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	<title>Legacies Gameworld Wiki - User contributions [en]</title>
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	<updated>2026-05-06T19:28:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=675</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=675"/>
		<updated>2026-02-05T23:09:52Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated from April 2025 to January 2026&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Lieutenant Kanick Stone (highest ranking lieutenant)&lt;br /&gt;
*Mayor Roman Aralynn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
*September 2024: &lt;br /&gt;
**Malik Dor appointed as deputy Quartermaster.&lt;br /&gt;
**Kanick appointed as deputy Drillmaster.&lt;br /&gt;
* April 2025: &lt;br /&gt;
**Town Guard dissolved by order of Suzerain Lorren Oswald &amp;amp; absorbed into the Warwick Army.&lt;br /&gt;
**Eribelle Stone resigns from the Guard&lt;br /&gt;
*May 2025: &lt;br /&gt;
**Morgana McCourt elected as Lieutenant (mayor), with elected Ensigns Zennic Valaster, Tsarina, and Ona Queralt&lt;br /&gt;
*June 2025: Morgana McCourt removed as Lieutenant&lt;br /&gt;
*October 2025: Fortnight Platoon dissolved 10/1 by order of Suzerain Lorren Oswald. Command structure of the Town Guard reverts to Lieutenant Kanick Stone as the highest ranking member.&lt;br /&gt;
*January 2026: &lt;br /&gt;
**Malik Dor resigns as quartermaster &amp;amp; makes final arrangements for backpay from the Fortnight Platoon.&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=674</id>
		<title>Fortnight Town Council</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=674"/>
		<updated>2026-02-05T23:00:05Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: fixed a formatting glitch in the table itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150 px]]&lt;br /&gt;
|Fortnight Town Council&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|4&lt;br /&gt;
|Mayor Roman Aralynn&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3|August 2022 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Skywind Blacktail&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abby Stone&lt;br /&gt;
! Sina&lt;br /&gt;
! Roman Aralynn&amp;lt;br /&amp;gt;Llywelyn&amp;lt;br&amp;gt;(Elected March 2023)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|December 2023 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Fulgar&lt;br /&gt;
! Raxis&lt;br /&gt;
! Strag Stone&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|September 2024 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Akil Alhazred&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
! Shadow&lt;br /&gt;
! Zennic Valaster&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|January 2026 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abbey Stone&lt;br /&gt;
! Milo Krasavesti &lt;br /&gt;
! Purity Silverton&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=673</id>
		<title>Fortnight Town Council</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=673"/>
		<updated>2026-02-05T22:58:53Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added names of election winners for Jan 2026&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150 px]]&lt;br /&gt;
|Fortnight Town Council&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|4&lt;br /&gt;
|Mayor Roman Aralynn&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3|August 2022 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Skywind Blacktail&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abby Stone&lt;br /&gt;
! Sina&lt;br /&gt;
! Roman Aralynn&amp;lt;br /&amp;gt;Llywelyn&amp;lt;br&amp;gt;(Elected March 2023)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|December 2023 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Fulgar&lt;br /&gt;
! Raxis&lt;br /&gt;
! Strag Stone&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|September 2024 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Akil Alhazred&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
! Shadow&lt;br /&gt;
! Zennic Valaster&lt;br /&gt;
! colspan=3|January 2026 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abbey Stone&lt;br /&gt;
! Milo Krasavesti &lt;br /&gt;
! Purity Silverton&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Kingdom_of_Warwick&amp;diff=672</id>
		<title>Kingdom of Warwick</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Kingdom_of_Warwick&amp;diff=672"/>
		<updated>2025-10-13T17:17:26Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: correction to title of High King Lledrithcath for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country Infobox&lt;br /&gt;
|[[File:Warwick Flag.png|x150px]]&lt;br /&gt;
|Warwick&lt;br /&gt;
|Newcastle&lt;br /&gt;
|Monarchy&lt;br /&gt;
|Sebastian “Jinx” Lledrithcath &amp;amp; Olivia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Warwick is a recently formed kingdom which seceded from Alba in 2021, where it was a formerly a Duchy. The region, a large wedge-shaped tract of land encompassing the entire area between the northern border of Doomstadt and the true Goblin Wastes, has a long and tumultuous history, and only recently came under (or, in a sense, returned to) Alban authority by way of a mutual assistance treaty between His Royal Majesty King Michael Van Dance and the Northern Doomstadt loyalist faction under Her Majesty Queen Dolosus Mauvis in 2007.&lt;br /&gt;
&lt;br /&gt;
The Kingdom is ruled by His Grace High King Sebastian “Jinx” Lledrithcath, also Baron of Tir Anwar, Wales, and his wife the Queen Olivia, from the capital city of Newcastle, in central Warwick. It is bordered on the south by Doomstadt, has its eastern extremity abutting the Dragonspine Mountains, and a rough northern border is determined by east-west tributary mountain ranges with innumerable names and descriptions according to disparate local traditions, which serve to divide Warwick from the utterly untamed, trackless, and magically twisted landscape of the Goblin Wastes beyond.&lt;br /&gt;
&lt;br /&gt;
Warwick is itself divided into four Earldoms; Drakenvelt along the greater portion of the western coastline, Estermont for the southern extent of the coastline and eastward roughly a third of the Doomstadt border, Daneholt extending further into the east, and Freeholt anchoring the entire eastern end of the duchy. There are three large cities in the duchy, and numerous significant towns and fortifications.&lt;br /&gt;
&lt;br /&gt;
Warwick is geographically and economically varied, with many areas being, perforce, entirely capable of self-sufficiency. Unlike Alba Proper, only a small portion of the vast amount of land in Warwick is formally incorporated into lesser lordships and settlements, leaving huge amounts of technically unclaimed real estate. This is not, however, to suggest that the real estate in question is uninhabited, and the flourishing populations of goblinoid races, outlander tribes, wild creatures, and other dangers are a constant reminder as to why each lordship defines only that small area which it can reasonably defend.&lt;br /&gt;
&lt;br /&gt;
The population is likewise varied, although there is a particularly strong representation of families who, in recent or distant generations, escaped bondage in Doomstadt and fled to the north in search of safety and independence. For this and other reasons there is a strongly independent frontier spirit about most populations of any significant duration within its borders. Though existence is brutal and fraught with dangers, the hard-won reward is freedom from oppression, a freedom not easily or willingly surrendered.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to the arrival of the Thracian Empire, the lands adjacent to the Goblin Wastes deemed reasonably habitable by the indigenous cultures fluctuated in broad, sweeping trends. At the time of Thracia’s arrival and conquest, the habitable portion extended even further north than it does today as the Wastes were, at that point, in what might be termed a decline. Trends have since reverse, however, and the amount of land claimable by civilized nations fell back over the generations to well south of the mountains that define the present border. The current shape of the land defined as Warwick may be evidence that the Wastes are again temporarily receding, or may only bear witness to the dogged tenacity of those inhabitants willing to fight to lay claim to even barely-survivable wilderness.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Imagicka, formed in 1177 and lasting until 2001, could be considered one of the most stable and profoundly durable influences in the known history of Pangea except for one persistent element of disharmony. The land encompassing what is now the nation of Doomstadt and the Duchy of Warwick periodically throughout Imagicka’s history seceded or fought free of the greater kingdom before inevitably being reabsorbed into the whole at a later time.&lt;br /&gt;
&lt;br /&gt;
When contained within Imagicka, both lands were considered the Earldom of Warwick. When independent, the nation of Doomstadt, homeland of the Endrani people, occupied a variable amount of territory which variously included all or some of what is now the present day Duchy of Warwick. Consequently, the territory of what is now Warwick would go through constant changes of administration, first being a unified part of Imagicka, then all or partly under the control of Doomstadt with or without lingering Imagickan influence, then all or partly ignored by any and all form of government, then reabsorbed into Imagicka once again when matters in Doomstadt inevitably deteriorated, due to their fractious and divisive internal politics, to the point where Imagicka could reclaim the wayward state. The amount of land taken and how political chips fell any given turn of this cycle determined whether the resulting land was termed Doomstadt or Warwick.&lt;br /&gt;
&lt;br /&gt;
Treated by Doomstadt and Imagicka alike as a kind of buffer between civilization and the true Wastes, the folk that survived in Warwick tended to be tough and resourceful, able to cope fluidly with the dramatic changes that were constantly afflicting them both environmentally and politically. While Doomstadt may have nominally extended a little further than its present borders in recent history, for a great deal of the time the Endrani houses did not have a significant presence in what is now Warwick, as it was just too contentious to hold. The houses there were either slowly subsumed by more southerly houses or were for whatever reason destroyed or broken.&lt;br /&gt;
&lt;br /&gt;
The most recent withdrawal of Doomstadt from the Kingdom of Imagicka came in 1978, after a dramatic mass-assassination of many of the ruling nobility. After the dramatic overthrow of the upper classes termed “The Night of Long Knives,” the new leadership in Doomstadt systematically drove all traces of the Royal Imagickan Army northward out of the lands they wished to claim, driving them into the insecure reaches of extreme Northern Warwick where, cut off from all aid or reinforcement, entire regiments of the Imagickan army were left essentially to rot for months on end, defending what they could of Imagickan territory in Warwick, before meaningful relief could arrive.&lt;br /&gt;
&lt;br /&gt;
Lacking any significant presence, let alone military strength, in Warwick, Doomstadt’s elected borders after this time closely resembled those of today, leaving the territory of Warwick nominally under Imagickan control. The Imagickan Nobility, however, were not content with this scenario. As most of significant landholders in Warwick had other estates of value in other parts of the Kingdom, being isolated on the far side of hostile Doomstadt in the unforgiving environs of Warwick did not sit well with the ruling class. Most began a gradual but systematic abandonment of their territories there. The army, whose strength was dramatically depleted in the initial confrontations and the ruinous withdrawal, likewise dwindled and basically disappeared from Warwick by 1982, leaving the lands entirely abandoned except by those fiercely determined to retain their homes and lives. As Imagickan influence departed, Doomstadt crept northward by degrees, laying claim to as much as 20 or 30% of Warwick. Lacking interest in administering or protecting the dangerous and disconsolate wilderness, however, Doomstadt simply looted the lands they claimed and then left them alone as a semi-pacified buffer for years, only venturing northward to draw from the local or goblinoid populations to supply the booming slave trade.&lt;br /&gt;
&lt;br /&gt;
It was only after almost 30 years of non-governance that the whole territory of Warwick was parceled and awarded to Alba in a treaty with Doomstadt, who had become embroiled in a civil war between the Northern Houses, loyal to Queen Dolosus and her progressive governmental stance, and the wealthier Southern Houses aligned steadfastly against them in conservative determination to retain the old practices. In exchange for direct assistance in this conflict, Alba was awarded all of Warwick, right up to the old Imagickan northern border and south not only to the border Doomstadt had claimed but in fact past it so as to include all those lands not actually held or maintained, setting the borders where they are today.&lt;br /&gt;
&lt;br /&gt;
The arrival of Alba met with deeply mixed sentiment among the local populations. In a very real sense, Alba was the spiritual successor to the Kingdom of Imagicka, which dissolved under its own weight after the war of succession in 2000/2001. The nobility returning to lay claims in Warwick was of the same cloth, if not in fact some of the same families, that had abandoned the land thirty years previously. On the other hand, Alba represented a newer, less fragmented nation. Both settlement and occupation by military forces provided booms to the population and economy, and represented a chance for a far improved state of civil security in the new Duchy. Best of all, Alba represented a foil against the depredations of Doomstadt, which had been rampant as the civil war in that country raged on.&lt;br /&gt;
&lt;br /&gt;
Some long-standing leaders or lords in their own right were retained or elevated under the administration of the new Duke, while voids in leadership or places where the authorities were hopelessly corrupted were filled with substantial grants awarded to Alban peers. Rumors of wealth and lost wonders to be discovered as well as the promise of abundant land that could, in theory, be farmed once pacified brought in enormous waves of settlement and many of the population centers doubled or even trebled in size practically overnight. The land was divided into the four Baronies along rough historic boundaries, and the effort was undertaken to assuage the fears and soothe the recalcitrance of the local people to harmoniously integrate the enormous new territory into the rest of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
===Waterways:===&lt;br /&gt;
The Duchy of Warwick includes a vast amount of territory and a great many geographical idiosyncrasies. The coastline, ranging roughly northwest to southeast, has few truly useful ports or natural harbors and is plagued by occasionally whimsical ocean currents and erratic weather patterns because of its proximity to the Wastes. By far the most substantial harbor is occupied by the sprawling international port city of Blackwater, in Estermont. Other smaller harbors do exist, and are settled, but none offer anything approaching the same degree of security or relative protection.&lt;br /&gt;
&lt;br /&gt;
The most prominent and significant waterway in Warwick is the River Vandalus Already a powerful river where it finds its way through the barrier mountains to the north, the Vandalus splits Warwick in two, forming a portion of the border between Estermont and Daneholt before picking up additional volume from vast artesian lakes near Brunswick and proceeding down through the breadbasket of Warwick, a lushly fertile and hotly-contested hill country occupying central Estermont all the way to Newcastle. From there, the Vandalus descends into a lowland marsh country, creating swampy conditions where it forms an inland delta and divides in to the Lesser and Greater Vandalus. Between the two channels lies the ill-omened Keening Morass, a substantial island made almost entirely of dark bogs and suspicious things that discourage visitors. Because of its origins in the deep Wastes, the Vandalus water is less than perfectly healthy, particularly north of Brunswick, and has been attributed as the cause for a great many curiosities about the landscape. It is frequently regarded as cursed, or at least containing dreadful contaminants or magical poisons, but nevertheless serves to irrigate tremendous areas of farmland which are not altogether warped as a result. Strange and unusual creatures inhabit most reaches of the river, and swimming is a generally discouraged practice in all adjacent communities.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Lesser and Greater Vandalus reunite, the now truly enormous river converges with the equally large River Istros out of Doomstadt at a low-lying but dramatic cataract. The waterfall, while impressive, is difficult to access or see from its position near the edge of a large swampland, and is known by a variety of unfriendly and unflattering names to various groups influenced by it, most commonly “Woebegone Cascade” or simply “The Cascade.” This remarkable feature completely prevents river trade from reaching inland Warwick. From the confluence to the sea, the River Istros forms a portion of the southern border between Warwick and Doomstadt.&lt;br /&gt;
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In central Warwick, the city of Brunswick lies near several artesian lakes, the most vast of which is Ullswater. The source for these lakes is underground, and their water is without question the most pure and healthy in the entire duchy, making the moor country around Brunswick some of the least impacted by Waste-warped anomalies. Ullswater itself is used as a refuge for the citizens of Brunswick in times of extreme hazard, and the small rock promontories that pepper the lake surface feature moorings that transform the lake into a veritable city of barges when Brunswick’s citizenry retreat there.&lt;br /&gt;
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Other, smaller lakes dot the nearby landscape, and the White River, named for its rocky chutes and cheerful rapids, bears their water down to join the Vandalus.&lt;br /&gt;
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Much of the rest of the duchy is of drier clime, but Drakenvelt has several notable water features. Fort Hayes is bracketed by the Barrier Lake and Lake Ripple, both very large and unusual lakes. As close as they are to the Wastes, it is theorized they were either created or influenced dramatically by magical contamination, and frequently roll as violently as the sea without any visible cause. A great many legends are associated with both bodies of water.&lt;br /&gt;
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Near the town of Fortnight lies the simply named Fortnight Lake, a small body fed by streams and runoff from the Drakenburg which drains into an ocean inlet at Duskgate. Though a reasonable distance inland, tides and rogue weather can drive sea creatures into Fortnight Lake, resulting in a fairly unstable ecosystem that is occasionally visited by strange, hungry, or unwelcome denizens. Under favorable conditions bass, perch, bluegill, and large frogs can be found in abundance.&lt;br /&gt;
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In Eastern Drakenvelt, the Wastefed River originates with innumerable headwaters in the peaks around Mountain Vigil, and drains into the Wastefed Lake, which supports several communities. Despite the ominous name, both lake and river are well regarded by residents and used as primary means of transportation between those communities. One curiosity to the Wastefed Lake is that its outlet is deep underground, creating a certain peculiar current that draws in the deep waters. Things lost in the water are, typically, never found. Ever. Also associated with the Wastefed Lake are innumerable legends of haunting and strange creatures much as one might expect, including at least one lake monster, several prominent ghosts, a mythical ruin of a city or fort at the bottom, and that it occasionally glows under a new moon. The Wastefed Lake is an abundant fishery, particularly populated by carp and pike.&lt;br /&gt;
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===Mountains:===&lt;br /&gt;
Much of the northern border of Warwick is defined by barrier mountain ranges which reach out to and join the Dragonspine beyond the habitable boundaries of the duchy. Beginning near Fort Hayes in northern Drakenvelt and stretching eastward is a moderate, if somewhat inconsistent, range of mountains and mountainous country termed “The Crags” by the Watch. Less than a true range, The Crags are rough peaks, narrow canyons, and generally difficult country that is nevertheless quite passable to anything determined enough to get through and home to innumerable goblinoid tribes.&lt;br /&gt;
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As The Crags extend east they join up with a much larger and more powerful range. From central Drakenvelt eastward to beyond Mourning is a towering, difficult to traverse range frequently called The Nine Towers, Hightower Mountains, or something similar, by those it protects. As impassable a barrier to the horrors of the deep Wastes as it is to any weak-minded adventurer destined northward, it has only a handful of viable passes, the best of which is crowned by the ever watchful fortified town of Mountain Vigil.&lt;br /&gt;
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In west central Drakenvelt, near the town of Fortnight, lies an isolated range jutting up from the hilly landscape. It, too, is the subject of a great many local monikers, but officially it is titled the Drakenburg, and is visible from as far away as Fort Hayes to the north and Dresden to the south without difficulty. The range is steep and inaccessible from the southern and western foothills, but can be accessed from the Northeast. Contained within the shadow of the peaks is a central high prairie that becomes wetland much of the year and is regarded as extremely dangerous and possibly poisonous. Much of the Drakenburg is honeycombed by caverns and curiosities, and a single mining community, Atherstone, is tucked away in its high reaches.&lt;br /&gt;
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Extending across most of northern Estermont are a collection of small ranges offering moderate protection but which extend significantly north of the border into a more formidable range which is, unfortunately, well in the Wastes and populated by monsters. The various ridges and ranges of Northern Estermont each has its own name, often associated with townships or notable events, but may be known by several colloquial designations. These mountains descend abruptly to give way to the river valley of the River Vandalus, which charges out of the north defining the border between Estermont and Daneholt.&lt;br /&gt;
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The mountains to the north of Daneholt are lower but much more dramatically formed, sometimes interrupted by tremendous breaks in the peaks, queer canyons, and twisted formations. Most notable amidst these badlands is an enormous chasm at the northernmost point land claimed by Warwick. This fissure, Dane’s End, is more than forty miles in length, east to west, and in places several miles across, riddled with lesser cracks and canyons. Its depths are impenetrably deep and unexplored, and the span is completely impassible. Legend holds that Dane’s End is the site of an ancient battle between two inconceivably powerful, wicked mage lords in the distant past. Their conflict was so abominable, and the casual way they spent the lives of their followers so repugnant, that the gods themselves became enraged and sent Avatars to tear very land asunder in an earth-shattering quake, leaving the armies of the two lords separated by the impossible chasm. The names of the lords were then struck from time, so that none could ever remember or honor them, and they were cast into the pit, where presumably they linger in some dark manifestation that causes plumes of poisonous smoke and even ash to drift upward from the breach during times of ill omen.&lt;br /&gt;
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===Forests, Plains, Deserts:===&lt;br /&gt;
Most of Drakenvelt is deeply wooded, and as a general rule the farther north one progresses the more twisted or unusual the woodlands will become. Mapmakers term the vast forests of Drakenvelt, some of which spill into Estermont, “The Black Woods” but that is a name not acknowledged nor used locally, where any small section of forest may demonstrate so unique a property that it demands its own name, such as “Burning Pines,” “Misery Valley” or “Orcwood.” In point of fact, if compelled to assign any name to the general area, most residents would simply be confused and term it “The Woods.” As well ask them to describe what they typically call the sky in their area, as it is so ubiquitous a feature.&lt;br /&gt;
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Near Fort Hayes and northward into the true wastes the woods decrease and eventually cease in flat steppe country transitioning into a truly wasted, almost desert country, heavily populated by goblinoids, which is in part responsible for the strategic positioning of the Fort.&lt;br /&gt;
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North of the “Black Woods” lies a rough hilly country that eventually becomes the Crags and the Hightower Range. South of the woods lies a coastal plain, generally called “Drake Prairie” though that name truly belongs to the small grain-growing settlement situated in the center of it.&lt;br /&gt;
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Estermont is bounded on the west by the edges of the Black Woods, which also extend along the northern border. The central corridor between Blackwater and Newcastle is among the best-traveled and well maintained land in the duchy, composed mostly of wild grasslands. South of that corridor lies lush, well managed woodlands, but those woods quickly descend into boggy marsh and dire swamp country, eventually sinking to the inland delta and the dark expanses of the keening morass.&lt;br /&gt;
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Upstream of Newcastle lies the lush river country, low hills and lavish farmlands that extend most of the way to Brunswick, which lies in somewhat higher moorland, interrupted by low limestone massifs and dotted with lakes. The countryside becomes increasingly erratic and unpredictable in the extreme east of Warwick and into Freeholt, much as when extending north towards the wastes, but Freeholt is largely scrub country, sagebrush, scabland, and the occasional low creosote wood. The northern end of Freeholt is outright desert, blasted and blighted countryside of sand and salt flats that extend deep into the Wastes beyond.&lt;br /&gt;
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The south of Freeholt, and even parts of Daneholt, fare little better. Once blanketed by the rich forests that in some ancient time covered most of Doomstadt, the country was stripped to its bones and now is dry grass and scrubland verging on true desert that presses deep into the northern expanses of Doomstadt itself. Old abandoned pit-mines create darkly contaminated lakes, and little thrives there but the vultures.&lt;br /&gt;
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==Map==&lt;br /&gt;
[[File:Warwick Map.jpg|frameless|x500px]]&lt;br /&gt;
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==Organization of the Land==&lt;br /&gt;
The Kingdom of Warwick is divided into four expansive Earldoms, each containing a number of smaller incorporated lordships. Unlike the well-mapped and long-claimed territories of the other Alban duchies, however, Warwick’s incorporated spaces comprise only a small fraction of its total lands, the rest essentially trackless territory containing freeholders, isolated and solitary communities, indigenous peoples, wild and uninhabitable lands, brigands, and danger of every sort imaginable. Each barony has within it centers of population that are of note, whether as large centers of commerce or society, important fortifications, or simple exemplars of their regional landscape. For simplicity, the following are subdivided regionally.&lt;br /&gt;
