt;br /&gt;
The Thayans have had a vested interest in Sundren ever since Mundus himself hired them to open the way into the valley. As such, they have decided to place one of their many Enclaves within [[Aquor|Aquor]]. This Enclave serves as a base for all the [[Thayan Knight|Thayan Knights]] as well as their [[Red Wizard of Thay|Red Wizard]] masters. No one quite knows what they do in there, but the Red Wizards are always pleased to meet a potential customer, depending on how much gold he has on hand.&lt;br /&gt;
&lt;br /&gt;
Their organization is run by a council of Masters, each specializing in a specific school of magic. The head of the entire Enclave is the Master of Necromancy, or [[Alcazar Telrune|Alcazar Tel&#039;Rune]]. A lofty and powerful magi, he rules the Enclave with a will stronger than any metal.&lt;br /&gt;
&lt;br /&gt;
===Thayan Caste===&lt;br /&gt;
The Thayans have a very rigid caste system, one based not only on race but on family line. Only nobles are usually allowed to become Red Wizards, and only those of Mulan decent are considered for the position. Rashemi and other races are considered lesser beings, and as such are treated as though they are under the Mulani Red Wizards. &lt;br /&gt;
&lt;br /&gt;
====Slaves====&lt;br /&gt;
Slaves make up the vast majority of the Thayan population. They can be of any human race as Thay imports them from other countries regularly. Elves are rare, and anything else is practically non-existent. Most of the slaves are procured legally with other nations, despite fearful claims of Thayan slavery parties. While Thay used to conquer and raid for its slaves, most are now prisoners from other governments sold to them as payment for the economic boost their Enclaves provide.&lt;br /&gt;
&lt;br /&gt;
Slaves are not allowed to cut their hair except in the very rare situations that a master wishes them to. If a slave goes sick and has to have its hair cut, it is often kept in isolation until its hair grows back. Usually, a slave that does have its hair cut is one a master has grown fond with (such slaves can even sometimes be given their own private estates and attain some measure of power. However, they can never be freed. Once a slave, always a slave). Slaves that are granted permission to have their hair cut are still not allowed to have it cut shorter than halfway down the back.&lt;br /&gt;
&lt;br /&gt;
Slaves serve most lower positions in Thayan society. Manual labor in fields, mines, and so on. Other slaves, usually the better looking, are personal servants in rich Mulan estates, and often have much better existences than the slaves used for manual labor. In addition, some very few slaves are used for magical experiments. Though people in other nations like to yell about this, it is actually far rarer than the tales--slaves are too expensive to be used as such lab rats except for the richest of Red Wizards. Generally, other, more easily procured creatures are used, unless experiments specifically would be better with a human subject.&lt;br /&gt;
&lt;br /&gt;
Slaves have no rights. They are treated as property for their master to do with as they will. Murdering a slave is not murder, it is damaging one&#039;s property.&lt;br /&gt;
&lt;br /&gt;
Addendum: It is possibly possible for slaves to purchase their way out of slavery or be bought and freed, however, such a thing is probably underhanded and not officially recognized.&lt;br /&gt;
&lt;br /&gt;
====Commoners====&lt;br /&gt;
Commoners aren&#039;t much better off than slaves, though the fact that slaves have all of the worst jobs put them as a cut above automatically. Commoners in Thay are not all that common, at least in comparison to other nations.&lt;br /&gt;
&lt;br /&gt;
While commoners used to have a rather drab rating on the importance scale of Thay, the Enclaves and growing of Thay as a mercantile state have served to bolster them. The merchant class, especially members of the Guild of Foreign Trade, is growing exponentially and some merchant commoners are now richer than some Red Wizards.&lt;br /&gt;
&lt;br /&gt;
Most commoners are Rashemi.&lt;br /&gt;
&lt;br /&gt;
====Nobles====&lt;br /&gt;
Nobles own most of the land of Thay, and are often strictly of the Mulan class. Elevation to noble status is something very few commoners manage to achieve, as the nobles zealously guard their elite position. Being a noble is by family line, and most noble families have been in existence for generations. Those who become Red Wizards are automatically ennobled, as is their family line.&lt;br /&gt;
&lt;br /&gt;
Those who serve well in the bureaucracy, military, or clergy can also work their way to noble status, or increase their status among other nobles.&lt;br /&gt;
&lt;br /&gt;
====Red Wizards====&lt;br /&gt;