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===Drackenvelt===&lt;br /&gt;
The western-most Earldom of Warwick is Drakenvelt, ruled by the Earl Walther Hulse of Mourning. While by a fair margin the smallest of the four baronies, Drakenvelt is nevertheless a very active and hazardous locale, guarding the western-most flank of the northern mountain ranges, the northern coastline, and a significant span of deeply disturbed woodland. Both as a result of its geography and because of more occult idiosyncrasies, Drakenvelt is a territory fraught with dangerous convergences of circumstance.&lt;br /&gt;
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====Fortnight====&lt;br /&gt;
The most notable community in Drakenvelt is the small but prosperous town of Fortnight. Historically, Fortnight was for many years a kind of aristocratic penal colony which housed troublemakers among the peerage, non-inheriting extra offspring that could prove difficult, and voices of political dissent. These inconvenient persons were sent to Fortnight rather than executed, avoiding some of the social problems that would have resulted otherwise. Fortnight was at that time well within the established and pacified borders of a calm Imagicka but far too remote to allow for any of these rebellious youths and so on to be of political influence.&lt;br /&gt;
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A massive incursion from the Wastes was cause to evacuate the area in 1712. Because of the general devastation being caused throughout Imagickan lands by the resurgence of the NulMagicus plague, the Army was unable to maintain the remote border. The commander of the prison, Lord Henrick Deyson, chose to stay behind and defend the border rather than evacuate, offering the chance to fight to his detainees as well. Many agreed, and Deyson led a band of roughly 300 of these former ne’er-do-wells deep into the heart of the invading forces, whereupon they were able to slay the Ogre Magi orchestrating the entire affair and break it apart. Thereafter, these same men went on to be pardoned by Queen Anne, and became the first members of the Night’s Watch, renaming the place of their former imprisonment Fort Night.&lt;br /&gt;
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The town of Fort Night did not stand the test of time, but the ruins of the old keep and foundations of the settlement remained. And when Alba reclaimed the lands of Warwick, upon those foundations was built the modern town of Fortnight. Fortnight as it is today was founded by an expeditionary force of adventurous souls migrating from the infamous town of Scarborough in Southern Wales. Because of this, its population is uncommonly diverse, and only becomes more so with time as more of the same ilk inexorably find their way to the ill-fated community. Fortnight stands at a crucial point along the trade road that follows Drakenvelt's coastline, and frequently finds itself in the way of grave incursions working their way south from the Wastes.&lt;br /&gt;
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The economy of Fortnight is diverse, with many of the local tradesman predating its founding taking up with enthusiasm the sort of crafts and trades that support a resident population with a solid core of trained fighters, mages, even ritualists. Sheltering under the wing of their fearsome protectors, the locals and farm folk consciously make the choice to stay in the line of danger for the sake of their homes, their freedoms, and their pride.&lt;br /&gt;
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The lordship of Fortnight includes lands for many miles in all directions from the town itself, and includes a pivotal crossroads to the north, marking the branching-off of lesser roads leading to the towns of Lidna and Byrnewood. Annual markets and fairs are conducted in the summer at these crossroads, sometimes drawing merchants and custom from as far away as Blackwater.&lt;br /&gt;
[[File:Greater Fortnight Map.png|frameless|center]]&lt;br /&gt;
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====Fort Hayes====&lt;br /&gt;
Perched strategically between two large lakes, at the very north end of Drakenvelt lies the Nights Watch stronghold of Fort Hayes. This much-abused fortress houses members of the watch including the commander of all smaller outposts in the region, currently Commander Bradley. There are training and research facilities, as well as barracks and various amenities, but the extreme dangers posed by guarding what amounts to a funnel for all hazards that might creep southward have long kept any sort of township from arising around its oft-battered walls. With so much work to be done, and the Watch eternally shorthanded, the fort itself is seldom well-staffed and occasionally subject to being entirely overrun.&lt;br /&gt;
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The two lakes flanking Fort Hayes are subject to many local myths and legends, with origins that range from ancient to entirely supernatural. To the west, Lake Ripple stretches towards the coastline, forcing the battered trail of Last Run to follow its northern shore on the way to the remote lordship of Farwatch Point. To the east, Barrier Lake points its uncanny finger towards the edge of the Crags, serving as named to blockade those who would come south to some extent. Both lakes are renowned for their supernatural properties, including that they at all times shift and sigh like the sea, or as though there were some constant force of disturbance seeking to well up from their centers, and Barrier Lake is particularly known for queer lights and uncanny mirages that play across its surface in certain seasons.&lt;br /&gt;
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====Other Communities====&lt;br /&gt;
The very northwest point of Drakenvelt is anchored by the coastal town of '''Farwatch Point''', an utterly isolated lordship that has existed for generations unnumbered in spite of what politics may say of the region. Sharing with much of their population a Norsk heritage, the Habreadth clan has ruled Farwatch for as long as any can remember, and for a place constantly under siege by every manner of goblinoid and indigenous hazard, it remains stalwart and even at times prosperous. The area is known to possess some decent gem mines, and bountiful coastal fisheries, and its people are renowned for being tough, implacable folk who will not give trust easily.&lt;br /&gt;
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Southeast of Fort Hayes, due north of Fortnight, is the remote town of '''Byrnewood''', nestled along the Byrnewood Trail linking the Watchman’s Road to the North Road. With a reputation for being a bit addled by their isolation in the deep woods, those of Byrnewood nevertheless stay on the map as an excellent source for exotic furs and a distinct red dye that is in constant demand, the secret of which is jealously safeguarded.&lt;br /&gt;
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South of Byrnewood, in between where the Trail and Watchman’s Road run parallel, lies the Goblin town of '''Knyfe Rock''', tucked against a vast rogue boulder that closely resembles a cultural hero. A pseudo-civilized community populated entirely by the goblins known as Blackears’ Band who have become Alban citizens, this settlement is young and its future is uncertain.&lt;br /&gt;
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The Byrnewood Trail and Watchman’s Road merge at the '''Crossroads''' within the lordship of Fortnight, joining Deyson’s Road south and the small dogleg leading to the coastal settlement of '''Lidna'''. Abutting Fortnight on one side, Lidna is known to trade in fine local silver and keep very much to itself, avoiding involvement in pretty much everything.&lt;br /&gt;
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South along the coast, guarding the mouth of the ocean inlet leading to Fortnight, is the lordship of '''Duskgate''', so named for the narrow mouth of its small, shallow bay which for most of the ear neatly frames the evening sun descending onto the western seas. A small community with a long and troubling history, Duskgate is presently under the management of a figure of local fame, once the free-roving “Lord of the Marches” responsible for many years for keeping much of Drakenvelt safe and relatively organized, now newly-minted vassal to the Alban Crown, Lord Ahren. Duskgate’s mill provides lumber for many of the nearby lordships, and its citizens are known for being rowdy and at times profiteering.&lt;br /&gt;
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Farther down the coast in the very heart of Drakenvelt lies '''Drake Prairie''', the largest single lordship in the barony and a breadbasket in and of itself. Sheltered by its strategic location and held as a treasure by all neighbors for its substantial fields and orchards, Drake Prairie easily suffers least from the ravages of the wild country. Its primary village is called '''Green's Hollow'''.&lt;br /&gt;
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North of Drake Prairie, inland along Deyson’s Road, lies '''Baneford''', so named for being situated on a notoriously unpleasant crossing in the seasonally tumultuous little river passing through. Baneford is known for its quarry and stoneworkers, and notable for the ancient watchtower crowning the village, home of the local Lady Berant and invaluable defensive resource.&lt;br /&gt;
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Farther down Deyson’s Road still is the prosperous and large lordship of '''Dresden''', comprising both the town of Dresden itself and the more remote village of '''Legnica'''. Brewers and Vintners make a sound living in Dresden, and its intoxicants are well regarded throughout Warwick.&lt;br /&gt;
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South of Dresden along the coast is '''Gera’s Point''', home of the notorious Lady Lizann Gera, a formidable Endrani ex-pat. Her closely managed estate is rich in rare earths and mineral resources, as well as pearls gathered by the gutsy divers in her employ. If Gera’s Point is known for anything, it is driving a hard bargain.&lt;br /&gt;
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At the very south end of Drakenvelt, within a day’s travel of Blackwater, lie the twin settlements of '''Spearholt''' and '''Danesport''', the former along Deyson’s Road and the latter against the coast. While Spearholt has a decent textile industry and is the only decent place to stop for the night on the way north from Blackwater, Danesport resides without complaint in total obscurity.&lt;br /&gt;
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In the mountains of northeast Drakenvelt perches the fortified town of '''Mountain Vigil''', on one of the few questionably survivable passes through the Hightowers. Overlooking much of the surrounding area and with outposts that can see out over the wastes themselves, Mountain Vigil is the early warning system that at times warns or protects much of the rest of Drakenvelt when danger looms. The Hulse family, long time lords of Mountain Vigil, employ renowned armorsmiths, some of them reputedly Dwarven or Dwarven-trained.&lt;br /&gt;
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The river flowing from Mountain Vigil leads to the Wastefed Lake, home to three complicatedly interconnected lordships utterly dependant on the lake and Mountain Vigil for support. On the north shore is '''Tarrow’s Down''', known for a flourishing chalk mine and its ageless feud with neighboring '''Lakedeep''' along the eastern shore of the lake. Lakedeep is a known destination for treasure-hunters looking to explore ruins near or even beneath the Wastefed waters. At the southwest tip of the lake is the tiny community of '''Zielona''', site of an ancient, decaying fortress that serves as a retreat and stronghold for the citizens of both Lakedeep and Tarrow’s Down, sometimes even the more vulnerable of Mountain Vigil, in times of hardship sufficient to break down the barriers created by the perpetual petty feuding of the other lake communities.&lt;br /&gt;
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===Estermont===&lt;br /&gt;
Occupying the southern portion of Warwick’s west coast and extending far eastward spanning the entire north-to-south breadth of the duchy, Estermont is the largest of the baronies and home to the ducal seat and capitol. It contains Warwick’s two largest cities, as well as some of its most lucrative geographical features, and is where the bulk of all wealth for the duchy resides. Estermont is ruled by Baron Logan Craigavon, who along with the Duke resides in the city of Newcastle.&lt;br /&gt;
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====[[Port Blackwater]]====&lt;br /&gt;
Practically a nation unto itself, the dangerous streets of Blackwater are known across the world. A cutthroat port city, divided harshly into semi-autonomous districts, Blackwater is home to every manner of misdeed and dark enterprise, a seat of power so profound that not even repeated Endrani occupation ever managed to approach bringing it to heel. The port itself is ruled by the powerful and formidable Harbormaster, whose influence is total over the vital commerce which supplies Warwick with its only true window to the world beyond. Guarding the bay are smaller settlements, grown up around lighthouses and watchtowers that flank the port entry, where an intrepid citizen might attempt to subvert the authority of the harbormaster by dealing with ships before they enter the port, but woe betide any person caught in the attempt, and the Harbormaster’s men are everywhere.&lt;br /&gt;
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The lowest classes of Blackwater settle into one of a few slums. Mostly these are beyond the city proper, in the undesirable land to the south of the great River Vandalus whose mouth cuts the city in two, but nestled along the banks of the river lies the most urban and notorious of those slums, the Rookery of Kings. Every vicious rumor attributed to life in Blackwater is magnified within the Rookery by at least a factor of ten, and the place is so ill-regarded and hideously dangerous to enter that the Blackwater Watch itself doesn’t even try, leaving the bitter slum to the keeping of its hordes of gangsters, criminals, and desperately impoverished citizens. None tread lightly within the Rookery, a place where death comes swiftly to the unwary and the principled.&lt;br /&gt;
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The lower classes and laborers of Blackwater tend to settle into loosely defined districts that relate either to common national origin, or groupings of related trades. The next step up the social ladder are the middle classes, merchants and those plying the more well-regarded trades, some of whom live in the market districts with their shops but others aspiring to the less fearsome neighborhoods that are almost entirely residential in the hilly area north of the river.&lt;br /&gt;
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One hill, however, stands inviolate by the flotsam of the less than spectacularly wealthy. Most of the affluent of Blackwater cluster together in their proud manses and luxurious homes, walled into elite neighborhoods that could almost be transplanted any other wealthy city of the modern world. These neighborhoods rank their level of importance strictly along material lines, with the most wealthy being closest to the almost palatial keep of the Lord of Blackwater himself, Lord Rupert Locke, crowning the Lord’s Hill with his expansive estate.&lt;br /&gt;
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The climate of Blackwater is one of perpetual vigilance and often fear, cutthroat competition invading every facet of life from bringing food to the table to running any matter of business or entertainment. Anything can be had for a price, and there is almost certainly someone willing to take the knees out of another for the custom. Even the temples lining the boulevards in the more prosperous parts of the city are subject to brutal competitiveness and ideological conflicts with one another. Politicking and struggle are innate to Blackwater, and the strongest prosper upon the bent backs of the weak and unsuccessful.&lt;br /&gt;
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====Newcastle====&lt;br /&gt;
Deep in the heart of Estermont sits the capitol of Warwick, Newcastle. Though the city was flourishing as well as it could prior to Alban acquisition in 2007, that event brought about a population surge that nearly trebled the size of Newcastle in a few short years. The core of the city is ancient and oft-rebuilt, a fortress once no larger than Mourning around which the city has bloomed. Strong walls and proud edifices have withstood generation upon generation of hardship and turmoil, as Newcastle is a prime target in any conflict. Taking out Newcastle and the military organization it represents essentially cripples the entirety of central Warwick, a fact that no army passing in either direction has seen fit to overlook.&lt;br /&gt;
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Surrounding the core are newer neighborhoods, entire suburbs built quickly with varying degrees of care from fresh young stone temples to ramshackle shanty towns at the furthest outskirts. Three nearby villages were completely absorbed in the explosive expansion, and the end result is a rambling and complex city that is a perpetual study of contrasts.&lt;br /&gt;
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As the home of High King Sebastion (Jinx) Lledrithcath, Newcastle is the administrative center for the duchy. The regional Commander of the Watch, Knight Commander Sherman Halford, operates out of Newcastle. His Majesty’s Fourth Army under Major General Sir Roderick Stanbridge is based out of Newcastle, as are the Royal Couriers, and almost all of the guilds and organizations of Warwick have a base of operations there.&lt;br /&gt;
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As a city that bustles with commerce and business, bristles with military and paramilitary personnel and their dependents, and sits under the watchful eye of an able administrator, Newcastle is without question the single safest place to be in the entirety of Warwick on a day to day basis, but even so it is far from inviolate. With such rampant expansion, the bulk of the population is essentially indefensible in the event of a large-scale attack. Crime, corruption, and hardship are marbled through Newcastle’s streets as thoroughly as any city, and there is a perpetual low level of stress created by tension between long time residents and the flood of Alban newcomers.&lt;br /&gt;
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A noteworthy feature of Newcastle is the long-standing tradition of wholesale apprenticeship of freed slaves by a particular brotherhood of skilled craftsmen. This group of artisans, regarded as marvelously philanthropic by their adherents and cunningly predatory by their detractors, take on far more than the usual number of apprentices, often without initial fee, and train them in vital skills and trades. It is also said they often house and feed entire families, but the arrangement is clearly beneficial to these businesses despite the apparent largesse, and the practice has a decided impact on the local economy.&lt;br /&gt;
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====Mourning====&lt;br /&gt;
The fortress town of Mourning is the guardian of Estermont’s northern border, nestled up against the mountains and functions as gatekeeper against the threats of the Wastes. Those threats are numerous and battle is a way of life in Mourning. Well guarded mines supply the ore to support a flourishing trade in weapons and armor, and the people of are hardy and proud folk, though seldom long of tooth. Mourning is the largest of all settlements along Warwick’s entire northern border, and while almost always under threat and often under attack, its people take a distinct satisfaction in the rigors of their existence and a fierce self-sufficiency. Long riders from Mourning patrol out across the border, and the Watch has a substantial post there as well.&lt;br /&gt;
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The administration of Mourning is almost military in every respect, it’s lord being a hard man who runs the whole of the town very much like the fortress itself. When in true danger, much of the town is simply abandoned as the population flees into the close confines behind the curtain wall for protection, along with many from the surrounding area. This happens just often enough that the construction of homes and business that do not fit within those walls could be considered willfully temporary, structures meant to last only a few years before they will inevitably have to be sacrificed.&lt;br /&gt;
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Every year, Mourning holds some of the most dramatic and feverish midwinter festivals known. Even in the heat of terrible conflict, nothing can stand in the way of fulfilling momentous Yule traditions for the town of Mourning. Every eave is decked with evergreen swags, candles in every window, bonfires in the night, and traditional plays and fetes for weeks leading up to Midwinter, whereupon the town is transformed into a solemn and somber, deeply mystical observance of remembrance for the past and hope for the coming year. As with so many other aspects of life in Mourning, even celebration is conducted with almost military precision.&lt;br /&gt;
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====Other Communities====&lt;br /&gt;
East of Mourning, nestled against another of the ubiquitous mountain ranges that form the Northern border, lies '''Weatherly'''; a well-fortified village centered around a flourishing tin mine. Weatherly is home to an interesting curiosity, a sort of martial academy utilized by militias and guardsmen from throughout Estermont. The Weatherly School is known for hard taskmasters from a variety of cultural backgrounds who provide peerless training for the small unit strategies needed for any militiaman or guard to serve against the dangers of Warwick. The population of the school serves to protect Weatherly from some of the ravages of living so near the Wastes, but training is often live-fire and the casualty rate among students can become unsettling during particularly bad seasons. Those who graduate are well regarded, battle tested, and sought after for the quality of their education.&lt;br /&gt;
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East and south of Weatherly, but still within flight distance of Mourning, the village of '''Stoke''' lies in the rugged foothills of northern Estermont which make an ideal home for their herds of sheep, goats, and rangy cattle. Stoke produces fine wool, both rough and in finished goods, but is forced by its location to support a population as much warrior as herdsman, to keep their livelihoods safe. In times of danger they will drive herds into box canyons and retreat into underground catacombs or cave systems, some parts of ancient ruins on which parts of the village were built. The town is, unfortunately, burned to the ground by raiders as often as once a decade, but in spite of this is rebuilt in precisely the same spot each time.&lt;br /&gt;
&lt;br /&gt;
Along the Vandalus east of Newcastle lies the true breadbasket of Warwick. Hugging the river and the road to Brunswick, a series of agricultural towns are strung like glittering beads along the outlandishly, almost unnaturally, fertile soils. The fabulous wealth of foodstuffs makes for flourishing communities, well guarded by His Majesty’s Army and by their own stolid citizenry. '''Brighton''' and '''Hovis''' are among the largest of these towns. Brighton, nearer to Newcastle, is a surprisingly compact arrangement for an agricultural community, with an almost regimental approach to the safety of its lands and fields. Several days east up the road, Hovis, by contrast, is a vast and disorderly sprawl creeping up valleys in every direction and relying more on magical interventions to keep its people safe. It is widely known that the Lord of Hovis is a powerful mage in his own right, and rumors of his prowess and vindictive creativity run rampant enough to offer some degree of protection all on their own. All of these communities are subject to the usual hardships of an agrarian township, but with the added Warwick Flavor of constant vigilance and strange, erratic hazards and hardships that might swoop down upon them at any time. No matter how well protected and prosperous a region may be, farming in Warwick is never for the faint of heart.&lt;br /&gt;
&lt;br /&gt;
South of Newcastle in the swamplands well east of Blackwater, large settlements are few and far between. The land is inhospitable and subject to both natural and unnatural changes of landscape, often very sudden. But there are rewards to living in the swamp, as evidenced by the continuing existence of '''Direwolf Glade'''. Perched near the divergence of the Vandalus at the Keening Morass, Direwolf Glade is a reclusive community of hardy folk who brave the hideous dangers of the swamps and even the morass itself for the rich and often beautiful clay to be found in the area. Fine pottery and ceramics are made by the ton by this queer lot, and exported to obtain any necessities the swamp itself does not provide. The folk of Direwolf Glade often picks up the entire settlement, kiln stones and all, and move between a handful of locations along the lesser Vandalus (the entire reach sharing the name of the lordship), to accommodate the changing waterways and seasonal hazards of their land. It is widely speculated that the lord of Direwolf Glade is half-direwolf himself, and can run with the packs of vicious predators as though one of their own to ward off unwary travelers. The town is also said to keep wolves, dire or otherwise, as watchdogs, and to feed their pets any brigands or bandits who try to take refuge in the vastness of the Morass.&lt;br /&gt;
&lt;br /&gt;
The drier forests nearer to Blackwater are perhaps less teeming with natural hazards, but are as a consequence rich with outlaws, smugglers, and dangers of the semi-civilized variety. One haven against this kind of rough living is the small town of '''Hillsbend''', a close-knit and relatively peaceful place with the unique specialty of producing very good paper, which is in profound demand in Blackwater. The town enjoys its peaceful existence thanks almost entirely to the Hillsbend Grove nearby, an honest-to-goodness grove of very serious Druids who do not take kindly to those who interfere in the forest territories they claim as their own.&lt;br /&gt;
&lt;br /&gt;
===Daneholt===&lt;br /&gt;
Beyond Estermont lies the second largest barony of Daneholt, ruled by Baron Eadraed Hawkes, the former Lord of Bitterfield elevated to the baronial seat in 2011. Spanning from the mysterious chasm of Dane’s End at the extreme north, all the way to the dismal scrubland and desert of the southern border with Doomstadt, Daneholt is a geographically diverse region supporting an equally diverse population and features some of the most unusual geographical landmarks in Warwick. Its northern flank is less well protected by mountains than either of the western baronies, and little of the southern reaches of the barony or habitable even by the stalwart standards of Warwick, but central Daneholt remains not only livable, but a sought after destination.&lt;br /&gt;
&lt;br /&gt;
====Brunswick====&lt;br /&gt;
The largest settlement in Daneholt, and indeed eastern Warwick entirely, is the modest city of Brunswick on the vast artesian lake that is Ullswater. With the finest, cleanest water in Warwick readily at their disposal, Brunswick is a city that boasts a reduced influence from the tainted malaise so prevalent through all of Warwick’s landscapes. The high moor country around the lakes is rich with life of even the modest and ordinary sort. Unfortunately, the prime real estate upon which it resides makes Brunswick a hotbed of contention that has forced it to build into a fiercely guarded stronghold.&lt;br /&gt;
&lt;br /&gt;
Though far from the massive size of Newcastle, Brunswick is nevertheless a city true. It is considered by many to be the beating cultural heart of Warwick, far inland from the stain of Blackwater commerce and protected to some degree from the influence of the Wastes. With its innate “cleanliness,” Brunswick is an attractive spot for many faiths, and there is an abundance of temples, even monasteries and large enclaves, representing a plethora of denominations and sects. It is also an appealing location for magical study and research, libraries of information, and a location that is attractive to families and craftspeople. When in particularly dire danger from Wastes creatures pressing south, it is not unheard of for vast portions of the Brunswick population to pile onto barges and float out to the center of the lake, anchoring to permanent moorings on the rocks there, to wait out whatever difficulty may arise as a floating city. That security measure helps lend additional comfort to Brunswick’s citizens.&lt;br /&gt;
&lt;br /&gt;
In generations past, Brunswick was a prized colony for the Endrani, both for its attractive location and as the perfect nearly-civilized location to have a large scale slave market for those being culled from the Wastes. The culture of slavery that is in no small part responsible for the city’s prosperity and cultured demeanor has left its indelible stamp on the construction of much of the city, from the way the streets are built and homes themselves, to great market plazas clearly meant for other-than-beast trade. Some of these are now converted to theaters, public squares, or are being built upon, but the evidence remains.&lt;br /&gt;
&lt;br /&gt;
The most significant dangers to Brunswick are posed by large-scale invasion from the north, something that happens with unpredictable frequency. Though well defended, the city has been breached more than once in its history, and the scars of those invasions are slow to heal.&lt;br /&gt;
&lt;br /&gt;
====Bitterfield====&lt;br /&gt;
South of Brunswick, at the very border of Doomstadt along the southerly trade road out of Newcastle lies the town of Bitterfield. A fortress town, Bitterfield has been taken and retaken so many times in its tempestuous history that the entire place has a sort of beaten, broken down appearance. This is not enhanced by severity of the landscape, and its residents are notoriously, almost proudly cynical.&lt;br /&gt;
&lt;br /&gt;
Through the rigors of conquest and endless rounds of smuggling and slave trade, both illicit capture of slaves and their illicit escapes, Bitterfield is riddled with secret passages, hidey-holes, hidden tunnels, and concealed ways too numerous to count. Though this property is far from secret, the passages are so numerous, so frequently altered or added to, and often in poor repair that they remain effectively lost to obscurity and are no doubt used for such purposes to this day.&lt;br /&gt;
&lt;br /&gt;
Every corner of the battered fortification has its ghosts and ghost stories. Slaves walled in to a hidden room and never retrieved, bandits lured into a passage that had been brutally trapped, and countless other tales of misery, woe, and restless dead linger in popular culture and give the town an additional aura of eeriness and foreboding.&lt;br /&gt;
&lt;br /&gt;
====Other Communities====&lt;br /&gt;
In the northwest corner of Estermont near the waters of the Vandalus lies the enormous Orc stronghold of '''Bad Rock'''. Once the bane of every living thing within three days brisk march, the Bad Rock Orcs were famously won as allies to Imagicka by Sir Hestor Craigavon, grandfather to the present-day baron of Estermont. Though still ferociously independent and far from friendly, Bad Rock focuses its offensive capabilities north of the border, and is a staunch defender of that border much to the relief of the rest of Daneholt. Bad Rock has even begun over the last generation to dabble in conventional commerce, finding a market for their durable hide armor, as well as the furs, hides, and relics from warped waste creatures they hunt. Most significant, however, is their trade in knives. No matter the material of their construction, be it steel, iron, copper, obsidian, even unique hardwoods… Bad Rock orcs make incomparably fine knives. They know it, however, and charge accordingly.&lt;br /&gt;
&lt;br /&gt;
Far to the east of Bad Rock, within a two day hike of Dane’s End, is the queer community of '''Swierszczow'''. The citizens of this small town have long considered themselves “guardians of the gap,” but kept a wary and superstitious distance from it, perpetuating the myths and legends of the place. Over the last three decades, however, Swierszczow has become something of an attraction to a variety of people including alchemical researchers, mages and their students, even bizarre cults, treasure hunters, and history buffs. There exists an uneasy relationship between the long-time residents and those, for better or worse, intent on studying the nearby depths and their curious emanations, with a great deal of infighting and accusations of curses and meddling flying about. Coupled with the innate danger of living in the extreme north of Daneholt, Swierszczow is not a friendly or inviting place to live. The best that can be said for its defenses is that having an excess of alchemists in any community is bound to come in handy eventually.&lt;br /&gt;
&lt;br /&gt;
Even closer to Dane’s End and all of its mysteries lies the ruin of '''Moorhadath'''. Though it is under exploration from time to time, it is widely thought to be cursed, haunted, unsafe and/or a completely awful place. Occasionally speculated to be the remains of some civilization overrun by the mage-lords of legend, those who dare to investigate it more than once will swear it has been rearranged or altered each visit. Many vanish there, or return from expeditions altered in some deep way from which they never seem to recover. The ruin is essentially untraceable, no good evidence for its original inhabitants yet found, but periodically there are treasures and curiosities unearthed there that keep the adventurous coming from time to time, in spite of the risks.&lt;br /&gt;
&lt;br /&gt;
On the southern shores of Ullswater is a tiny “resort” village, '''Solace Springs'''. A sheltered community built around a natural hot spring, it was formerly a favorite retreat for matrons resigned to the bitter north. Renamed within the last twenty years, it now it supports a strong presence of healers using the soothing waters for long-term care, and otherwise supports itself by subsistence and a modest trade in the mineral waters of the springs. Solace Springs is utterly dependant on Brunswick for defense, and while the residents aim to be peaceful they have more than once been driven onto the lake or entirely eradicated by hazard or brigand attack. The community is dutifully retaken and reestablished, as the healing properties of the waters are undeniable.&lt;br /&gt;
&lt;br /&gt;
Downstream from most of the larger lakes of central Daneholt are a number of small outlander communities dependent on the clear waters pouring down from the moor country for their survival. One such is '''Lachendershlund''', near the confluence with the Vandalus. The name, meaning “laughing maw,” is drawn from a large eddy around a sizable crag mid-stream which creates a dangerous and eerie hazard in the waterway resembling nothing so much as a great mouth, ready to consume any that approach. Lachendershlund is typical of the river towns in that it is populated by hardy, rugged folk that fish the river and hunt its banks paying little heed to anything else. These river folk have a much stronger cultural resemblance to one another than other populations in Warwick, very much true to their own tribes and unwelcoming to outsiders, but willing, grudgingly, to interact in a limited fashion for trade.&lt;br /&gt;
&lt;br /&gt;
In the south, exactly two days by wagon north and west along the road from Bitterfield, lies '''Blight Station'''. A resupply post and stopover point for those traversing the arid grasslands, Blight Station is built around a small oasis of barely potable water, surrounded by the warped and twisted remains of a long-dead copse of scraggly trees. Despite the inhospitable surroundings, the tenacity of the people of Warwick reared its head and a small town arose at this common stopping point for wayfarers. The water of the spring feeds feeble gardens. The plains, though poor fare for herd beasts and hopeless for farming on any scale, do furnish small game. And most attractive about the spot; a never-ending supply of poisonous snakes offers a uniquely effective deterrent to roving bands of anything, perhaps explaining the appeal. Blight Station is an excellent example of how life in Warwick will spring up and flourish in any place it can get a toehold, sheltered by even the merest ghost of security.&lt;br /&gt;
&lt;br /&gt;
===Freeholt===&lt;br /&gt;
Anchoring the east and most gods-forsaken back end of Warwick is the small barony of Freeholt, ruled by Baron Anthony Talbot. Hopelessly remote, literally trapped between a rock and a hard place, Freeholt is a brutally remote place to live, convenient to nothing. Its greatest asset is liberty, for in the far reaches of noplace anyone wants to be, freedom to live as you see fit is available in spades. The most sparsely populated of all the baronies, Freeholt is an undesirable scrap of half-tamed back-country that nevertheless is of crucial strategic value to Warwick.&lt;br /&gt;
&lt;br /&gt;
====Newhaven====&lt;br /&gt;
For a slave on the run from Doomstadt up the road through Signal Hill, Newhaven is the first place one can really stop and take a breath, dare to feel comfortable, or even think of calling it home. There are small hamlets along the road, but the walls of Newhaven are a mark of passage. In Newhaven’s past, it was a rallying point for slaving expeditions into the wastes, the most northern point where a Doomstadter could put her feet up and relax before venturing into the wilds. Thus littered with the scattered remains of slave pens and other unpleasantness, Newhaven has thrown off that heritage and stolidly maintains that sense of security, the welcoming sense that once a slave has come that far, they’ve made it. From Newhaven the road turns southwest into the rest of Warwick, but from that point forward a freed slave can feel free. Though not sizable by the standard of the other baronies, Newhaven is the second largest town in Freeholt. It is well defended and fortified, and provides some sanctuary to those few hardy souls in the minute villages scattered nearby that would choose to take shelter there against invasion or harm.&lt;br /&gt;
&lt;br /&gt;
Newhaven is a poor community, without strong economic footing and with a chief export of labor. Its inhabitants are relatively generous with what little they have, when it strikes them to be, but it is not a truly prosperous place. A lack of money or luxury goods does not imply a lack of vigilance, however, and no matter how simple a weapon may be in the hands of a Newhaven militiaman, he will know how to use it with deadly efficiency and all the skill hunger, fear, and pride can provide. No one will fight harder for his home than a Newhavener, because few fought so hard to have a place to call their own.&lt;br /&gt;
&lt;br /&gt;
====Signal Hill====&lt;br /&gt;
In the never ending bloody chess game that has been the history of Warwick, Signal Hill has always been a crucial piece. Its watchtowers provide a rapid alert system for whatever occupying force of the day happens to possess it, and it is presently a well-garrisoned rallying point for troops being funneled into the extreme east of Doomstadt. Having seen not only the never-ending ebb and flow of war and conquest, much like Bitterfield, but also a substantial amount of external conflict and hardship, Signal Hill is a thoroughly battered stronghold. Though kept in repair, it lacks the architectural complexities, nooks, and crannies of Bitterfield.&lt;br /&gt;
&lt;br /&gt;
Signal Hill, thanks to its position so close to the Dragonspine, sees a great deal more exotic foreigners than perhaps any place in Warwick besides Blackwater. Commerce is maintained with the dwarves, and even Shalkarans are not entirely uncommon there, along with some truly odd travelers coming out of the mountains.&lt;br /&gt;
&lt;br /&gt;
====Other Communities====&lt;br /&gt;
Most of the villages and hamlets of Freeholt are insignificantly small, and no matter how well they are defended they tend to vanish entirely at intervals, new communities springing up in other places or the same ones. Everything vile or dangerous that can stampede out of the Wastes will do so, and Freeholt does its best to fend them off.&lt;br /&gt;
&lt;br /&gt;
In the central reaches of Freeholt, '''Sorrofeld''' is one of a few hardy burgs struggling with the challenges of agriculture. Without the benefit of abundant water or rich soils, every acre is hard-won. Each field must be walled in with stone to protect it, and the farmers typically sow as many as five different sorts of grain into the same fields, in the hope that at least one will flourish and not fall victim to disease or wither before harvest. And those who live in Sorrofeld are as tenacious as their environment dictates.&lt;br /&gt;
&lt;br /&gt;
East of Newhaven near the edge of the blasted desert scablands that mark the northeast corner of Freeholt is the relatively new-formed town of '''Fool’s Errand'''. As more and more become interested in venturing into the Wastes by way of the wide-open gap in the mountains that is Freeholt’s northern border, a group of such explorers began building up a sort of permanent base camp that bloomed into a proper community, of sorts, that attracts more of the same. A secure place for such adventurers to retreat to, and a good branching out point, Fool’s Errand is thick with guides and trackers of every description, anything a wise explorer might require, and quite a bit more that appeals to the sort who won’t likely return. One thing keeping this motley community safe is the enormous skill and knowledge of its inhabitants who have struck bargains and made peace with numerous indigenous peoples due north in exchange for if not protection than at least excluding the small town from their raids. Though not infallible, this limited protection keeps Fool’s Errand secure from, at least, the most highly organized units amongst the usual suspects.&lt;br /&gt;
&lt;br /&gt;
At the extreme east end, right in the foothills of the Dragonspine, is the trading post '''The End'''. While it has a name in Dwarvish that is more flattering, the human population of the area has fairly prosaic attitude about it, calling it in one language or another ''the Arse End of Nowhere'' or simply The End. The post is built almost entirely underground, a necessity with all the foul things prowling the surface of the mountains this far north, and the entrances open out into the southern tip of the great deathly scablands, theoretically another protective measure. It is in this location that most trade with Dwarven merchants takes place, and being completely removed from any semblance of civilization there is little to amuse the senses or spend money on. It is often attacked from above OR below, and only the commerce with the stellar Dwarven craftsmen gives cause to keep the place manned at all. A person with the right motivation can become very wealthy very quickly in The End, if shrewd enough a negotiator and smart about what is needed out in the rest of the surface world, but few can bear the harshness of the environment or the constant paranoia and threat for long, so a fortune had best be made quickly.&lt;br /&gt;
&lt;br /&gt;
==Social structure==&lt;br /&gt;
The society of Warwick is widely varied and lacks a single rigid hierarchy. At the top of pecking order are the Alban nobility, or the retained and elevated nobility in place, who rule over their own lands. Each is fairly autonomous, however, and the distance separating a lord from his people varies enormously from one region to the next.&lt;br /&gt;
&lt;br /&gt;
Some places have retained Endrani Expats as lords and ladies, and in those locations the separation tends to be a vast gulf. Other places have people hardly more important than a city councilperson functioning in a lordly capacity. Most lie somewhere in between.&lt;br /&gt;
&lt;br /&gt;
Another consideration in Warwick social structure is the sheer number of independent cultures and peoples scattered throughout. In an isolated culture, even one installed in a larger community, the highest authority belongs to the tribal or sectarian leadership, possibly religious figures, and the authority of the technical noble is only an inconvenience and not a real distinction. This likewise applies to the tribes of goblinoids, outlander, and other wildlander cultures that are scattered throughout the unincorporated spaces of Warwick. While technically within the borders of Alba, they do not recognize its authority at all and have only their small internal structure.&lt;br /&gt;
&lt;br /&gt;
And yet another divergent path to importance and influence lies in the internal hierarchies of organized crime, which again march to their own drum and recognize only their own authority. This is as true for roving bands of outlaws as it is for the powerful criminal enterprises lurking in the underbellies of all Warwick’s major population centers, and the authority of these figures extends far beyond other criminals to include all of those weaker than themselves who yield to their protection or cannot escape its shadow.&lt;br /&gt;
&lt;br /&gt;
Clerics of varying religions hold varying amounts of status according to their own following and location, but do not hold a prominent place in any sizable Warwick culture.&lt;br /&gt;
&lt;br /&gt;
In general, the importance accorded to a person varies along lines loosely drawn by long-standing Imagickan standards. Simple laborers are of the least status, along with the mentally challenged or deranged. Barely above the drone-class come farmers, no matter how much more challenging it is to farm in Warwick than elsewhere, and just above them in general perception comes the skilled laborers who do more specialized tasks. Above that level importance diverges into different branches, with places for true craftsmen, entertainers, clerics, warriors, mages, really good mages, and so on – but the importance of an individual varies along these well-worn paths and is essentially similar to Alba in that way, with one important caveat.&lt;br /&gt;
&lt;br /&gt;
Freed slaves tend rate themselves differently than the usual Alban citizen. The simplest way to express the way importance is measured among the freed is to say that whoever traversed the hottest fire, the harshest climb, the greatest hardship on the road to freedom will be treated with the most respect, with no importance whatsoever attached to skill, profession, age, or even necessarily wisdom. Tenacity is the trait of choice against which status is measured.&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
Being an ethnically diverse territory, Warwick does not have much in the way of its own distinct culture. All who choose to live in Warwick must be hardy, usually determined, often enterprising. People in Warwick tend to be tough, uncompromising, and slow to trust. They are frequently very independent in nature, and most deeply despise the practice of slavery. The average Warwick citizen will swiftly associate lesser impediments to freedom and evidence of authority with memories of slavery or thoughts of being constrained.&lt;br /&gt;
&lt;br /&gt;
The more recent transplants to Warwick, product of the great population surge since 2007, tend to be the adventurous, hardy, or desperate of Alba eager for the reward of space, privacy, freedom, or wealth and willing to sacrifice no small part of their personal security to get it. While they lack the deep-seated mistrust of outside authority figures that the long-term residents almost treasure, these immigrants from Alba can usually sympathize enough with the ideas of the natives to methodically insinuate themselves into the land.&lt;br /&gt;
&lt;br /&gt;
Prejudices can run deep through the wildly varied populations. Some loathe all goblinoids with a passion after having suffered years of attacks by them in some form or another. Others are sympathetic to the goblinoids and want to improve relations with them. Many despise Endrani, others do not care. Most distrust Dragoons and outright hate Dhampari, but then so does just about everyone in all the lands of former Imagicka. Human remains the normative ideal, but Sidhe Taelgranis and Gaelbraugh or not ill received, and Palateth enjoy slightly less prejudice against them in general throughout Warwick.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warwick Laws]]&lt;br /&gt;
&lt;br /&gt;
*[[Warwick Army]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Mongrel&amp;diff=658</id>
		<title>Mongrel</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Mongrel&amp;diff=658"/>
		<updated>2025-10-03T20:38:38Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page Mongrel to Variant: Naming conventions&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Variant]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Variant&amp;diff=657</id>
		<title>Variant</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Variant&amp;diff=657"/>
		<updated>2025-10-03T20:38:38Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page Mongrel to Variant: Naming conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Mongrels are a not a race proper, but a catchall to describe the oddities of the game world. They can range from golems and constructs, to magically or alchemically mutated versions of other races or creatures. The most common form of Mongrel is a blend of human and animal characteristics, arising from isolated places or magical mishap. These could be almost any configuration, but the Player should note they will not be from a massive independent culture comparable to Canids or Felinae, but instead something on a smaller scale. Magically made constructs are another common theme, and it is important to note that all Mongrels are fundamentally like the other races in terms of functional anatomy, not having alternate arrangements that would alter their interaction with the rules. For example, all Player Races bleed from wounds, have a pulse, a mind that can be influenced, internal anatomy of a consistent configuration, and so on. The third most common Mongrel type is a mutated or altered version of another Player Character race which has undergone some catastrophic change. This type of Mongrel needs to have strongly divergent physical appearance to help indicate their distinction from that race. With these constraints in mind, the player is free to create their own culture and origin for their mongrel. With the exception of some minority races in the Wastes that get classified as Mongrels, most mongrels are not raised in a distinct culture and set of traditions that they can call their own, but are instead exotic outsiders, loners, or raised amongst another culture. Like Half-Fae, Mongrels endure a varying degree of stigma and prejudice strongly based on their appearance, and have great difficulty rising in society.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History of Race&lt;br /&gt;
&lt;br /&gt;
==Home Land==&lt;br /&gt;
Where the race is most predominantly associated&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
The Culture of the race&lt;br /&gt;
&lt;br /&gt;
==Social Structure==&lt;br /&gt;
Pecking order of Race&lt;br /&gt;
&lt;br /&gt;
==Religions and Beliefs==&lt;br /&gt;
what most of the race believes&lt;br /&gt;
&lt;br /&gt;
==Views on Others==&lt;br /&gt;
any other group race has a particular shared view towards&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
how the different racial abilities can shape the race&lt;br /&gt;
&lt;br /&gt;
==Life in Warwick==&lt;br /&gt;
what sort of reception they have in Warwick&lt;br /&gt;
&lt;br /&gt;
==Costuming==&lt;br /&gt;
dress and racial makeup&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Races&amp;diff=656</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Races&amp;diff=656"/>
		<updated>2025-10-03T20:36:04Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: changed mongrel to variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Terra]], the world that Legacies takes place in, contains a variety of sentient races a player may choose from when making their character. There are a large number of non player races that exist to provide adversaries and allies for the player characters to confront and interact with over the course of playing Legacies, with more details on the other denizens of Terra found in the NPC Races and Monsters section. Each playable race is more than just a costume requirement and set of unique Racial Abilities; they bring with them a culture and history that players can draw from when formulating an identity for their character&lt;br /&gt;
&lt;br /&gt;
==Player Character Races==&lt;br /&gt;
Below are the list of races that a player may choose from when making their character. Each race has a distinct appearance, culture, and customs. The description of each player race is designed to familiarize players with what their character would have been exposed to when raised among communities of the same race. Not all characters come from that background; the various player races have spread out among the world and in many cases have given up their traditional viewpoints to adopt those of their new land.&lt;br /&gt;
&lt;br /&gt;
*[[Outlander]]&lt;br /&gt;
*[[Canid]]&lt;br /&gt;
*[[Dhampari]]&lt;br /&gt;
*[[Dragoon]]&lt;br /&gt;
*[[Dverg]]&lt;br /&gt;
*[[Endrani]]&lt;br /&gt;
*[[Felinae]]&lt;br /&gt;
*[[Gael'Braugh]]&lt;br /&gt;
*[[Goblin]]&lt;br /&gt;
*[[Half-Fae]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Variant]]&lt;br /&gt;
*[[Ogre]] or Half-Ogre&lt;br /&gt;
*[[Orc]] or Half-Orc&lt;br /&gt;
*[[Paleteth]]&lt;br /&gt;
*[[Taelgranis]]&lt;br /&gt;
*[[Trandafir]]&lt;br /&gt;
&lt;br /&gt;
==Player Race Age==&lt;br /&gt;
In a great deal of fantasy fiction source materials for games, some races and magic users often live far longer than ordinary humans. This is not the case at Legacies. A player character is assumed to be the roughly the same age as the player, though some exceptions are made if the player utilizes convincing costume, makeup, and prosthesis to appear younger or older. Even so, characters having ages significantly higher or lower than the players must get the character passed by the Character Ref prior to play.&lt;br /&gt;
&lt;br /&gt;
The age of maturity and average lifespan of the player races are all fairly consistent within Warwick; the land the game is played in. Some races may mature slightly faster or slower, but not significantly so, and some races may live slightly shorter or longer lives, but again, not significantly so. The average age of maturity is 16 years of age for males, +/- 2 years, and 17 years of age for females, +/- 3 years. The average life span for males is 78 years, +/- 7 years, and for females 85 years, +/- 10 years. The use of curative magics and alchemical compounds has allowed for a lifespan not overly hindered by disease and injury; however neither can halt the advancement of age.&lt;br /&gt;
&lt;br /&gt;
The lifespan in other lands can be greatly affected by the environment and culture. For example, the surface of the Goblin Wastes is an incredibly harsh and unforgiving environment, battle is a weekly occurrence, and skilled healers are scarce. Races are lucky to live half as long there as they would in Alba. Conversely, the land of Sylvanator is a generous, temperate climate and conflict rarely passes its borders. Inhabitants tend to live a decade longer on average.&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=640</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=640"/>
		<updated>2025-07-23T05:59:20Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added dissolution date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Morgana McCourt (Captain)&lt;br /&gt;
*Akil Alhazred (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
*September 2024: &lt;br /&gt;
**Malik Dor appointed as deputy Quartermaster.&lt;br /&gt;
**Kanick appointed as deputy Drillmaster.&lt;br /&gt;
*April 2025: Town Guard dissolved by order of Suzerain Lorren Oswald &amp;amp; absorbed into the Warwick Army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Millmeran&amp;diff=639</id>
		<title>Millmeran</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Millmeran&amp;diff=639"/>