The highest and most important class of Thay, Red Wizards own the country. All Red Wizards are chosen at an early age, as children of noble families are tested for magical aptitude. This happens among noble families only, commoners and slaves are not tested (though in rare instances, powerfully magical capable commoners and slaves may be taken as apprentices and eventually achieve the status of Red Wizard).&lt;br /&gt;
&lt;br /&gt;
Wizards are apprenticed to a Red Wizard and taught magic in a long and arduous apprenticeship before eventually graduating as a full Red Wizard. Many do not survive this process, as it is, essentially, a survival-of-the-fittest education.&lt;br /&gt;
&lt;br /&gt;
It is illegal for Red Wizards to take on non-Mulan apprentices. However, in practice, some do, and openly so, and this law is rarely enforced.&lt;br /&gt;
&lt;br /&gt;
Only Red Wizards are allowed to wear robes. It is legal to execute an impostor on the spot.&lt;br /&gt;
&lt;br /&gt;
Red Wizards are lead by Zulkirs, service-for-life masters of the 8 separate schools of magic. While there is no declared single leader of the council of Zulkirs, Szass Tam, the lich head of the necromancy school, is generally regarded as the leader of the council and of Thay.&lt;br /&gt;
&lt;br /&gt;
Addendum: Red Wizards all wear the same crimson robes, however, each school has different coloured trim indicating what school the individual Red Wizard belongs to. For instance, Necromancers have a black trim along their robes.&lt;br /&gt;
&lt;br /&gt;
====Thayan Knights====&lt;br /&gt;
The Thayan Knight is a person who is dedicated to Thay and to the protection of their masters, the Red Wizards. They are not knights in the traditional holy warrior or chastising armsman way, but are brutal, vicious warriors that will do absolutely anything to see their duties fulfilled. They can be cruel, they can be terrible, but above all else they are loyal to their masters&#039; wishes.&lt;br /&gt;
&lt;br /&gt;
They are powerful warriors, and well respected insofar as they are guardians of the rulers of Thay. &lt;br /&gt;
 &lt;br /&gt;
====Schooling====&lt;br /&gt;
Schools are the most important aspect of the Red Wizard society, and one&#039;s power base is often measured in how many, how good, and how loyal the other members of their school are. High-ranking members of another school don&#039;t have nearly as much power over low-ranking members that are outside of their own school, and, while they can make threats, backing up those threats takes careful politicking and maneuvering in order to make a reality. &lt;br /&gt;
&lt;br /&gt;
Therefore, a tiff between a high-ranking member of one school and a low-ranking member of another school is unlikely to result in the dismissal or death of the low-ranking member of the other school, as such action would be direct aggression against the high-ranking members of another school as it&#039;d be seen as attacking one&#039;s power base (for instance, if a high-ranking member of Illusion got into an argument against a low-ranking member of Evocation, while they could try to take action against the low-ranking member, it would cause tension if not outright hostility between the entire local Evocation branch against the local Illusion branch). Such may still happen, however, it would require one to do extensive work and favor-brokering in order to &#039;win&#039; the &#039;permission&#039; to take action against someone one may be at odds with. Thus, few go to such great lengths to remove a dissident of another school due to the hassle in doing so unless the argument is extensive enough that the dissident is a true threat rather than just an annoyance.&lt;br /&gt;
&lt;br /&gt;
===Laws of Thay===&lt;br /&gt;
Since the laws of Sundren aren&#039;t applicable within the Enclave walls, the Thayans are always eager to provide Sundren inhabitants a list of the proper rules and regulations that govern their stronghold. [[Laws of Thay|This list]] is for any and all Thayans moving to Sundren to begin their careers as magi or knights.&lt;br /&gt;
&lt;br /&gt;
===Customs of Thay===&lt;br /&gt;
The majority of the behavioral customs and practices of the Thayans can be found [[Customs of Thay|HERE]].&lt;br /&gt;
&lt;br /&gt;
===Leadership/People of Note===&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;: Tao&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Title(s)&#039;&#039;&#039;: Master Diviner&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: Thayan Enclave Aquor&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Birthplace&#039;&#039;&#039;: Thay&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age&#039;&#039;&#039;: 36&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Human&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: Polytheisic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: LN&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Wizard/Red Wizard&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tao is the master Diviner of the Red Wizards. Her divining sight and skill with divination is unparalleled despite her affliction. She is eccentric and tends to poke her nose in the business of others. She dislikes the use of slaves but does not work to stop others from using them. She feels slavery weakens individuals who need to work for what they have and grow. Tao despises death and murder, as she receives the strongest visions when such occurs as well as the horrors afterward. These often feel as though she herself has died. So her actions tend not to kill, only disable.&lt;br /&gt;