		<updated>2025-01-10T00:50:24Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: fixed a formatting glitch in infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country Infobox&lt;br /&gt;
|&lt;br /&gt;
|Millmeran&lt;br /&gt;
|Palentam&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Outlander, Colonist, and the only known homeland for for-real mermaids.&lt;br /&gt;
|Weird marsupial mongrels of all sorts&lt;br /&gt;
|}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
High Level Overview of the place&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Religions===&lt;br /&gt;
Most culture is inherited from the colonies that attempted to settle Millmeran, with individual cities having a stronger heritage and religious observance to those of their former countries. However, these have mixed over time into more unique forms and veneration of many traditions and deities, often from a mixture of cultures at once. Among some of the earliest colonists and outlanders, there is a sense of land worship towards the harsh landscape.&lt;br /&gt;
&lt;br /&gt;
===Social Structure===&lt;br /&gt;
How the society is structured&lt;br /&gt;
&lt;br /&gt;
===Customs and Holidays===&lt;br /&gt;
What days matter to the people&lt;br /&gt;
&lt;br /&gt;
===Arts and Exceptionalism===&lt;br /&gt;
==Politics==&lt;br /&gt;
===Government===&lt;br /&gt;
[[File:Millmeran Map 1.png|thumb|right|&amp;lt;center&amp;gt;Millmeran&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===Organization of the Land===&lt;br /&gt;
How the power structure is divided regional (i.e. Duchies, Baronies, Lordships, etc.)&lt;br /&gt;
&lt;br /&gt;
===Demographics===&lt;br /&gt;
===Economy===&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
After being cut off from colonial power, Millmeran has mostly let the world at large alone, and the world is content to let them. Only Shalkara and Nippon maintain diplomatic ties in a meaningful way, though trade ships from any nation are welcome, should they be able to make the journey.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History since the Dragon Wars&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
===National History===&lt;br /&gt;
With a native population of singular outlanders, unique canids, and a handful of persistent mongrel races all living widely separated on the vast island, Millmeran was discovered by a Nipponjin adventurer (DATE REQUIRE) and was mostly a distant, inaccessible, not terribly rewarding curiosity far away across a dangerous stretch of ocean.&lt;br /&gt;
&lt;br /&gt;
Then, opals were discovered there, and the world began to take interest.&lt;br /&gt;
&lt;br /&gt;
Several countries sent expeditions, but could only reach the island by way of skipping along the ports of Sanfoch'i - who in collusion with Shalkaran interests extracted a steep toll for &amp;quot;permission&amp;quot; to venture to the mystical landmass, in essence vetting the journeys and taking a toll of the goods extracted from it. And even so the dangers of the voyage essentially due south across wind through a very treacherous bit of ocean was not a good bet.&lt;br /&gt;
&lt;br /&gt;
Several intrepid sailing enthusiasts from such luminaries as Imagicka, Thracia, Hispalis, Abruzzo, and Uthmanli individually set about venturing there by way of the the Ghassania coast, a tricky bit of seamanship across frequently stormy and dangerous seas, where cyclones are far more common but at least you aren't running across major ocean currents in doing it.&lt;br /&gt;
&lt;br /&gt;
Small colonies were established in various parts of Millmeran and efforts made to plumb the virgin land for its resources, but over time it became essentially insupportable. The journey is difficult, too many ships lost, the resources acquired - while priceless, too often lost with it. Direct colonial support withered and faded, the colonies had to band together to support one another, creating an ethnically mixed group of people divorced from their separate homelands, and still remaining fairly superior and isolated regarding the natives. The situation persists in that a string of small &amp;quot;city states&amp;quot; exist along the north-west Millmeran coastline. Trading vessels - now once again mostly from Shalkara by way of Sanfoch'i though occasionally trans-oceanic - arrive at irregular intervals and the colonies get by. Mortality is high, the land is hard and unforgiving - full of incredible quantities of dangerous spiders, snakes, lizards, sea snakes, jellyfish - I mean seriously the whole little continent wants you dead.&lt;br /&gt;
&lt;br /&gt;
===Major Modern Events===&lt;br /&gt;
What events will have shaped the experience of characters having grown up there&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The physical lay of the land&lt;br /&gt;
&lt;br /&gt;
===Notable Features===&lt;br /&gt;
The Walls (High sea cliffs that prevent landing on the south of the island), desert interior, Haraheta (&amp;quot;empty center&amp;quot; high mountain that sits close to the center of the island, unexplored but named for the lack of interesting features to prompt it)&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
===Peculiar Destinations===&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Verax&amp;diff=638</id>
		<title>Verax</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Verax&amp;diff=638"/>
		<updated>2024-11-19T00:44:03Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated content from newsletter article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Verax Device.png|x150px]]&lt;br /&gt;
|Verax, Lord of Justice&lt;br /&gt;
|Truth, justice, fairness, administration, kingship, leadership, fidelity&lt;br /&gt;
|&lt;br /&gt;
*Aequitarus, Demigod of fairness&lt;br /&gt;
*Elois, Demigoddess of mercy (pity, clemency, twin to Sotris)&lt;br /&gt;
*Poenus, Demigod of punishment&lt;br /&gt;
|Olive laurel, gavel&lt;br /&gt;
|Blue white and gold&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview==&lt;br /&gt;
The God Verax rules over the domain of Justice. His symbol is that of a golden scale. Alongside his twin Vindikari, he is the child of Gwynna and Nul. These two pregenetor Gods created the twins to govern the gods in all matters relating to Justice and Vengeance. It was through their power over the gods that Verax and Vindikari decreed that no Gods should walk among mortals, for mortals were far too fragile.&lt;br /&gt;
&lt;br /&gt;
Verax teaches that one must follow the rules set in place in whatever realm one is present in, and that for each action there will be a consequence or a reward. Honesty, truth, justice, and balance are at the core of the tenants of Verax. Followers believe in a balanced world where there is no good without evil and vice versa. Verax does not ask for prayer as many gods do, but instead asks his followers to obey the laws of the land, which supersede cultural and moral belief. As such it is a follower’s duty to be familiar with the laws of the land when traveling to new locations.&lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
To some, Verax is also regarded as a psychopomp who guides souls through the Sundered Lands. Should the person’s good deeds outweigh the bad, they may be rewarded with swift passage through the afterlife. This is a controversial belief that often comes under scrutiny when compared to Nul’s role as the primary God of Death.&lt;br /&gt;
&lt;br /&gt;
The God of Justice stands as one of the most widely worshipped gods of the Thracian Pantheon. Along with his sister Vindikari, the twins serve as the governing force to both gods and mortals alike.&lt;br /&gt;
&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
===Simple Devotions===&lt;br /&gt;
The most devoted followers often become Judges of Verax and preside over court cases ranging from property disputes, to tax evasion, and war crimes. Paladins of Verax often dedicate their lives to seeking out evil doers to enact justice.&lt;br /&gt;
&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
Although the center of Verax worship lies in Thracia, many in Alba and Warwick also follow the God’s teachings.&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
In Thracia, followers of Verax celebrate Peoples’ Justice Day where citizens are encouraged to go out and volunteer their time to combat poverty, hunger, and unemployment.&lt;br /&gt;
&lt;br /&gt;
==Presence in Warwick==&lt;br /&gt;
There is an Alban-run charity in the name of Verax that raises funds to assist refugees of war and victims of violence. One of these centers remains open in Newcastle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thracian Pantheon]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=637</id>
		<title>User:Chaoswolf/sandbox2</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=637"/>
		<updated>2024-11-18T04:21:07Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: cleared history box and replaced with text from Verax article published in 10/24 newsletter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Verax Device.png|x150px]]&lt;br /&gt;
|Verax, Lord of Justice&lt;br /&gt;
|Truth, justice, fairness, administration, kingship, leadership, fidelity&lt;br /&gt;
|&lt;br /&gt;
*Aequitarus, Demigod of fairness&lt;br /&gt;
*Elois, Demigoddess of mercy (pity, clemency, twin to Sotris)&lt;br /&gt;
*Poenus, Demigod of punishment&lt;br /&gt;
|Olive laurel, gavel&lt;br /&gt;
|Blue white and gold&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview== &amp;lt;!-- placeholder text--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The God Verax rules over the domain of Justice. His symbol is that of a golden scale. Alongside his twin Vindikari, he is the child of Gwynna and Nul. These two pregenetor Gods created the twins to govern the gods in all matters relating to Justice and Vengeance. It was through their power over the gods that Verax and Vindikari decreed that no Gods should walk among mortals, for mortals were far too fragile. &lt;br /&gt;
&lt;br /&gt;
Verax teaches that one must follow the rules set in place in whatever realm one is present in, and that for each action there will be a consequence or a reward. Honesty, truth, justice, and balance are at the core of the tenants of Verax. Followers believe in a balanced&lt;br /&gt;
world where there is no good without evil and vice versa. Verax does not ask for prayer as many gods do, but instead asks his followers to obey the laws of the land, which supersede cultural and moral belief. As such it is a follower’s duty to be familiar with the laws of the&lt;br /&gt;
land when traveling to new locations. &lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
To some, Verax is also regarded as a psychopomp who guides souls through the Sundered Lands. Should the person’s good deeds outweigh the bad, they may be rewarded with swift passage through the afterlife. This is a controversial belief that often comes under scrutiny when compared to Nul’s role as the primary God of Death.&lt;br /&gt;
&lt;br /&gt;
The God of Justice stands as one of the most widely worshipped gods of the Thracian Pantheon. Along with his sister Vindikari, the twins serve as the governing force to both gods and mortals alike.&lt;br /&gt;
&amp;lt;!-- Placeholder text Who is? How they get there? Who have they loved?--&amp;gt;&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
&lt;br /&gt;
===Simple Devotions===&lt;br /&gt;
The most devoted followers often become Judges of Verax and preside over court cases ranging from property disputes, to tax evasion, and war crimes. Paladins of Verax often dedicate their lives to seeking out evil doers to enact justice. &lt;br /&gt;
&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
Although the center of Verax worship lies in Thracia, many in Alba and Warwick also follow the God’s teachings. &lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
In Thracia, followers of Verax celebrate Peoples’ Justice Day where citizens are encouraged to go out and volunteer their time to combat poverty, hunger, and unemployment.&lt;br /&gt;
&lt;br /&gt;
===Presence in Warwick===&lt;br /&gt;
There is an Alban-run charity in the name of Verax that raises funds to assist refugees of war and victims of  violence. One of these centers remains open in Newcastle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Thracian Pantheon]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=636</id>
		<title>Fortnight Town Council</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=636"/>
		<updated>2024-10-24T07:47:55Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150 px]]&lt;br /&gt;
|Fortnight Town Council&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|4&lt;br /&gt;
|Mayor Akil Alhazred&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3|August 2022 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Skywind Blacktail&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abby Stone&lt;br /&gt;
! Sina&lt;br /&gt;
! Roman Aralynn&amp;lt;br /&amp;gt;Llywelyn&amp;lt;br&amp;gt;(Elected March 2023)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|December 2023 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Fulgar&lt;br /&gt;
! Raxis&lt;br /&gt;
! Strag Stone&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|September 2024 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Akil Alhazred&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
! Shadow&lt;br /&gt;
! Zennic Valaster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Vindikari&amp;diff=635</id>
		<title>Vindikari</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Vindikari&amp;diff=635"/>
		<updated>2024-10-22T01:00:22Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: pushing content from my sandbox to live.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Vindikari Device.png|x150px]]&lt;br /&gt;
|Vindikari, Lady of Vengeance &lt;br /&gt;
|Vengeance, divine justice, retribution, giving to each what is deserved, relentless pursuit, the inescapable&lt;br /&gt;
|&lt;br /&gt;
*Sotris, Demigoddess of deliverance/salvation (twin of Elois)&lt;br /&gt;
*Helena, Demigoddess of annunciation (says 'here comes trouble')&lt;br /&gt;
*Altheus, Demigod of truth&lt;br /&gt;
|Olive laurel, trumpet&lt;br /&gt;
|Blue white and gold&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview==&lt;br /&gt;
Vindikari is the Goddess of Vengeance, whose symbol is a set of scales with crossed swords. &lt;br /&gt;
&lt;br /&gt;
Vindikari teaches the importance of balance and truth through vengeance. &lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
She is the twin sister of Verax, God of Justice. The two were created by their parents, Gwynna and Nul, to govern the gods, prevent wars between the gods, and improve the order of all things. &lt;br /&gt;
&amp;lt;!-- Placeholder text Who is? How they get there? Who have they loved?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
There are those who believe these Orders are no more than mercenaries and assassins, but the order serves vengeance in more ways than just death, and they are sworn to only conduct these missions against their targets. If an innocent is caught up in the Order's path of vengeance, they or their family at minimum receive a donation in recompence.&lt;br /&gt;
&lt;br /&gt;
At higher levels in these Orders you will find Retributors of Vindikari, who prevail over rituals, offer guidance, and mediate the ethics of vengeance on a case-by-case basis. The more experience gained, the higher a Retributor's standing will be within the Order, and the more important or high profile rites they will oversee. The High Retributor of Vindikari resides in Atherens, Thracia.&lt;br /&gt;
&lt;br /&gt;
Ceremonies and celebrations in devotion to Vindikari take many forms, depending on the sect. There are those who make religious offerings, including food, animals, and sentimental possessions at Shrines of Vindikari, where they ask for forgiveness for their wrong doings. Others put on yearly spectacles where they reenact famous court hearings where vengeance prevailed. Some even participate in ritual scarification  to mark their bodies and keep a physical reminder of the grudges they hold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Simple Devotions===--&amp;gt;&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Formal Orders===&lt;br /&gt;
Many serve their Goddess in Orders such as the Orders of Sotris and Tisiphone, whose headquarters are Alba and Thracia respectively. Orders such as these serve vengeful citizens, but without the means to seek vengeance for themselves. Such people can go to these Orders and request their religious services, sometimes for a tithe depending on the extent of their request.&lt;br /&gt;
&lt;br /&gt;
===Presence in Warwick===&lt;br /&gt;
A small sect of her followers local to Warwick believe that Vindikari will cleanse the world of disarray and chaos. After a period of unrest will come the end times. These followers invite doomsday preparations in order to prepare for the end. Believers in this outcome say that this comes from Vindikari as an extreme act of punishment and offer an explanation for the expansion of the Wastes, stating this is an act of Vindikari's will. &lt;br /&gt;
&lt;br /&gt;
Despite the majority of Vindikari's followers seeking vengeance against those who have wronged them, there are still those who believe the best vengeance is to live a long, happy and healthy life out of spite. These folks are of no organized Order yet, as many of them find solace in Vindikari's teaching later in life. These humble devotees are an example of the types of followers the Goddess of Vengeance attracts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Thracian Pantheon]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=634</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=634"/>
		<updated>2024-09-24T03:01:35Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: +notes on the tabard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The documentation on the templates previously here is done. The notes here are for an unpublished article WIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Warwick Army&amp;lt;/h2&amp;gt;&lt;br /&gt;
===Costuming=== &lt;br /&gt;
*Red &amp;amp; white colors. Insignia for any new officer needs to be 2.5&amp;quot; x 4&amp;quot; in size for legibility. &lt;br /&gt;
*Rank insignia goes in upper left corner of tabard or belt favor. All ranks have a rank insignia.&lt;br /&gt;
*The most common pre-made red &amp;amp; white tabard is available from [https://www.medievalcollectibles.com/product/anton-canvas-tabard/ Mideval Collectibles Bisected Tabard].&lt;br /&gt;
*While wearing it, red is right and white is left.&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=633</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=633"/>
		<updated>2024-09-24T02:17:59Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: sidebar fix, mayor update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Morgana McCourt (Captain)&lt;br /&gt;
*Akil Alhazred (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
*September 2024: &lt;br /&gt;
**Malik Dor appointed as deputy Quartermaster.&lt;br /&gt;
**Kanick appointed as deputy Drillmaster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=632</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=632"/>
		<updated>2024-09-23T04:17:59Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: forgot to note appointment of new deputy drillmaster, sept 2024&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Morgana McCourt (Captain)&lt;br /&gt;
*Roman Aralynn (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
*September 2024: &lt;br /&gt;
**Malik Dor appointed as deputy Quartermaster.&lt;br /&gt;
**Kanick appointed as deputy Drillmaster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=631</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=631"/>
		<updated>2024-09-23T03:54:39Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: +Sept 2024 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Morgana McCourt (Captain)&lt;br /&gt;
*Roman Aralynn (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
*September 2024: Malik Dor appointed as deputy Quartermaster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=630</id>
		<title>Fortnight Town Council</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Council&amp;diff=630"/>
		<updated>2024-09-23T02:16:16Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated 2024&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150 px]]&lt;br /&gt;
|Fortnight Town Council&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|4&lt;br /&gt;
|Mayor Roman Aralynn&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3|August 2022 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Skywind Blacktail&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Abby Stone&lt;br /&gt;
! Sina&lt;br /&gt;
! Roman Aralynn&amp;lt;br /&amp;gt;Llywelyn&amp;lt;br&amp;gt;(Elected March 2023)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|December 2023 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Roman Aralynn&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Fulgar&lt;br /&gt;
! Raxis&lt;br /&gt;
! Strag Stone&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|September 2024 Election Results&lt;br /&gt;
|-&lt;br /&gt;
! Town Mayor&lt;br /&gt;
! colspan=3|Akil Alhazred&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3|Town Council&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
! Shadow&lt;br /&gt;
! Zennic Valaster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=629</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=629"/>
		<updated>2024-09-18T06:51:12Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added note about rank insignia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The documentation on the templates previously here is done. The notes here are for an unpublished article WIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Warwick Army&amp;lt;/h2&amp;gt;&lt;br /&gt;
===Costuming=== &lt;br /&gt;
*Red &amp;amp; white colors. Insignia for any new officer needs to be 2.5&amp;quot; x 4&amp;quot; in size for legibility. &lt;br /&gt;
*Rank insignia goes in upper left corner of tabard or belt favor. All ranks have a rank insignia.&lt;br /&gt;
*The most common pre-made red &amp;amp; white tabard is available from [https://www.medievalcollectibles.com/product/anton-canvas-tabard/ Mideval Collectibles Bisected Tabard].&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=628</id>
		<title>User:Chaoswolf</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=628"/>
		<updated>2024-09-11T23:24:25Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added UL to sandbox links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Riley Savitzky. I'm a wiki gnome who loves Legacies and makes chainmail for funsies.&lt;br /&gt;
&lt;br /&gt;
*[[User:Chaoswolf/sandbox]]&lt;br /&gt;
*[[User:Chaoswolf/sandbox2]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=627</id>
		<title>User:Chaoswolf/sandbox2</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=627"/>
		<updated>2024-09-10T04:20:31Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: changed text from Ziphane to Vindikari&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Vindikari Device.png|150px]]&lt;br /&gt;
|Vindikari, Lady of Vengeance&lt;br /&gt;
|Divine justice, retribution, relentless pursuit, the inescapable&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Blue, white, and gold&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview== &amp;lt;!-- placeholder text--&amp;gt;&lt;br /&gt;
Vindikari is the Goddess of Vengeance, whose symbol is a set of scales with crossed swords. &lt;br /&gt;
&lt;br /&gt;
Vindikari teaches the importance of balance and truth through vengeance. &lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
She is the twin sister of Verax, God of Justice. The two were created by their parents, Gwynna and Nul, to govern the gods, prevent wars between the gods, and improve the order of all things. &lt;br /&gt;
&amp;lt;!-- Placeholder text Who is? How they get there? Who have they loved?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
There are those who believe these Orders are no more than mercenaries and assassins, but the order serves vengeance in more ways than just death, and they are sworn to only conduct these missions against their targets. If an innocent is caught up in the Order's path of vengeance, they or their family at minimum receive a donation in recompence.&lt;br /&gt;
&lt;br /&gt;
At higher levels in these Orders you will find Retributors of Vindikari, who prevail over rituals, offer guidance, and mediate the ethics of vengeance on a case-by-case basis. The more experience gained, the higher a Retributor's standing will be within the Order, and the more important or high profile rites they will oversee. The High Retributor of Vindikari resides in Atherens, Thracia.&lt;br /&gt;
&lt;br /&gt;
Ceremonies and celebrations in devotion to Vindikari take many forms, depending on the sect. There are those who make religious offerings, including food, animals, and sentimental possessions at Shrines of Vindikari, where they ask for forgiveness for their wrong doings. Others put on yearly spectacles where they reenact famous court hearings where vengeance prevailed. Some even participate in ritual scarification  to mark their bodies and keep a physical reminder of the grudges they hold. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Simple Devotions===--&amp;gt;&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Formal Orders===&lt;br /&gt;
Many serve their Goddess in Orders such as the Orders of Sotris and Tisiphone, whose headquarters are Alba and Thracia respectively. Orders such as these serve vengeful citizens, but without the means to seek vengeance for themselves. Such people can go to these Orders and request their religious services, sometimes for a tithe depending on the extent of their request.&lt;br /&gt;
&lt;br /&gt;
===Presence in Warwick===&lt;br /&gt;
A small sect of her followers local to Warwick believe that Vindikari will cleanse the world of disarray and chaos. After a period of unrest will come the end times. These followers invite doomsday preparations in order to prepare for the end. Believers in this outcome say that this comes from Vindikari as an extreme act of punishment and offer an explanation for the expansion of the Wastes, stating this is an act of Vindikari's will. &lt;br /&gt;
&lt;br /&gt;
Despite the majority of Vindikari's followers seeking vengeance against those who have wronged them, there are still those who believe the best vengeance is to live a long, happy and healthy life out of spite. These folks are of no organized Order yet, as many of them find solace in Vindikari's teaching later in life. These humble devotees are an example of the types of followers the Goddess of Vengeance attracts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Thracian Pantheon]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=626</id>
		<title>User:Chaoswolf</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=626"/>
		<updated>2024-09-10T03:49:06Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: +sandbox 2 link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Riley Savitzky. I'm a wiki gnome who loves Legacies and makes chainmail for funsies.&lt;br /&gt;
&lt;br /&gt;
[[User:Chaoswolf/sandbox]]&lt;br /&gt;
[[User:Chaoswolf/sandbox2]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Travel_Times&amp;diff=625</id>
		<title>Travel Times</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Travel_Times&amp;diff=625"/>
		<updated>2024-09-08T04:45:23Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added Harm's Way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destination - Approximate time afoot - ahorse (Ocean related problems in parentheses)&lt;br /&gt;
&lt;br /&gt;
All travel times start from Fortnight.&lt;br /&gt;
&lt;br /&gt;
*Crossroads: half a day afoot - several hrs ahorse&lt;br /&gt;
*Hayes: 3 days north afoot - 2 days ahorse&lt;br /&gt;
*Byrnewood: 3 days north afoot (the trail is bad) - 2 days ahorse&lt;br /&gt;
*Lidna - 1 day west afoot - about half a day ahorse&lt;br /&gt;
*Duskgate: 1 day southish afoot - half a day ahorse&lt;br /&gt;
*Baneford:  1 day eastish afoot - half a day ahorse&lt;br /&gt;
*Dresden: 2 days southerly afoot - 1 and a half day ahorse&lt;br /&gt;
*Spearholdt: 4 days south afoot - 2 and a half ahorse&lt;br /&gt;
*Blackwater:  5 days south afoot - 3 days ahorse&lt;br /&gt;
*Newcastle: 10 days afoot - 7 days ahorse&lt;br /&gt;
*Brunswick: 17 days afoot - 12 days ahorse&lt;br /&gt;
*Dover: 10 days afoot (half of them at sea) - 8 days ahorse (5 at sea)&lt;br /&gt;
*York: 14 days afoot (5 at sea) - 11 days ahorse (5 at sea)&lt;br /&gt;
*Danzig (Doomstadt): 5-6 weeks afoot - 3-4 weeks ahorse (slightly longer by way of Bonn)&lt;br /&gt;
*Bonn (Doomstadt by sea): - 10 days afoot (half of them at sea) - 8 days ahorse (5 at sea)&lt;br /&gt;
*Calais: (Malay by sea) - 12 days afoot (7 at sea) - 10 days ahorse (7 at sea)&lt;br /&gt;
*Inishmora:  3-5 days to Blackwater as above PLUS 1-3 weeks at sea, depending on necessary route and season&lt;br /&gt;
*Nordehavn: 3-5 days to Blackwater as above PLUS 2-4 weeks at sea&lt;br /&gt;
*Sylvanator:  3-5 days to Blackwater as above PLUS 3-5 weeks at sea&lt;br /&gt;
*Isle del Sol: 3-5 days to Blackwater as above PLUS 5-7 weeks at sea&lt;br /&gt;
*Shalkara: 3-5 days to Blackwater as above PLUS 4 weeks to the Malay/Shalkara border, 10-12 weeks to the far side and Yin Qui City&lt;br /&gt;
*Nippon: 3-5 days to Blackwater as above PLUS 8-10 weeks at sea&lt;br /&gt;
*Thracia: 3-5 days to Blackwater as above PLUS 7-10 weeks at sea&lt;br /&gt;
*Damascus: 3-5 days to Blackwater as above PLUS 8-12 weeks at sea&lt;br /&gt;
*Harm's Way: half a day afoot - several hrs ahorse &lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|Travel]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=624</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=624"/>
		<updated>2024-09-02T17:11:34Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: link name fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The documentation on the templates previously here is done. The notes here are for an unpublished article WIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Warwick Army&amp;lt;/h2&amp;gt;&lt;br /&gt;
===Costuming=== &lt;br /&gt;
*Red &amp;amp; white colors. Insignia for any new officer needs to be 2.5&amp;quot; x 4&amp;quot; in size for legibility.&lt;br /&gt;
*The most common pre-made red &amp;amp; white tabard is available from [https://www.medievalcollectibles.com/product/anton-canvas-tabard/ Mideval Collectibles Bisected Tabard].&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=623</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=623"/>
		<updated>2024-09-02T17:10:32Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: changed tabard link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The documentation on the templates previously here is done. The notes here are for an unpublished article WIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Warwick Army&amp;lt;/h2&amp;gt;&lt;br /&gt;
===Costuming=== &lt;br /&gt;
*Red &amp;amp; white colors. Insignia for any new officer needs to be 2.5&amp;quot; x 4&amp;quot; in size for legibility.&lt;br /&gt;
*The most common pre-made red &amp;amp; white tabard is available from [https://www.medievalcollectibles.com/product/anton-canvas-tabard/].&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Orichalcum&amp;diff=622</id>
		<title>Orichalcum</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Orichalcum&amp;diff=622"/>
		<updated>2024-08-30T18:24:32Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: fixed a broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Orichalcum is an exotic material in the form of a red gold metal. It has exceptional durability, and can be used to create reinforced armor that provides additional protection over less exotic materials, as well as keener weapons that are superior in combat to those of more mundane build. Orichalcum simultaneously is ideal for building autonomous constructs and automatons, and for combating them, as it seems to have a unique ability to conduct the powers that automate such fantastical beings. Unlike Mithril and Adamantine, Orichalcum is not mined, but rather an amalgam of Gold, Silver, Copper, and Tin that is transmuted into a substances greater than the constituent materials.&lt;br /&gt;
&lt;br /&gt;
Until Recently, Orichalcum was largely considered to be a mythical material, or at the very least a material in which most knowledge had been lost. There were writings concerning it from the ancient [[Krecian City States]], and small samples of it purported to exist, but it was only the concerted effort of several members of the [[Kingdom_of_Warwick#Fortnight|Town of Fortnight]] that reintroduced Orichalcum to the world.&lt;br /&gt;
&lt;br /&gt;
==In Game Treaties on Orichalcum==&lt;br /&gt;
*[[On the Methods and Practices for Constituting and Shaping Orichalcum]]&lt;br /&gt;
*[[The Alchemical Underpinnings of Orichalcum Manufacture]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=621</id>
		<title>User:Chaoswolf</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf&amp;diff=621"/>
		<updated>2024-08-22T02:27:30Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: +link to my sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Riley Savitzky. I'm a wiki gnome who loves Legacies and makes chainmail for funsies.&lt;br /&gt;
&lt;br /&gt;
[[User:Chaoswolf/sandbox]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=620</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=620"/>
		<updated>2024-08-22T02:21:11Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: changed from completed templates to notes for later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The documentation on the templates previously here is done. The notes here are for an unpublished article WIP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Warwick Army&amp;lt;/h2&amp;gt;&lt;br /&gt;
===Costuming=== &lt;br /&gt;
*Red &amp;amp; white colors. Insignia for any new officer needs to be 2.5&amp;quot; x 4&amp;quot; in size for legibility.&lt;br /&gt;
*The most common pre-made red &amp;amp; white tabard is available from [https://www.medievalcollectibles.com/product/anton-squared-tabard/ Medieval Collectibles Anton Squared Tabard].&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=619</id>
		<title>Knights of Queen Anne's Watch</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=619"/>
		<updated>2024-08-16T00:29:43Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: formatting fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|&lt;br /&gt;
|Knights of Queen Anne's Watch&lt;br /&gt;
|Alba, Doomstadt, Inishmora, Warwick&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1712&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Knights of Queen Anne’s Watch, colloquially often called “the Nights Watch”, “Knights of the Watch”, or “the Watch”, is a martial order dedicated to protecting the world from monsters and supernatural threats that would prey upon its people. It is an extra-sovereign order, acting to protect Alba, Doomstadt, Inishmora, and Warwick while not having direct fealty to any one of those nations. It is also not a police force, and strives to remain removed from the conflicts between nations and within the population of a nation, instead focusing on monstrous external threats.&lt;br /&gt;
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===Founding Principles===&lt;br /&gt;
The Watch was initially founded to direct those without clear social roles towards a higher purpose – though they did not have a well defined role for themselves within society, they could dedicate themselves to defending against monsters and threats from outside that framework. Members of the Watch would swear themselves to this duty and sever all ties, family and title, with societal hierarchy in order to pursue this purpose. In return, society would forgive past sins, crimes, and obligations in recognition of their service. The Order was reformed and renamed in 2017 to become the Knights of Queen Anne’s Watch, encouraging the peoples protected by the Watch to offer respect and dignity to its members. &lt;br /&gt;
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==Lands of Operation==&lt;br /&gt;
Today, the bulk of the Watch serves in the nation of Warwick, safeguarding the local population as well as the citizens of Doomstadt to the south of Warwick. The Watch’s headquarters are presently located at Fort Sentinel, just outside of Lyoness, in southern Alba. This facility serves primarily in an administrative capacity, though Alban Watch members often undertake basic training there. They also have smaller forces throughout Alba, with units in the major cities and patrols that visit most towns at least once a year; however, their presence is significantly diminished from decades past. In Doomstadt, a sizable contingent of the Watch is still stationed in locations around the borders of the Greifswald forest and in the northern cities, but their presence is smaller elsewhere in the nation. They have no members in southern Doomstadt, as the southern houses began impressing them into military service against the Queen during that nation’s civil war, and restoration of service in those regions has not been urgent. In Inishmora, the Watch maintains token forces in the five biggest cities and small patrols throughout the country, but is not a major presence. In Malay, there were once a small contingent of the Clerics in the cities of Marseille, Calais, La Rochelle, and Agincourt serving in a financial capacity. Since withdrawing from Malay, the only presence the Watch retains in that country are properties owned by the Order, which are maintained and managed by local agents not directly associated with the organization. &lt;br /&gt;
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==Membership Criteria==&lt;br /&gt;
Any person, of any race, gender, or walk of life may join the Knights of Queen Anne’s Watch. There remains some lingering stigma directed at Goblins, Orcs, Ogres, and Half-Fae, stemming from historical conflict with members of those groups. This stigma is slowly decreasing over time, particularly with increasing acknowledgment in Warwick of goblinoid sovereignty over their own lands. Membership in the Watch had previously been for life, with deserters being hunted down and sundered without mercy; however, Lord Commander Hightower removed the requirement for a life term in the 2010s, a move which was later formalized in the 2017 reform. Volunteers serve for a period of five years, not including initial training, and receive a retirement purse at the end of the term. Criminals who choose the Watch over traditional sentencing will serve for either a stipulated period or five years, whichever is longer, but will also receive a retirement purse once their term is over. Should any member die in service, the purse will be paid to relatives. Members who wish to serve longer may renew their service; upon retirement they will receive a retirement purse for each term served. &lt;br /&gt;
Despite this change, those joining must still rescind claim to title, allegiance, family connections, or property while serving, though they may regain such claims at the termination of their service if the authority from which it derives so agrees. While in service, they may not acquire new ties outside of the Watch, including title, family, or relationships, as their first and only concern must be the Order. They may still communicate with and acknowledge existing family members, but do so under the understanding that connections are scrutinized through the lens of commitment to the cause and absolute neutrality. A Watch member may not become involved in their family’s political matters. Deserters are still afforded the same harsh punishment.&lt;br /&gt;
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==Structure==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch is broken down into three branches: the Warden Corps, the Clerical Corps, and the Ranger Corps. Assignments are dictated by the capabilities of the individual; if they demonstrate particular aptitude during their term of service, members may be transferred from one corps to another.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;The Warden Corps is the primary fighting force of the Watch, confronting most threats, and is the order with the most members. Individual members of the Wardens are stationed at specific posts, which act as their base of operations. Units within the Wardens are responsible for protecting the region around their posts, unless marshaled forth by a District or Regional Commander.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;The Clerical Corps represents the logistical arm of the Watch, though they also fulfill certain specialized roles. The Clerics are responsible for allocating and distributing supplies; handling the maintenance of Watch forts and outposts, as well as their acquisition or construction; acting as field engineers; serving as clergy; maintaining the Watch’s vast library in Lyoness, as well as serving as loremasters in the field; filling the role of smiths, apothecaries, and scribes; and the multitude of other support jobs that allow the Watch to operate efficiently.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;Most importantly, the Clerics are responsible for the financial concerns of the Watch. In previous centuries, this consisted primarily of soliciting wealthy patrons for donations and managing the funds allocated for them by the Imajickan crown. However, since the dissolution of Imajicka, the Watch has gotten very little money from the monarchs of the individual nations, and far fewer patrons have stepped forward with donations. As a result, they have become a mainstay of banking for the lands of former Imajicka. The Clerics maintain deposit ledgers and invest (not more than 20% of deposits) in other ventures, such as merchant loans, in order to make money.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;The final order is the Ranger Corps, who make up the scouting and intelligence arm of the Watch, as well as some special or irregular forces. Rangers tend to be in the field the majority of the time, assigned to a specific task rather than a specific outpost, and operate individually or in very small groups. The majority of them are scouts, responsible for locating and reporting on threats rather than necessarily hunting them personally. Higher-ranking Rangers may also be tasked with handling monsters that require discretion (e.g. eliminating a vampire that happens to also be a member of the nobility), or even hunting down a fellow member of the Watch that has deserted.&amp;lt;/p&amp;gt;&lt;br /&gt;
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===Ranks===&lt;br /&gt;
&amp;lt;p&amp;gt;Unlike national militaries or other state organizations, rank within the Watch is determined entirely by merit. No consideration is given to which social caste a member was born into, who their parents were, or how much money they have, though inherent biases can clearly favor those who had the advantages of early education in arms or other skills. Within each corps, rank is conferred in recognition of capability and achievement, and just as easily stripped if the member shows a lack of judgment or command ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each of the corps promotes rank internally, understanding best the criteria that signifies advancement for their area of focus. Being of a certain position in one corps does not grant authority over lower positions in other corps. The ranks within the corps are:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Squire (Warden Corps), Apprentice (Clerical Corps), or Fieldsman (Ranger Corps): a new member who has just completed the basic training that all members of the Watch receive and has been assigned to a corps for additional training. Members who are transferred from one corps to another mid-career will generally also be demoted to this rank for their re-training period.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Brother/Sister/Cousin: the common rank in the order, making up the bulk of the Watch. They are competent, but have not shown qualities that show advanced skill or command ability.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sergeant: the most common command rank. A Sergeant is given responsibility for small groups of Watchmembers, typically no more than eight. They will often be responsible for routine patrols in the Wardens, investigating a particular threat in the Rangers, or a specific project in the Clerics. Sergeants may be given command of very small posts.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knight [Warden/Cleric/Ranger]: accomplished, skilled, experienced members who have sworn a lifetime oath of knighthood. Knights are typically given responsibility over several Sergeants, though in more remote areas they may command a group more directly, and are assigned to more significant tasks, such as leading incursions into the Wastes, managing regional supply chains, or hunting specific dangerous monsters. They may conscript the temporary aid of the other two corps if they feel it is necessary, though they will be required to provide a justification to their seniors after the fact.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Warden Commander, Master Cleric, Ranger Commander: the senior commanders of each corps, given large responsibilities (including command of major posts), and charged with overseeing the operations, strategies, and tactics of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[Warden/Cleric/Ranger] Seneschal: second in command of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Grand Master [Warden/Cleric/Ranger]: ultimate commander in charge of each corps.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In addition to the three corps, the Watch also has a command structure that oversees the unified operations of the Watch as a whole and sets the direction for the broader organization. The ranks of this command structure are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Post Commander: the commander responsible for a local post or fort. Post Commanders have authority over all members within their post, regardless of corps; however they also retain rank within their own corps. Typically, Post Commanders will be of Rank Knight Warden or Knight Cleric, or Warden Commander or Master Cleric for larger posts. Rangers generally do not serve as Post Commanders.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;District Commander: the commander responsible for operations within a small region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regional Commander: the commander responsible for operations within an entire country or large region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Lord Commander: the ultimate leader of the Watch&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;Members of the Watch are formally addressed by their rank followed by their name (e.g. Brother Duno, Lord Commander Hightower). Informally, they often refer to each other as Brother, Sister, or Cousin, and the organization is not as rigid in enforcing formality as the state militaries are. Externally, non-members also often address the members of the Watch as Brothers/Sisters/Cousins.&amp;lt;/p&amp;gt;&lt;br /&gt;
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==Symbol==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch’s symbol is a gray sun (with either eight or sixteen points) on a field of black. Members do not have full uniforms, but must display the symbol on a tabard, surcoat, belt favor, or other visible location. Exceptions may be made to temporarily forgo displaying their membership when doing so detracts from their ability to complete a specific duty, particularly for Rangers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;Knights of the Order are entitled to wear a grey belt, usually leather, to identify their station.&amp;lt;/p&amp;gt;&lt;br /&gt;
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==Induction Oath==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;It is the intention that the supplicant be of sound spirit and clearheaded when approaching this swearing. Additionally (particularly for a knighting or the swearing-in of a new member), it is traditional for the supplicant to undertake some form of spiritual cleansing, as time allows, from their sponsor, another Watchmember, or (in circumstances not permitting such assistance) an available figure of significance. This might involve sitting a vigil, taking time in prayer or meditation, participating in a ceremonial hunt, ritually washing one’s hands, or some other culturally appropriate ceremony symbolizing a fresh start. However, this may only be fully observed when forces are stood down and territory secure, else it deprive the garrison of forces maximally fit to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;In any swearing to the Watch, the supplicant must solemnly be summoned and kneel before their commander, holding their chosen weapon in salute either point to earth or across the forward knee. They must retain rigid posture, keep eyes high, and speak forcefully. This oath is to be repeated whenever a member joins the Watch, renews their service, or becomes a Knight.&amp;lt;/p&amp;gt;&lt;br /&gt;
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'''COMMANDER''' asks:	&amp;quot;Do you come before me to swear yourself to the Knights of Queen Anne's Watch?&amp;quot; &lt;br /&gt;
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'''SUPPLICANT''' replies: 	&amp;quot;I do.&amp;quot; &lt;br /&gt;
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'''COMMANDER''' asks:	&amp;quot;Do you now denounce and disown any allegiance to the crowns and powers of this world, forsaking all authority but that of the Order?&amp;quot; &lt;br /&gt;
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'''SUPPLICANT''' replies: 	&amp;quot;I do so denounce it.&amp;quot; &lt;br /&gt;
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'''COMMANDER''' asks:	&amp;quot;Do you swear to obey your commanders, honor your brethren, and act with conscience, humility, and chastity?&amp;quot;&lt;br /&gt;
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'''SUPPLICANT''' replies:	&amp;quot;I do so swear.&amp;quot; &lt;br /&gt;
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'''COMMANDER''' says: 	&amp;quot;Then repeat after me…&amp;quot; &lt;br /&gt;
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'''SUPPLICANT''' may reply:	&amp;quot;There is no need.&amp;quot; (OPTIONAL. ONLY IF OATH MEMORIZED) &lt;br /&gt;
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'''COMMANDER''' intones: 	&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order, until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot; &lt;br /&gt;
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Broken as follows: &lt;br /&gt;
&amp;lt;p&amp;gt;The vigil is unending, and I am called to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will defend this and all lands against encroaching evil.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will adhere to the principles of my order,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Until I am called to die for them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am apart from the polity of realms.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Glory is not mine to seek,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;From fortune I abstain.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am guardian and sentinel, shield and blade.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;My past transgressions will hound me to righteousness.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;By my own will, I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
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'''COMMANDER''' replies: 	&amp;quot;For members of our Order, Duty owns our life's blood. I swear to command you with acumen and conscience, but never pity. I will spend your life dearly, and pay tribute in deed to the sacrifices of those who have come before you. I am honored to number you among us.&amp;quot; &lt;br /&gt;
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(if Knight): while SUPPLICANT remains kneeling, the commander moves to one side with two clean strides and whips the supplicant harshly, two blows with a lash (preferably, or what is to hand if needs must) across the back.) &amp;quot;Let these blows stand as justice for your failings, and for the misdeeds of the life you now leave behind.&amp;quot;&lt;br /&gt;
(returning to front) &amp;quot;Rise, Sir (NAME), Knight of Queen Anne's Watch.”&lt;br /&gt;
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&amp;lt;p&amp;gt;(Otherwise)	&amp;quot;Rise, (RANK) (NAME)&amp;quot; (e.g. Squire Alice, Brother Bob)&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;After which, the commander will shake the hand or accept a similar salute of the supplicant and turn them to face the assembled, who should applaud gravely. In the case of a knighting (but not on the occasion of renewal of vows or first swearing in), they should be given a grey belt if possible, and those of the Watch in attendance should evince a half-bow to the new Knight. The Knight responds by not bowing in return, only accepting this tribute. Such tribute is never called for again between members, but may be offered to a superior officer or knight as a sign of formal courtesy. Failure to do so on any occasion except the ceremony of knighting itself is never a transgression.&amp;lt;/p&amp;gt; &lt;br /&gt;
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==Playing A Member==&lt;br /&gt;
&amp;lt;p&amp;gt;Playing a member of the Watch is difficult. They are tasked with seeking out all evil that would prey upon the peoples of the world and eliminating that threat. It is expected that player characters in the Watch would be diligent about doing so, while simultaneously staying out of conflict between national powers. The Watch is not to act against citizenry except in specific instances where those individuals are in league with another force that falls under Watch purview. For example, a Human that practices Necromancy or who is working with an invading monster horde from the Wastes is fair game, but a group of bandits is a matter for other authorities to deal with. Many times, a PC in the Watch will be unable to aid their non-Watch friends, because doing so would violate this separation of authority. They may defend themselves if attacked, however, regardless of the nature of the attacker. Just as with other groups of authority, the Watch must also tread carefully when crossing the will of local nobility. They may be in the right to do so, and may have authority granted to do so, but crossing local nobles could still cause consequences for the Order as a whole.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Society in general respects the Watch, but may be wary of them for their association with the things that go bump in the night. In recent decades the Watch had acquired a somewhat blemished reputation, but that has been improved over the last several years with major reforms. Players should consider the circumstances that brought them into the Watch. Were they a criminal sentenced to a life of service, a peasant that volunteered to escape their mundane fate, a traveler rescued from a terrible fate by the Watch and serving out of gratitude, a noble pressed into service by their parents to settle the issue of inheritance among their children?&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A player character may start as up to a Brother/Sister/Cousin without approval, and it is preferable for the character to advance past this over the course of play rather than enter at an advanced rank. Any rank above this will require both a justification that they have suitable ability to attain that position (a 50 skill point character would under-represent a Sergeant, for example, or a character who is very shy probably wouldn’t make it far in leadership), as well as a character history that spells out what the character actually did to earn recognition. PCs that have rank Sergeant or higher are expected to send in reports to their commanders after each month of play.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;There is not as much formality associated with rank as within the Army, and the Watch does not generally bother with pomp and ceremony. Higher ranks are acknowledged with a slight bow of the head rather than with a salute, and commanders rarely take offense at a lack of deference unless it is obvious the lower-ranking member is intending a slight. Competence is what gets promoted, so it is rare for commanders to display arrogance or entitlement. The upper ranks also understand that the Watch puts the most capable in command, and will remove command should there be a question of capability, so as a result there is little complacency present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Most members of the Watch belong to the Warden Corps, and it does not require any specific abilities to be a member. In order to advance within the Corps, characters should display good combative ability, either in Warrior skills or Magic skills with a focus on combat magic, though some Assassin skills also wouldn’t hurt. Additionally, lores about specific monsters (Lore Were-creatures, Lore Undead, Lore Demons, Lore Fae, etc) would be helpful.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Clerical Corps attracts members with specialized skills. Production skills are common, as are a wealth of lores. Magic users that focus on ritual casting rather than combat are also found predominantly in the Clerical Corps.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;The Ranger Corps tends towards flexibility; members typically are not focused on only one type of skill, though Assassin and Thief skills are common. It is also common for them to be proficient fighters but with some magic skills, and they frequently have some production skills to support themselves when in the field. Many Rangers are lightly armored, preferring ease and silence of movement over steel to protect them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For each month of play, a member of the Watch will receive a stipend for supplies proportional to their rank. There is not a full uniform for members, but PCs will be expected to have garb that makes their membership obvious. Membership in the Watch is usually for five year increments, at the end of which a retirement purse is paid to the PC, though they may renew their membership for another five if they wish. Characters are assumed to have no fewer than 3 years remaining in their term when they begin play. Achieving the rank of Knight or higher requires a lifelong commitment to the Watch rather than a five year commitment.&amp;lt;/p&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