&lt;br /&gt;
Tao&#039;s hair is longer than that of other Red Wizards. This is due to her disbelief in slavery. This often causes other Red wizards to look down upon her, as a shaved head is a sign of nobility. However, she is careful not to allow her hair to grow too long, often clipping it herself.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
The objective of the Red Wizards, and the Enclave, is to gather as much power as possible. They seek to dominate everything from drug trafficking (although they would never admit to such) to slave trade, to power within the Sundren government. They are ambitious, ruthless, and calculating magi intent on seeing just how far they can spread their influence.&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
* Slave&lt;br /&gt;
* Apprentice&lt;br /&gt;
* Arcanist&lt;br /&gt;
* High Arcanist&lt;br /&gt;
* Master&lt;br /&gt;
&lt;br /&gt;
===Initiation Process===&lt;br /&gt;
If one wants to become a Red Wizard of Thay or a Thayan Knight, he or she needs to head to the Enclave within Aquor and speak to the wizards present. If he or she is of acceptable descent and power, they will be considered as an apprentice Red Wizard within the Enclave or a fledgling knight.&lt;br /&gt;
&lt;br /&gt;
===Timeline/Historical Events of Note===&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Timeline&amp;diff=5704</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Timeline&amp;diff=5704"/>
		<updated>2010-06-05T22:31:18Z</updated>

		<summary type="html">&lt;p&gt;Peridan: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Timeline===&lt;br /&gt;
&#039;&#039;&#039;The Year of Eyes 1196&#039;&#039;&#039; - &#039;&#039;Sundren Valley&#039;&#039; is found by Mundus through scrying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Sundering 1200&#039;&#039;&#039; - Mundus comissions [[Thayan Enclave|Red Wizards]] to destroy &#039;&#039;Mount Ariest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Walls 1201&#039;&#039;&#039; - Rock golems created by Mundus shape the &#039;&#039;Gate of the Sunderer&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Explorers 1202&#039;&#039;&#039; - Cartographers comissioned by Mundus draw the first maps of &#039;&#039;Sundren&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Bones 1207&#039;&#039;&#039; - Mundus&#039; Expedition is attacked by gnolls from  &#039;&#039;Viridale Forest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Scourging 1215&#039;&#039;&#039; - Mundus&#039; forces decimate the gnoll camps in Sundren and drive them back to &#039;&#039;Viridale Forest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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; - &#039;&#039;Sundren&#039;&#039; 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 1232&#039;&#039;&#039; - Clerics and Paladins of Helm come to &#039;&#039;Sundren&#039;&#039;.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Sieges 1246&#039;&#039;&#039; - The Bloodmaim Orcs begin attacking Sundren. The Mossclaw Alliance is formed in &#039;&#039;Viridale Forest&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Silence 1277&#039;&#039;&#039; - The Battle of Sharahan Hills is fought. All three current harbingers are slain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Tears 1284&#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 1300&#039;&#039;&#039; - Avanthyr and Aquor are razed by Bloodmaim orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Stepping Stones 1305&#039;&#039;&#039; - Avanthyr and Aquor are rebuilt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Year of Goliaths 1346&#039;&#039;&#039; - The chieftan 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 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 1370&#039;&#039;&#039; - The [[Black Hand|Black Hand of Bane]] comes to &#039;&#039;Sundren&#039;&#039;. The [[The Triumvirate|Triumverate]] 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; - Dark Advent arrives in Sundren. [[Tribe of the Rhemoraz]] is wiped out  by avalanche in the Cold Climb. Current year.&lt;br /&gt;
&lt;br /&gt;
===Significant Events===&lt;br /&gt;
The [[Lizard War|Lizard War]]&lt;/div&gt;</summary>
		<author><name>Peridan</name></author>
	</entry>
</feed>