&amp;lt;p&amp;gt;In 1712, the nation of Imajicka was ravaged by a re-occurrence of the Nul Magicus plague. This epidemic was much less devastating than previous ones, but the member states of Imajicka were still occupied with the disease. During the same year, a powerful Ogre Magus by the name of Agron Bloodeye first united many Ogre mounds within the Goblin Wastes under his control, then dozens of Orc tribes, and finally subjugated a multitude of Goblins and Kobolds. Preoccupied with the plague ravaging the lands, this growing threat from the Wastes went unnoticed in Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Agron drove his forces south towards the lands of Doomstadt and Malay as winter set in. The lands north of Doomstadt, mostly Waste-blighted themselves, were nominally also part of Imajicka, but were too sparsely populated to pose much resistance to Agron’s forces. They did, however, provide advance warning to the rest of Imajicka and allowed forces to begin mustering in advance of Agron’s arrival further south. North of Doomstadt, in the lands that are now the nation of Warwick, was a small lordship of Fort Night (now Fortnight), which served primarily as a genteel prison. Dissent over Imajickan sovereignty was often present among the peerage within Malay, and especially within Doomstadt and Inishmora, but even many Alban nobles resented Alban resources being granted to the other Imajickan states. Additionally, non-inheriting members of noble families often posed a problem as they lacked a clear social role and would frequently contribute to unrest instead. To defang noble dissenters, Imajicka imprisoned them in Fort Night – a location remote enough to minimize their influence and impact, while not generating as much social ire as it would if the dissenters were executed outright.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Fort Night was directly in Agron’s path, and it was clear that Imajickan forces could not be mustered fast enough to defend the lordship. Lord Henrick Deyson, in command of Fort Night, decided to meet Agron in battle to buy the amassing forces time. He offered the genteel prisoners two options: they could stay and fight with him, or be taken south with the lordship’s non-combatants in the escort of a handful of his guards. The prisoners, being nobility, had received at least some instruction in martial skills during their upbringing, and many possessed significant proficiency. Despite having been imprisoned by Imajicka and relocated hundreds of leagues from their families to the outskirts of civilization, every one of them agreed to stay and fight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Rather than fight a pitched battle they were sure to lose, they instead took the attack to Agron. In the early hours following midnight on December 22, Midwinter, Deyson and his force of noble prisoners struck Agron’s encampment. Certain that no significant force had yet been mustered to stand in his way, he was unprepared. Despite this, his forces still significantly outnumbered Deyson’s, and the Imajickans suffered heavily casualties. However, they succeeded in killing Agron himself. With Agron dead, Deyson and his forces retreated and allowed the invaders’ infighting to weaken their numbers, as they disputed who would be his successor. By the time the southern Imajickan forces reached Fort Night, Agron’s army were a fraction of their original numbers, with most either killed fighting among themselves or deserting and returning north, and the remaining invading forces were easily defeated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Queen Anne of Imajicka, in recognition of the prisoners’ actions, pardoned all of the survivors. She also created a new order to protect Imajicka from the perpetual threat of the Wastes, while simultaneously giving an outlet to the young hotbloods among the nobility, and thus the Order of the Nights Watch was born, named for its first headquarters in Fort Night. Lord Deyson resigned his title to serve as first Lord Commander of the new organization, and most of the former prisoners gave their vows to him. Over the years the organization evolved, offering a purpose to non-inheriting nobles who were not inclined to join the clergy, an escape from mundane toil for peasants who wished a different form of service, or a path to redemption for ordinary criminals. It also moved from its role of simply guarding against threats from the Wastes to patrolling all of the lands of Imajicka, hunting undead, demons, and other monsters that lived among society. As Imajicka slowly gave up control of the lands north of Doomstadt, the Watch relocated further south. Their headquarters were moved to Lyoness in southern Alba, and a greater focus was put on threats within Imajickan borders. This made the Watch much more visible to the local populace, and it was seen as the force that faced threats that everyone else was too afraid to confront; regardless of their past, members were highly regarded by a society that they were no longer fully a part of.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Much of that has changed in the last few decades. The disappearance of King Richard (reign: 1988-1998) and subsequent battle for succession between Queen Olanna DeVane (reign: 2000-2001) and Helena DeWight decimated the ranks of the Watch. The Watch chose to enter the conflict despite it being an internal power struggle because they would not ignore Helena’s use of undead to wage her war; however, having moved towards combating monsters internal to the country, they were no longer accustomed to confronting large numbers of foes at once. A huge percentage of the Watch, including Lord Commander Marcus Hightower and all but one of his District Commanders, fell to Helena’s forces. Hightower’s third son Gregory, who had joined the Watch only three years prior to the war, succeeded him as Lord Commander. However, his advancement had come as a result of the ranks thinning rather than through experience, and he was ill-prepared to handle the political tensions the Watch would face upon the dissolution of Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch attempted to continue operating in all of the former lands of Imajicka as it had done prior to the war for succession. However, it no longer had authority deriving from a single unifying sovereign. To declare fealty to any one of the sovereigns, it would have to withdraw from the other nations. Instead, the Watch had to negotiate authority from every local power whose lands they operated in. Worse, very few volunteers chose to enter the weakened ranks of the Watch – the war for succession had killed many nobles and common people alike, leaving fewer people without responsibilities at home, and those that still lacked a title or family to care for had no desire to risk being stationed in some faraway nation. An Imajickan knew they were acting in the interests of Imajicka when they joined the Watch, but an Alban might not want to serve in Malay. Thus, following the war, a higher percentage of new recruits were criminals forced into the Watch as punishment for their deeds, and this created a stigma for the Order as a whole. Its ranks were thinned again in the 2006 war with the Lich Baron Hadrian of Briarmark, further reducing the number of skilled members. Until the latter half of 2008, the Nights Watch floundered, trying to find a path that would restore their reputation and their purpose. That path came with Alba’s annexation of the Duchy of Warwick. Serving on the border of the Wastes was a task that the Watch knew well. They chose to withdraw from Malay almost completely, freeing them from the politics that colored the cold conflict between Malay and Alba, and reached an agreement with both King Michael of Alba and Queen Dolosus of Doomstadt that granted royal authority to their goals in both lands. They further reached an understanding with King Logan of Inishmora which, while not directly granting them authority, absolved concern over their agreements with the two other monarchs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One of the only components of the Watch that lingered in Malay was its entirely tertiary function as an international banking entity, which replaced past funding from the Imajickan crown. People who did not wish to travel with large sums of coin or gems could deposit their money with the Watch and receive a Note of Deposit in return. At their destination (or, more specifically, the closest Watch Outpost that managed deposits), the Note of Deposit could be presented to the Watch, and the person could get all or some of their money back out. The Watch also served as money changers, converting coin from one currency to another. The Watch began this practice in the major port cities in 2005, and it proved very successful among merchant captains. They later expanded the operation to most major cities within their operating area, and both the merchant caste and nobility store vast sums with the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;However, after the resolution of the civil war in Doomstadt, particular nobles from Malay were implicated in a number of dangerous schemes including the attempted assassination of Queen Fumiko of Alba. Alba demanded to be able to try those responsible for this offense, but Malay shielded the conspirators and refused to negotiate. This led to war between Alba and Malay. Ordinarily the Watch would have no part to play in such a conflict, but high ranking nobility from Malay involved the Watch by attempt to force a Watchmember, previously a Malayan nobleman, to abandon the Order and return to Malay in order to claim to be the “rightful king” of Alba. The Malayan conspirators badly wronged the Watch in this process, and the Watch responded by withdrawing all of their remaining financial instruments from Malay. While this provided an enormous benefit to Alba in the conflict, and helped contribute to the end of that war, the Watch maintained that it was an an expressly and explicitly non-political act, solely motivated by Malay’s mistreatment of a member.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Between 2008 and 2016 in Warwick, the Watch suffered repeated blows to its reputation stemming from regional mismanagement and abusive sentencing that saw its ranks being bloated with unwilling criminals (particularly from Blackwater) that local governments did not want to devise a way to deal with. In 2017, the Watch reformed itself as the Knights of Queen Anne’s Watch, seeking to restore its original intended purpose and set better boundaries in its relationships with national governments, particularly that of Alba, where most of its operational territory was then located. This updated Order would include a rank of internationally recognized Knighthood. It would no longer accept the lifetime forced conscription by sentencing of criminals, which boxed it into the role of jailer and executioner for kingdoms that neglected their own process of justice. Instead, the Knights of Queen Anne would only take convicts specifically committed to reform and positive contribution to society.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Instead of immediate and total lifetime commitment, the new Watch accepted term commitments, typically of five years. People could squire to the Watch and leave again without being executed or forsworn. Only those deeply committed to the Order would be permitted to take the lifetime oath, and only those sworn to lifelong service could be eligible to become Knights. Additionally, members of the Order would no longer be forced to cut off all ties and communication to their family. This policy was a remnant of the early history of the Watch, intended to manage the presence of estranged and jailed aristocrats who needed to be separated from their family’s status. In those circumstances, continuing communication with their family was not a matter of personal relationships but a matter of politics, and was therefore forbidden. The new Watch determined that total isolation was not mandatory for their Order, and members no longer had to violate rules or risk their lives to exchange simple messages, communication, or even send money or gifts to their personal family. Members could still no longer marry or inherit, but were not forbidden from retaining relationships with existing family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This new, more modern, order succeeded in both attracting a swell of new volunteers who believed in the purpose of the Watch, but also almost completely cutting off the flow of bitter and miserable criminals from places like Blackwater. Dignity and effectiveness were both greatly improved and became mutually reinforcing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Recent Events==&lt;br /&gt;
What should players know about the recent history.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=618</id>
		<title>Knights of Queen Anne's Watch</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=618"/>
		<updated>2024-08-15T06:31:41Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: inserting paragraph breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|&lt;br /&gt;
|Knights of Queen Anne's Watch&lt;br /&gt;
|Alba, Doomstadt, Inishmora, Warwick&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1712&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Knights of Queen Anne’s Watch, colloquially often called “the Nights Watch”, “Knights of the Watch”, or “the Watch”, is a martial order dedicated to protecting the world from monsters and supernatural threats that would prey upon its people. It is an extra-sovereign order, acting to protect Alba, Doomstadt, Inishmora, and Warwick while not having direct fealty to any one of those nations. It is also not a police force, and strives to remain removed from the conflicts between nations and within the population of a nation, instead focusing on monstrous external threats.&lt;br /&gt;
&lt;br /&gt;
===Founding Principles===&lt;br /&gt;
The Watch was initially founded to direct those without clear social roles towards a higher purpose – though they did not have a well defined role for themselves within society, they could dedicate themselves to defending against monsters and threats from outside that framework. Members of the Watch would swear themselves to this duty and sever all ties, family and title, with societal hierarchy in order to pursue this purpose. In return, society would forgive past sins, crimes, and obligations in recognition of their service. The Order was reformed and renamed in 2017 to become the Knights of Queen Anne’s Watch, encouraging the peoples protected by the Watch to offer respect and dignity to its members. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
Today, the bulk of the Watch serves in the nation of Warwick, safeguarding the local population as well as the citizens of Doomstadt to the south of Warwick. The Watch’s headquarters are presently located at Fort Sentinel, just outside of Lyoness, in southern Alba. This facility serves primarily in an administrative capacity, though Alban Watch members often undertake basic training there. They also have smaller forces throughout Alba, with units in the major cities and patrols that visit most towns at least once a year; however, their presence is significantly diminished from decades past. In Doomstadt, a sizable contingent of the Watch is still stationed in locations around the borders of the Greifswald forest and in the northern cities, but their presence is smaller elsewhere in the nation. They have no members in southern Doomstadt, as the southern houses began impressing them into military service against the Queen during that nation’s civil war, and restoration of service in those regions has not been urgent. In Inishmora, the Watch maintains token forces in the five biggest cities and small patrols throughout the country, but is not a major presence. In Malay, there were once a small contingent of the Clerics in the cities of Marseille, Calais, La Rochelle, and Agincourt serving in a financial capacity. Since withdrawing from Malay, the only presence the Watch retains in that country are properties owned by the Order, which are maintained and managed by local agents not directly associated with the organization. &lt;br /&gt;
&lt;br /&gt;
==Membership Criteria==&lt;br /&gt;
Any person, of any race, gender, or walk of life may join the Knights of Queen Anne’s Watch. There remains some lingering stigma directed at Goblins, Orcs, Ogres, and Half-Fae, stemming from historical conflict with members of those groups. This stigma is slowly decreasing over time, particularly with increasing acknowledgment in Warwick of goblinoid sovereignty over their own lands. Membership in the Watch had previously been for life, with deserters being hunted down and sundered without mercy; however, Lord Commander Hightower removed the requirement for a life term in the 2010s, a move which was later formalized in the 2017 reform. Volunteers serve for a period of five years, not including initial training, and receive a retirement purse at the end of the term. Criminals who choose the Watch over traditional sentencing will serve for either a stipulated period or five years, whichever is longer, but will also receive a retirement purse once their term is over. Should any member die in service, the purse will be paid to relatives. Members who wish to serve longer may renew their service; upon retirement they will receive a retirement purse for each term served. &lt;br /&gt;
Despite this change, those joining must still rescind claim to title, allegiance, family connections, or property while serving, though they may regain such claims at the termination of their service if the authority from which it derives so agrees. While in service, they may not acquire new ties outside of the Watch, including title, family, or relationships, as their first and only concern must be the Order. They may still communicate with and acknowledge existing family members, but do so under the understanding that connections are scrutinized through the lens of commitment to the cause and absolute neutrality. A Watch member may not become involved in their family’s political matters. Deserters are still afforded the same harsh punishment.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch is broken down into three branches: the Warden Corps, the Clerical Corps, and the Ranger Corps. Assignments are dictated by the capabilities of the individual; if they demonstrate particular aptitude during their term of service, members may be transferred from one corps to another.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Warden Corps is the primary fighting force of the Watch, confronting most threats, and is the order with the most members. Individual members of the Wardens are stationed at specific posts, which act as their base of operations. Units within the Wardens are responsible for protecting the region around their posts, unless marshaled forth by a District or Regional Commander.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Clerical Corps represents the logistical arm of the Watch, though they also fulfill certain specialized roles. The Clerics are responsible for allocating and distributing supplies; handling the maintenance of Watch forts and outposts, as well as their acquisition or construction; acting as field engineers; serving as clergy; maintaining the Watch’s vast library in Lyoness, as well as serving as loremasters in the field; filling the role of smiths, apothecaries, and scribes; and the multitude of other support jobs that allow the Watch to operate efficiently.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most importantly, the Clerics are responsible for the financial concerns of the Watch. In previous centuries, this consisted primarily of soliciting wealthy patrons for donations and managing the funds allocated for them by the Imajickan crown. However, since the dissolution of Imajicka, the Watch has gotten very little money from the monarchs of the individual nations, and far fewer patrons have stepped forward with donations. As a result, they have become a mainstay of banking for the lands of former Imajicka. The Clerics maintain deposit ledgers and invest (not more than 20% of deposits) in other ventures, such as merchant loans, in order to make money.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The final order is the Ranger Corps, who make up the scouting and intelligence arm of the Watch, as well as some special or irregular forces. Rangers tend to be in the field the majority of the time, assigned to a specific task rather than a specific outpost, and operate individually or in very small groups. The majority of them are scouts, responsible for locating and reporting on threats rather than necessarily hunting them personally. Higher-ranking Rangers may also be tasked with handling monsters that require discretion (e.g. eliminating a vampire that happens to also be a member of the nobility), or even hunting down a fellow member of the Watch that has deserted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
&amp;lt;p&amp;gt;Unlike national militaries or other state organizations, rank within the Watch is determined entirely by merit. No consideration is given to which social caste a member was born into, who their parents were, or how much money they have, though inherent biases can clearly favor those who had the advantages of early education in arms or other skills. Within each corps, rank is conferred in recognition of capability and achievement, and just as easily stripped if the member shows a lack of judgment or command ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
Each of the corps promotes rank internally, understanding best the criteria that signifies advancement for their area of focus. Being of a certain position in one corps does not grant authority over lower positions in other corps. The ranks within the corps are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Squire (Warden Corps), Apprentice (Clerical Corps), or Fieldsman (Ranger Corps): a new member who has just completed the basic training that all members of the Watch receive and has been assigned to a corps for additional training. Members who are transferred from one corps to another mid-career will generally also be demoted to this rank for their re-training period.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Brother/Sister/Cousin: the common rank in the order, making up the bulk of the Watch. They are competent, but have not shown qualities that show advanced skill or command ability.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sergeant: the most common command rank. A Sergeant is given responsibility for small groups of Watchmembers, typically no more than eight. They will often be responsible for routine patrols in the Wardens, investigating a particular threat in the Rangers, or a specific project in the Clerics. Sergeants may be given command of very small posts.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knight [Warden/Cleric/Ranger]: accomplished, skilled, experienced members who have sworn a lifetime oath of knighthood. Knights are typically given responsibility over several Sergeants, though in more remote areas they may command a group more directly, and are assigned to more significant tasks, such as leading incursions into the Wastes, managing regional supply chains, or hunting specific dangerous monsters. They may conscript the temporary aid of the other two corps if they feel it is necessary, though they will be required to provide a justification to their seniors after the fact.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Warden Commander, Master Cleric, Ranger Commander: the senior commanders of each corps, given large responsibilities (including command of major posts), and charged with overseeing the operations, strategies, and tactics of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[Warden/Cleric/Ranger] Seneschal: second in command of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Grand Master [Warden/Cleric/Ranger]: ultimate commander in charge of each corps.&amp;lt;/li&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In addition to the three corps, the Watch also has a command structure that oversees the unified operations of the Watch as a whole and sets the direction for the broader organization. The ranks of this command structure are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Post Commander: the commander responsible for a local post or fort. Post Commanders have authority over all members within their post, regardless of corps; however they also retain rank within their own corps. Typically, Post Commanders will be of Rank Knight Warden or Knight Cleric, or Warden Commander or Master Cleric for larger posts. Rangers generally do not serve as Post Commanders.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;District Commander: the commander responsible for operations within a small region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regional Commander: the commander responsible for operations within an entire country or large region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Lord Commander: the ultimate leader of the Watch&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Members of the Watch are formally addressed by their rank followed by their name (e.g. Brother Duno, Lord Commander Hightower). Informally, they often refer to each other as Brother, Sister, or Cousin, and the organization is not as rigid in enforcing formality as the state militaries are. Externally, non-members also often address the members of the Watch as Brothers/Sisters/Cousins.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch’s symbol is a gray sun (with either eight or sixteen points) on a field of black. Members do not have full uniforms, but must display the symbol on a tabard, surcoat, belt favor, or other visible location. Exceptions may be made to temporarily forgo displaying their membership when doing so detracts from their ability to complete a specific duty, particularly for Rangers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Knights of the Order are entitled to wear a grey belt, usually leather, to identify their station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Induction Oath==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It is the intention that the supplicant be of sound spirit and clearheaded when approaching this swearing. Additionally (particularly for a knighting or the swearing-in of a new member), it is traditional for the supplicant to undertake some form of spiritual cleansing, as time allows, from their sponsor, another Watchmember, or (in circumstances not permitting such assistance) an available figure of significance. This might involve sitting a vigil, taking time in prayer or meditation, participating in a ceremonial hunt, ritually washing one’s hands, or some other culturally appropriate ceremony symbolizing a fresh start. However, this may only be fully observed when forces are stood down and territory secure, else it deprive the garrison of forces maximally fit to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In any swearing to the Watch, the supplicant must solemnly be summoned and kneel before their commander, holding their chosen weapon in salute either point to earth or across the forward knee. They must retain rigid posture, keep eyes high, and speak forcefully. This oath is to be repeated whenever a member joins the Watch, renews their service, or becomes a Knight.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you come before me to swear yourself to the Knights of Queen Anne's Watch?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies: 	&amp;quot;I do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you now denounce and disown any allegiance to the crowns and powers of this world, forsaking all authority but that of the Order?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies: 	&amp;quot;I do so denounce it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you swear to obey your commanders, honor your brethren, and act with conscience, humility, and chastity?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies:	&amp;quot;I do so swear.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' says: 	&amp;quot;Then repeat after me…&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' may reply:	&amp;quot;There is no need.&amp;quot; (OPTIONAL. ONLY IF OATH MEMORIZED) &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' intones: 	&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order, until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Broken as follows: &lt;br /&gt;
&amp;lt;p&amp;gt;The vigil is unending, and I am called to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will defend this and all lands against encroaching evil.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will adhere to the principles of my order,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Until I am called to die for them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am apart from the polity of realms.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Glory is not mine to seek,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;From fortune I abstain.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am guardian and sentinel, shield and blade.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;My past transgressions will hound me to righteousness.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;By my own will, I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' replies: 	&amp;quot;For members of our Order, Duty owns our life's blood. I swear to command you with acumen and conscience, but never pity. I will spend your life dearly, and pay tribute in deed to the sacrifices of those who have come before you. I am honored to number you among us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(if Knight): while SUPPLICANT remains kneeling, the commander moves to one side with two clean strides and whips the supplicant harshly, two blows with a lash (preferably, or what is to hand if needs must) across the back.) &amp;quot;Let these blows stand as justice for your failings, and for the misdeeds of the life you now leave behind.&amp;quot;&lt;br /&gt;
(returning to front) &amp;quot;Rise, Sir (NAME), Knight of Queen Anne's Watch.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;(Otherwise)	&amp;quot;Rise, (RANK) (NAME)&amp;quot; (e.g. Squire Alice, Brother Bob)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;After which, the commander will shake the hand or accept a similar salute of the supplicant and turn them to face the assembled, who should applaud gravely. In the case of a knighting (but not on the occasion of renewal of vows or first swearing in), they should be given a grey belt if possible, and those of the Watch in attendance should evince a half-bow to the new Knight. The Knight responds by not bowing in return, only accepting this tribute. Such tribute is never called for again between members, but may be offered to a superior officer or knight as a sign of formal courtesy. Failure to do so on any occasion except the ceremony of knighting itself is never a transgression.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Playing A Member==&lt;br /&gt;
&amp;lt;p&amp;gt;Playing a member of the Watch is difficult. They are tasked with seeking out all evil that would prey upon the peoples of the world and eliminating that threat. It is expected that player characters in the Watch would be diligent about doing so, while simultaneously staying out of conflict between national powers. The Watch is not to act against citizenry except in specific instances where those individuals are in league with another force that falls under Watch purview. For example, a Human that practices Necromancy or who is working with an invading monster horde from the Wastes is fair game, but a group of bandits is a matter for other authorities to deal with. Many times, a PC in the Watch will be unable to aid their non-Watch friends, because doing so would violate this separation of authority. They may defend themselves if attacked, however, regardless of the nature of the attacker. Just as with other groups of authority, the Watch must also tread carefully when crossing the will of local nobility. They may be in the right to do so, and may have authority granted to do so, but crossing local nobles could still cause consequences for the Order as a whole.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Society in general respects the Watch, but may be wary of them for their association with the things that go bump in the night. In recent decades the Watch had acquired a somewhat blemished reputation, but that has been improved over the last several years with major reforms. Players should consider the circumstances that brought them into the Watch. Were they a criminal sentenced to a life of service, a peasant that volunteered to escape their mundane fate, a traveler rescued from a terrible fate by the Watch and serving out of gratitude, a noble pressed into service by their parents to settle the issue of inheritance among their children?&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A player character may start as up to a Brother/Sister/Cousin without approval, and it is preferable for the character to advance past this over the course of play rather than enter at an advanced rank. Any rank above this will require both a justification that they have suitable ability to attain that position (a 50 skill point character would under-represent a Sergeant, for example, or a character who is very shy probably wouldn’t make it far in leadership), as well as a character history that spells out what the character actually did to earn recognition. PCs that have rank Sergeant or higher are expected to send in reports to their commanders after each month of play.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;There is not as much formality associated with rank as within the Army, and the Watch does not generally bother with pomp and ceremony. Higher ranks are acknowledged with a slight bow of the head rather than with a salute, and commanders rarely take offense at a lack of deference unless it is obvious the lower-ranking member is intending a slight. Competence is what gets promoted, so it is rare for commanders to display arrogance or entitlement. The upper ranks also understand that the Watch puts the most capable in command, and will remove command should there be a question of capability, so as a result there is little complacency present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Most members of the Watch belong to the Warden Corps, and it does not require any specific abilities to be a member. In order to advance within the Corps, characters should display good combative ability, either in Warrior skills or Magic skills with a focus on combat magic, though some Assassin skills also wouldn’t hurt. Additionally, lores about specific monsters (Lore Were-creatures, Lore Undead, Lore Demons, Lore Fae, etc) would be helpful.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Clerical Corps attracts members with specialized skills. Production skills are common, as are a wealth of lores. Magic users that focus on ritual casting rather than combat are also found predominantly in the Clerical Corps.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;The Ranger Corps tends towards flexibility; members typically are not focused on only one type of skill, though Assassin and Thief skills are common. It is also common for them to be proficient fighters but with some magic skills, and they frequently have some production skills to support themselves when in the field. Many Rangers are lightly armored, preferring ease and silence of movement over steel to protect them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For each month of play, a member of the Watch will receive a stipend for supplies proportional to their rank. There is not a full uniform for members, but PCs will be expected to have garb that makes their membership obvious. Membership in the Watch is usually for five year increments, at the end of which a retirement purse is paid to the PC, though they may renew their membership for another five if they wish. Characters are assumed to have no fewer than 3 years remaining in their term when they begin play. Achieving the rank of Knight or higher requires a lifelong commitment to the Watch rather than a five year commitment.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;p&amp;gt;In 1712, the nation of Imajicka was ravaged by a re-occurrence of the Nul Magicus plague. This epidemic was much less devastating than previous ones, but the member states of Imajicka were still occupied with the disease. During the same year, a powerful Ogre Magus by the name of Agron Bloodeye first united many Ogre mounds within the Goblin Wastes under his control, then dozens of Orc tribes, and finally subjugated a multitude of Goblins and Kobolds. Preoccupied with the plague ravaging the lands, this growing threat from the Wastes went unnoticed in Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Agron drove his forces south towards the lands of Doomstadt and Malay as winter set in. The lands north of Doomstadt, mostly Waste-blighted themselves, were nominally also part of Imajicka, but were too sparsely populated to pose much resistance to Agron’s forces. They did, however, provide advance warning to the rest of Imajicka and allowed forces to begin mustering in advance of Agron’s arrival further south. North of Doomstadt, in the lands that are now the nation of Warwick, was a small lordship of Fort Night (now Fortnight), which served primarily as a genteel prison. Dissent over Imajickan sovereignty was often present among the peerage within Malay, and especially within Doomstadt and Inishmora, but even many Alban nobles resented Alban resources being granted to the other Imajickan states. Additionally, non-inheriting members of noble families often posed a problem as they lacked a clear social role and would frequently contribute to unrest instead. To defang noble dissenters, Imajicka imprisoned them in Fort Night – a location remote enough to minimize their influence and impact, while not generating as much social ire as it would if the dissenters were executed outright.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Fort Night was directly in Agron’s path, and it was clear that Imajickan forces could not be mustered fast enough to defend the lordship. Lord Henrick Deyson, in command of Fort Night, decided to meet Agron in battle to buy the amassing forces time. He offered the genteel prisoners two options: they could stay and fight with him, or be taken south with the lordship’s non-combatants in the escort of a handful of his guards. The prisoners, being nobility, had received at least some instruction in martial skills during their upbringing, and many possessed significant proficiency. Despite having been imprisoned by Imajicka and relocated hundreds of leagues from their families to the outskirts of civilization, every one of them agreed to stay and fight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Rather than fight a pitched battle they were sure to lose, they instead took the attack to Agron. In the early hours following midnight on December 22, Midwinter, Deyson and his force of noble prisoners struck Agron’s encampment. Certain that no significant force had yet been mustered to stand in his way, he was unprepared. Despite this, his forces still significantly outnumbered Deyson’s, and the Imajickans suffered heavily casualties. However, they succeeded in killing Agron himself. With Agron dead, Deyson and his forces retreated and allowed the invaders’ infighting to weaken their numbers, as they disputed who would be his successor. By the time the southern Imajickan forces reached Fort Night, Agron’s army were a fraction of their original numbers, with most either killed fighting among themselves or deserting and returning north, and the remaining invading forces were easily defeated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Queen Anne of Imajicka, in recognition of the prisoners’ actions, pardoned all of the survivors. She also created a new order to protect Imajicka from the perpetual threat of the Wastes, while simultaneously giving an outlet to the young hotbloods among the nobility, and thus the Order of the Nights Watch was born, named for its first headquarters in Fort Night. Lord Deyson resigned his title to serve as first Lord Commander of the new organization, and most of the former prisoners gave their vows to him. Over the years the organization evolved, offering a purpose to non-inheriting nobles who were not inclined to join the clergy, an escape from mundane toil for peasants who wished a different form of service, or a path to redemption for ordinary criminals. It also moved from its role of simply guarding against threats from the Wastes to patrolling all of the lands of Imajicka, hunting undead, demons, and other monsters that lived among society. As Imajicka slowly gave up control of the lands north of Doomstadt, the Watch relocated further south. Their headquarters were moved to Lyoness in southern Alba, and a greater focus was put on threats within Imajickan borders. This made the Watch much more visible to the local populace, and it was seen as the force that faced threats that everyone else was too afraid to confront; regardless of their past, members were highly regarded by a society that they were no longer fully a part of.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Much of that has changed in the last few decades. The disappearance of King Richard (reign: 1988-1998) and subsequent battle for succession between Queen Olanna DeVane (reign: 2000-2001) and Helena DeWight decimated the ranks of the Watch. The Watch chose to enter the conflict despite it being an internal power struggle because they would not ignore Helena’s use of undead to wage her war; however, having moved towards combating monsters internal to the country, they were no longer accustomed to confronting large numbers of foes at once. A huge percentage of the Watch, including Lord Commander Marcus Hightower and all but one of his District Commanders, fell to Helena’s forces. Hightower’s third son Gregory, who had joined the Watch only three years prior to the war, succeeded him as Lord Commander. However, his advancement had come as a result of the ranks thinning rather than through experience, and he was ill-prepared to handle the political tensions the Watch would face upon the dissolution of Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch attempted to continue operating in all of the former lands of Imajicka as it had done prior to the war for succession. However, it no longer had authority deriving from a single unifying sovereign. To declare fealty to any one of the sovereigns, it would have to withdraw from the other nations. Instead, the Watch had to negotiate authority from every local power whose lands they operated in. Worse, very few volunteers chose to enter the weakened ranks of the Watch – the war for succession had killed many nobles and common people alike, leaving fewer people without responsibilities at home, and those that still lacked a title or family to care for had no desire to risk being stationed in some faraway nation. An Imajickan knew they were acting in the interests of Imajicka when they joined the Watch, but an Alban might not want to serve in Malay. Thus, following the war, a higher percentage of new recruits were criminals forced into the Watch as punishment for their deeds, and this created a stigma for the Order as a whole. Its ranks were thinned again in the 2006 war with the Lich Baron Hadrian of Briarmark, further reducing the number of skilled members. Until the latter half of 2008, the Nights Watch floundered, trying to find a path that would restore their reputation and their purpose. That path came with Alba’s annexation of the Duchy of Warwick. Serving on the border of the Wastes was a task that the Watch knew well. They chose to withdraw from Malay almost completely, freeing them from the politics that colored the cold conflict between Malay and Alba, and reached an agreement with both King Michael of Alba and Queen Dolosus of Doomstadt that granted royal authority to their goals in both lands. They further reached an understanding with King Logan of Inishmora which, while not directly granting them authority, absolved concern over their agreements with the two other monarchs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One of the only components of the Watch that lingered in Malay was its entirely tertiary function as an international banking entity, which replaced past funding from the Imajickan crown. People who did not wish to travel with large sums of coin or gems could deposit their money with the Watch and receive a Note of Deposit in return. At their destination (or, more specifically, the closest Watch Outpost that managed deposits), the Note of Deposit could be presented to the Watch, and the person could get all or some of their money back out. The Watch also served as money changers, converting coin from one currency to another. The Watch began this practice in the major port cities in 2005, and it proved very successful among merchant captains. They later expanded the operation to most major cities within their operating area, and both the merchant caste and nobility store vast sums with the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;However, after the resolution of the civil war in Doomstadt, particular nobles from Malay were implicated in a number of dangerous schemes including the attempted assassination of Queen Fumiko of Alba. Alba demanded to be able to try those responsible for this offense, but Malay shielded the conspirators and refused to negotiate. This led to war between Alba and Malay. Ordinarily the Watch would have no part to play in such a conflict, but high ranking nobility from Malay involved the Watch by attempt to force a Watchmember, previously a Malayan nobleman, to abandon the Order and return to Malay in order to claim to be the “rightful king” of Alba. The Malayan conspirators badly wronged the Watch in this process, and the Watch responded by withdrawing all of their remaining financial instruments from Malay. While this provided an enormous benefit to Alba in the conflict, and helped contribute to the end of that war, the Watch maintained that it was an an expressly and explicitly non-political act, solely motivated by Malay’s mistreatment of a member.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Between 2008 and 2016 in Warwick, the Watch suffered repeated blows to its reputation stemming from regional mismanagement and abusive sentencing that saw its ranks being bloated with unwilling criminals (particularly from Blackwater) that local governments did not want to devise a way to deal with. In 2017, the Watch reformed itself as the Knights of Queen Anne’s Watch, seeking to restore its original intended purpose and set better boundaries in its relationships with national governments, particularly that of Alba, where most of its operational territory was then located. This updated Order would include a rank of internationally recognized Knighthood. It would no longer accept the lifetime forced conscription by sentencing of criminals, which boxed it into the role of jailer and executioner for kingdoms that neglected their own process of justice. Instead, the Knights of Queen Anne would only take convicts specifically committed to reform and positive contribution to society.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Instead of immediate and total lifetime commitment, the new Watch accepted term commitments, typically of five years. People could squire to the Watch and leave again without being executed or forsworn. Only those deeply committed to the Order would be permitted to take the lifetime oath, and only those sworn to lifelong service could be eligible to become Knights. Additionally, members of the Order would no longer be forced to cut off all ties and communication to their family. This policy was a remnant of the early history of the Watch, intended to manage the presence of estranged and jailed aristocrats who needed to be separated from their family’s status. In those circumstances, continuing communication with their family was not a matter of personal relationships but a matter of politics, and was therefore forbidden. The new Watch determined that total isolation was not mandatory for their Order, and members no longer had to violate rules or risk their lives to exchange simple messages, communication, or even send money or gifts to their personal family. Members could still no longer marry or inherit, but were not forbidden from retaining relationships with existing family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This new, more modern, order succeeded in both attracting a swell of new volunteers who believed in the purpose of the Watch, but also almost completely cutting off the flow of bitter and miserable criminals from places like Blackwater. Dignity and effectiveness were both greatly improved and became mutually reinforcing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Recent Events==&lt;br /&gt;
What should players know about the recent history.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=617</id>
		<title>Knights of Queen Anne's Watch</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Knights_of_Queen_Anne%27s_Watch&amp;diff=617"/>
		<updated>2024-08-15T06:21:27Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: added content from gameworld approved documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|&lt;br /&gt;
|Knights of Queen Anne's Watch&lt;br /&gt;
|Alba, Doomstadt, Inishmora, Warwick&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1712&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Knights of Queen Anne’s Watch, colloquially often called “the Nights Watch”, “Knights of the Watch”, or “the Watch”, is a martial order dedicated to protecting the world from monsters and supernatural threats that would prey upon its people. It is an extra-sovereign order, acting to protect Alba, Doomstadt, Inishmora, and Warwick while not having direct fealty to any one of those nations. It is also not a police force, and strives to remain removed from the conflicts between nations and within the population of a nation, instead focusing on monstrous external threats.&lt;br /&gt;
&lt;br /&gt;
===Founding Principles===&lt;br /&gt;
The Watch was initially founded to direct those without clear social roles towards a higher purpose – though they did not have a well defined role for themselves within society, they could dedicate themselves to defending against monsters and threats from outside that framework. Members of the Watch would swear themselves to this duty and sever all ties, family and title, with societal hierarchy in order to pursue this purpose. In return, society would forgive past sins, crimes, and obligations in recognition of their service. The Order was reformed and renamed in 2017 to become the Knights of Queen Anne’s Watch, encouraging the peoples protected by the Watch to offer respect and dignity to its members. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
Today, the bulk of the Watch serves in the nation of Warwick, safeguarding the local population as well as the citizens of Doomstadt to the south of Warwick. The Watch’s headquarters are presently located at Fort Sentinel, just outside of Lyoness, in southern Alba. This facility serves primarily in an administrative capacity, though Alban Watch members often undertake basic training there. They also have smaller forces throughout Alba, with units in the major cities and patrols that visit most towns at least once a year; however, their presence is significantly diminished from decades past. In Doomstadt, a sizable contingent of the Watch is still stationed in locations around the borders of the Greifswald forest and in the northern cities, but their presence is smaller elsewhere in the nation. They have no members in southern Doomstadt, as the southern houses began impressing them into military service against the Queen during that nation’s civil war, and restoration of service in those regions has not been urgent. In Inishmora, the Watch maintains token forces in the five biggest cities and small patrols throughout the country, but is not a major presence. In Malay, there were once a small contingent of the Clerics in the cities of Marseille, Calais, La Rochelle, and Agincourt serving in a financial capacity. Since withdrawing from Malay, the only presence the Watch retains in that country are properties owned by the Order, which are maintained and managed by local agents not directly associated with the organization. &lt;br /&gt;
&lt;br /&gt;
==Membership Criteria==&lt;br /&gt;
Any person, of any race, gender, or walk of life may join the Knights of Queen Anne’s Watch. There remains some lingering stigma directed at Goblins, Orcs, Ogres, and Half-Fae, stemming from historical conflict with members of those groups. This stigma is slowly decreasing over time, particularly with increasing acknowledgment in Warwick of goblinoid sovereignty over their own lands. Membership in the Watch had previously been for life, with deserters being hunted down and sundered without mercy; however, Lord Commander Hightower removed the requirement for a life term in the 2010s, a move which was later formalized in the 2017 reform. Volunteers serve for a period of five years, not including initial training, and receive a retirement purse at the end of the term. Criminals who choose the Watch over traditional sentencing will serve for either a stipulated period or five years, whichever is longer, but will also receive a retirement purse once their term is over. Should any member die in service, the purse will be paid to relatives. Members who wish to serve longer may renew their service; upon retirement they will receive a retirement purse for each term served. &lt;br /&gt;
Despite this change, those joining must still rescind claim to title, allegiance, family connections, or property while serving, though they may regain such claims at the termination of their service if the authority from which it derives so agrees. While in service, they may not acquire new ties outside of the Watch, including title, family, or relationships, as their first and only concern must be the Order. They may still communicate with and acknowledge existing family members, but do so under the understanding that connections are scrutinized through the lens of commitment to the cause and absolute neutrality. A Watch member may not become involved in their family’s political matters. Deserters are still afforded the same harsh punishment.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch is broken down into three branches: the Warden Corps, the Clerical Corps, and the Ranger Corps. Assignments are dictated by the capabilities of the individual; if they demonstrate particular aptitude during their term of service, members may be transferred from one corps to another.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Warden Corps is the primary fighting force of the Watch, confronting most threats, and is the order with the most members. Individual members of the Wardens are stationed at specific posts, which act as their base of operations. Units within the Wardens are responsible for protecting the region around their posts, unless marshaled forth by a District or Regional Commander.&lt;br /&gt;
The Clerical Corps represents the logistical arm of the Watch, though they also fulfill certain specialized roles. The Clerics are responsible for allocating and distributing supplies; handling the maintenance of Watch forts and outposts, as well as their acquisition or construction; acting as field engineers; serving as clergy; maintaining the Watch’s vast library in Lyoness, as well as serving as loremasters in the field; filling the role of smiths, apothecaries, and scribes; and the multitude of other support jobs that allow the Watch to operate efficiently.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most importantly, the Clerics are responsible for the financial concerns of the Watch. In previous centuries, this consisted primarily of soliciting wealthy patrons for donations and managing the funds allocated for them by the Imajickan crown. However, since the dissolution of Imajicka, the Watch has gotten very little money from the monarchs of the individual nations, and far fewer patrons have stepped forward with donations. As a result, they have become a mainstay of banking for the lands of former Imajicka. The Clerics maintain deposit ledgers and invest (not more than 20% of deposits) in other ventures, such as merchant loans, in order to make money. &lt;br /&gt;
The final order is the Ranger Corps, who make up the scouting and intelligence arm of the Watch, as well as some special or irregular forces. Rangers tend to be in the field the majority of the time, assigned to a specific task rather than a specific outpost, and operate individually or in very small groups. The majority of them are scouts, responsible for locating and reporting on threats rather than necessarily hunting them personally. Higher-ranking Rangers may also be tasked with handling monsters that require discretion (e.g. eliminating a vampire that happens to also be a member of the nobility), or even hunting down a fellow member of the Watch that has deserted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranks===&lt;br /&gt;
&amp;lt;p&amp;gt;Unlike national militaries or other state organizations, rank within the Watch is determined entirely by merit. No consideration is given to which social caste a member was born into, who their parents were, or how much money they have, though inherent biases can clearly favor those who had the advantages of early education in arms or other skills. Within each corps, rank is conferred in recognition of capability and achievement, and just as easily stripped if the member shows a lack of judgment or command ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
Each of the corps promotes rank internally, understanding best the criteria that signifies advancement for their area of focus. Being of a certain position in one corps does not grant authority over lower positions in other corps. The ranks within the corps are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Squire (Warden Corps), Apprentice (Clerical Corps), or Fieldsman (Ranger Corps): a new member who has just completed the basic training that all members of the Watch receive and has been assigned to a corps for additional training. Members who are transferred from one corps to another mid-career will generally also be demoted to this rank for their re-training period.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Brother/Sister/Cousin: the common rank in the order, making up the bulk of the Watch. They are competent, but have not shown qualities that show advanced skill or command ability.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Sergeant: the most common command rank. A Sergeant is given responsibility for small groups of Watchmembers, typically no more than eight. They will often be responsible for routine patrols in the Wardens, investigating a particular threat in the Rangers, or a specific project in the Clerics. Sergeants may be given command of very small posts.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knight [Warden/Cleric/Ranger]: accomplished, skilled, experienced members who have sworn a lifetime oath of knighthood. Knights are typically given responsibility over several Sergeants, though in more remote areas they may command a group more directly, and are assigned to more significant tasks, such as leading incursions into the Wastes, managing regional supply chains, or hunting specific dangerous monsters. They may conscript the temporary aid of the other two corps if they feel it is necessary, though they will be required to provide a justification to their seniors after the fact.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Warden Commander, Master Cleric, Ranger Commander: the senior commanders of each corps, given large responsibilities (including command of major posts), and charged with overseeing the operations, strategies, and tactics of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[Warden/Cleric/Ranger] Seneschal: second in command of each corps.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Grand Master [Warden/Cleric/Ranger]: ultimate commander in charge of each corps.&amp;lt;/li&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;In addition to the three corps, the Watch also has a command structure that oversees the unified operations of the Watch as a whole and sets the direction for the broader organization. The ranks of this command structure are:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Post Commander: the commander responsible for a local post or fort. Post Commanders have authority over all members within their post, regardless of corps; however they also retain rank within their own corps. Typically, Post Commanders will be of Rank Knight Warden or Knight Cleric, or Warden Commander or Master Cleric for larger posts. Rangers generally do not serve as Post Commanders.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;District Commander: the commander responsible for operations within a small region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regional Commander: the commander responsible for operations within an entire country or large region.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Lord Commander: the ultimate leader of the Watch&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Members of the Watch are formally addressed by their rank followed by their name (e.g. Brother Duno, Lord Commander Hightower). Informally, they often refer to each other as Brother, Sister, or Cousin, and the organization is not as rigid in enforcing formality as the state militaries are. Externally, non-members also often address the members of the Watch as Brothers/Sisters/Cousins.&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch’s symbol is a gray sun (with either eight or sixteen points) on a field of black. Members do not have full uniforms, but must display the symbol on a tabard, surcoat, belt favor, or other visible location. Exceptions may be made to temporarily forgo displaying their membership when doing so detracts from their ability to complete a specific duty, particularly for Rangers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Knights of the Order are entitled to wear a grey belt, usually leather, to identify their station.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Induction Oath==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It is the intention that the supplicant be of sound spirit and clearheaded when approaching this swearing. Additionally (particularly for a knighting or the swearing-in of a new member), it is traditional for the supplicant to undertake some form of spiritual cleansing, as time allows, from their sponsor, another Watchmember, or (in circumstances not permitting such assistance) an available figure of significance. This might involve sitting a vigil, taking time in prayer or meditation, participating in a ceremonial hunt, ritually washing one’s hands, or some other culturally appropriate ceremony symbolizing a fresh start. However, this may only be fully observed when forces are stood down and territory secure, else it deprive the garrison of forces maximally fit to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In any swearing to the Watch, the supplicant must solemnly be summoned and kneel before their commander, holding their chosen weapon in salute either point to earth or across the forward knee. They must retain rigid posture, keep eyes high, and speak forcefully. This oath is to be repeated whenever a member joins the Watch, renews their service, or becomes a Knight.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you come before me to swear yourself to the Knights of Queen Anne's Watch?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies: 	&amp;quot;I do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you now denounce and disown any allegiance to the crowns and powers of this world, forsaking all authority but that of the Order?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies: 	&amp;quot;I do so denounce it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' asks:	&amp;quot;Do you swear to obey your commanders, honor your brethren, and act with conscience, humility, and chastity?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' replies:	&amp;quot;I do so swear.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' says: 	&amp;quot;Then repeat after me…&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''SUPPLICANT''' may reply:	&amp;quot;There is no need.&amp;quot; (OPTIONAL. ONLY IF OATH MEMORIZED) &lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' intones: 	&amp;quot;The vigil is unending, and I am called to serve. I will defend this and all lands against encroaching evil. I will adhere to the principles of my order, until I am called to die for them. I am apart from the polity of realms. Glory is not mine to seek, from fortune I abstain. I am guardian and sentinel, shield and blade. My past transgressions will hound me to righteousness. By my own will I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Broken as follows: &lt;br /&gt;
&amp;lt;p&amp;gt;The vigil is unending, and I am called to serve.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will defend this and all lands against encroaching evil.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I will adhere to the principles of my order,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Until I am called to die for them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am apart from the polity of realms.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Glory is not mine to seek,&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;From fortune I abstain.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I am guardian and sentinel, shield and blade.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;My past transgressions will hound me to righteousness.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;By my own will, I pledge, to the Glory of Queen Anne, to live and die for the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''COMMANDER''' replies: 	&amp;quot;For members of our Order, Duty owns our life's blood. I swear to command you with acumen and conscience, but never pity. I will spend your life dearly, and pay tribute in deed to the sacrifices of those who have come before you. I am honored to number you among us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
(if Knight): while SUPPLICANT remains kneeling, the commander moves to one side with two clean strides and whips the supplicant harshly, two blows with a lash (preferably, or what is to hand if needs must) across the back.) &amp;quot;Let these blows stand as justice for your failings, and for the misdeeds of the life you now leave behind.&amp;quot;&lt;br /&gt;
(returning to front) &amp;quot;Rise, Sir (NAME), Knight of Queen Anne's Watch.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;(Otherwise)	&amp;quot;Rise, (RANK) (NAME)&amp;quot; (e.g. Squire Alice, Brother Bob)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;After which, the commander will shake the hand or accept a similar salute of the supplicant and turn them to face the assembled, who should applaud gravely. In the case of a knighting (but not on the occasion of renewal of vows or first swearing in), they should be given a grey belt if possible, and those of the Watch in attendance should evince a half-bow to the new Knight. The Knight responds by not bowing in return, only accepting this tribute. Such tribute is never called for again between members, but may be offered to a superior officer or knight as a sign of formal courtesy. Failure to do so on any occasion except the ceremony of knighting itself is never a transgression.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Playing A Member==&lt;br /&gt;
&amp;lt;p&amp;gt;Playing a member of the Watch is difficult. They are tasked with seeking out all evil that would prey upon the peoples of the world and eliminating that threat. It is expected that player characters in the Watch would be diligent about doing so, while simultaneously staying out of conflict between national powers. The Watch is not to act against citizenry except in specific instances where those individuals are in league with another force that falls under Watch purview. For example, a Human that practices Necromancy or who is working with an invading monster horde from the Wastes is fair game, but a group of bandits is a matter for other authorities to deal with. Many times, a PC in the Watch will be unable to aid their non-Watch friends, because doing so would violate this separation of authority. They may defend themselves if attacked, however, regardless of the nature of the attacker. Just as with other groups of authority, the Watch must also tread carefully when crossing the will of local nobility. They may be in the right to do so, and may have authority granted to do so, but crossing local nobles could still cause consequences for the Order as a whole.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Society in general respects the Watch, but may be wary of them for their association with the things that go bump in the night. In recent decades the Watch had acquired a somewhat blemished reputation, but that has been improved over the last several years with major reforms. Players should consider the circumstances that brought them into the Watch. Were they a criminal sentenced to a life of service, a peasant that volunteered to escape their mundane fate, a traveler rescued from a terrible fate by the Watch and serving out of gratitude, a noble pressed into service by their parents to settle the issue of inheritance among their children?&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;A player character may start as up to a Brother/Sister/Cousin without approval, and it is preferable for the character to advance past this over the course of play rather than enter at an advanced rank. Any rank above this will require both a justification that they have suitable ability to attain that position (a 50 skill point character would under-represent a Sergeant, for example, or a character who is very shy probably wouldn’t make it far in leadership), as well as a character history that spells out what the character actually did to earn recognition. PCs that have rank Sergeant or higher are expected to send in reports to their commanders after each month of play.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;There is not as much formality associated with rank as within the Army, and the Watch does not generally bother with pomp and ceremony. Higher ranks are acknowledged with a slight bow of the head rather than with a salute, and commanders rarely take offense at a lack of deference unless it is obvious the lower-ranking member is intending a slight. Competence is what gets promoted, so it is rare for commanders to display arrogance or entitlement. The upper ranks also understand that the Watch puts the most capable in command, and will remove command should there be a question of capability, so as a result there is little complacency present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Most members of the Watch belong to the Warden Corps, and it does not require any specific abilities to be a member. In order to advance within the Corps, characters should display good combative ability, either in Warrior skills or Magic skills with a focus on combat magic, though some Assassin skills also wouldn’t hurt. Additionally, lores about specific monsters (Lore Were-creatures, Lore Undead, Lore Demons, Lore Fae, etc) would be helpful.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Clerical Corps attracts members with specialized skills. Production skills are common, as are a wealth of lores. Magic users that focus on ritual casting rather than combat are also found predominantly in the Clerical Corps.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;The Ranger Corps tends towards flexibility; members typically are not focused on only one type of skill, though Assassin and Thief skills are common. It is also common for them to be proficient fighters but with some magic skills, and they frequently have some production skills to support themselves when in the field. Many Rangers are lightly armored, preferring ease and silence of movement over steel to protect them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;For each month of play, a member of the Watch will receive a stipend for supplies proportional to their rank. There is not a full uniform for members, but PCs will be expected to have garb that makes their membership obvious. Membership in the Watch is usually for five year increments, at the end of which a retirement purse is paid to the PC, though they may renew their membership for another five if they wish. Characters are assumed to have no fewer than 3 years remaining in their term when they begin play. Achieving the rank of Knight or higher requires a lifelong commitment to the Watch rather than a five year commitment.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&amp;lt;p&amp;gt;In 1712, the nation of Imajicka was ravaged by a re-occurrence of the Nul Magicus plague. This epidemic was much less devastating than previous ones, but the member states of Imajicka were still occupied with the disease. During the same year, a powerful Ogre Magus by the name of Agron Bloodeye first united many Ogre mounds within the Goblin Wastes under his control, then dozens of Orc tribes, and finally subjugated a multitude of Goblins and Kobolds. Preoccupied with the plague ravaging the lands, this growing threat from the Wastes went unnoticed in Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Agron drove his forces south towards the lands of Doomstadt and Malay as winter set in. The lands north of Doomstadt, mostly Waste-blighted themselves, were nominally also part of Imajicka, but were too sparsely populated to pose much resistance to Agron’s forces. They did, however, provide advance warning to the rest of Imajicka and allowed forces to begin mustering in advance of Agron’s arrival further south. North of Doomstadt, in the lands that are now the nation of Warwick, was a small lordship of Fort Night (now Fortnight), which served primarily as a genteel prison. Dissent over Imajickan sovereignty was often present among the peerage within Malay, and especially within Doomstadt and Inishmora, but even many Alban nobles resented Alban resources being granted to the other Imajickan states. Additionally, non-inheriting members of noble families often posed a problem as they lacked a clear social role and would frequently contribute to unrest instead. To defang noble dissenters, Imajicka imprisoned them in Fort Night – a location remote enough to minimize their influence and impact, while not generating as much social ire as it would if the dissenters were executed outright.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Fort Night was directly in Agron’s path, and it was clear that Imajickan forces could not be mustered fast enough to defend the lordship. Lord Henrick Deyson, in command of Fort Night, decided to meet Agron in battle to buy the amassing forces time. He offered the genteel prisoners two options: they could stay and fight with him, or be taken south with the lordship’s non-combatants in the escort of a handful of his guards. The prisoners, being nobility, had received at least some instruction in martial skills during their upbringing, and many possessed significant proficiency. Despite having been imprisoned by Imajicka and relocated hundreds of leagues from their families to the outskirts of civilization, every one of them agreed to stay and fight.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Rather than fight a pitched battle they were sure to lose, they instead took the attack to Agron. In the early hours following midnight on December 22, Midwinter, Deyson and his force of noble prisoners struck Agron’s encampment. Certain that no significant force had yet been mustered to stand in his way, he was unprepared. Despite this, his forces still significantly outnumbered Deyson’s, and the Imajickans suffered heavily casualties. However, they succeeded in killing Agron himself. With Agron dead, Deyson and his forces retreated and allowed the invaders’ infighting to weaken their numbers, as they disputed who would be his successor. By the time the southern Imajickan forces reached Fort Night, Agron’s army were a fraction of their original numbers, with most either killed fighting among themselves or deserting and returning north, and the remaining invading forces were easily defeated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Queen Anne of Imajicka, in recognition of the prisoners’ actions, pardoned all of the survivors. She also created a new order to protect Imajicka from the perpetual threat of the Wastes, while simultaneously giving an outlet to the young hotbloods among the nobility, and thus the Order of the Nights Watch was born, named for its first headquarters in Fort Night. Lord Deyson resigned his title to serve as first Lord Commander of the new organization, and most of the former prisoners gave their vows to him. Over the years the organization evolved, offering a purpose to non-inheriting nobles who were not inclined to join the clergy, an escape from mundane toil for peasants who wished a different form of service, or a path to redemption for ordinary criminals. It also moved from its role of simply guarding against threats from the Wastes to patrolling all of the lands of Imajicka, hunting undead, demons, and other monsters that lived among society. As Imajicka slowly gave up control of the lands north of Doomstadt, the Watch relocated further south. Their headquarters were moved to Lyoness in southern Alba, and a greater focus was put on threats within Imajickan borders. This made the Watch much more visible to the local populace, and it was seen as the force that faced threats that everyone else was too afraid to confront; regardless of their past, members were highly regarded by a society that they were no longer fully a part of.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Much of that has changed in the last few decades. The disappearance of King Richard (reign: 1988-1998) and subsequent battle for succession between Queen Olanna DeVane (reign: 2000-2001) and Helena DeWight decimated the ranks of the Watch. The Watch chose to enter the conflict despite it being an internal power struggle because they would not ignore Helena’s use of undead to wage her war; however, having moved towards combating monsters internal to the country, they were no longer accustomed to confronting large numbers of foes at once. A huge percentage of the Watch, including Lord Commander Marcus Hightower and all but one of his District Commanders, fell to Helena’s forces. Hightower’s third son Gregory, who had joined the Watch only three years prior to the war, succeeded him as Lord Commander. However, his advancement had come as a result of the ranks thinning rather than through experience, and he was ill-prepared to handle the political tensions the Watch would face upon the dissolution of Imajicka.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Watch attempted to continue operating in all of the former lands of Imajicka as it had done prior to the war for succession. However, it no longer had authority deriving from a single unifying sovereign. To declare fealty to any one of the sovereigns, it would have to withdraw from the other nations. Instead, the Watch had to negotiate authority from every local power whose lands they operated in. Worse, very few volunteers chose to enter the weakened ranks of the Watch – the war for succession had killed many nobles and common people alike, leaving fewer people without responsibilities at home, and those that still lacked a title or family to care for had no desire to risk being stationed in some faraway nation. An Imajickan knew they were acting in the interests of Imajicka when they joined the Watch, but an Alban might not want to serve in Malay. Thus, following the war, a higher percentage of new recruits were criminals forced into the Watch as punishment for their deeds, and this created a stigma for the Order as a whole. Its ranks were thinned again in the 2006 war with the Lich Baron Hadrian of Briarmark, further reducing the number of skilled members. Until the latter half of 2008, the Nights Watch floundered, trying to find a path that would restore their reputation and their purpose. That path came with Alba’s annexation of the Duchy of Warwick. Serving on the border of the Wastes was a task that the Watch knew well. They chose to withdraw from Malay almost completely, freeing them from the politics that colored the cold conflict between Malay and Alba, and reached an agreement with both King Michael of Alba and Queen Dolosus of Doomstadt that granted royal authority to their goals in both lands. They further reached an understanding with King Logan of Inishmora which, while not directly granting them authority, absolved concern over their agreements with the two other monarchs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One of the only components of the Watch that lingered in Malay was its entirely tertiary function as an international banking entity, which replaced past funding from the Imajickan crown. People who did not wish to travel with large sums of coin or gems could deposit their money with the Watch and receive a Note of Deposit in return. At their destination (or, more specifically, the closest Watch Outpost that managed deposits), the Note of Deposit could be presented to the Watch, and the person could get all or some of their money back out. The Watch also served as money changers, converting coin from one currency to another. The Watch began this practice in the major port cities in 2005, and it proved very successful among merchant captains. They later expanded the operation to most major cities within their operating area, and both the merchant caste and nobility store vast sums with the Watch.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;However, after the resolution of the civil war in Doomstadt, particular nobles from Malay were implicated in a number of dangerous schemes including the attempted assassination of Queen Fumiko of Alba. Alba demanded to be able to try those responsible for this offense, but Malay shielded the conspirators and refused to negotiate. This led to war between Alba and Malay. Ordinarily the Watch would have no part to play in such a conflict, but high ranking nobility from Malay involved the Watch by attempt to force a Watchmember, previously a Malayan nobleman, to abandon the Order and return to Malay in order to claim to be the “rightful king” of Alba. The Malayan conspirators badly wronged the Watch in this process, and the Watch responded by withdrawing all of their remaining financial instruments from Malay. While this provided an enormous benefit to Alba in the conflict, and helped contribute to the end of that war, the Watch maintained that it was an an expressly and explicitly non-political act, solely motivated by Malay’s mistreatment of a member.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Between 2008 and 2016 in Warwick, the Watch suffered repeated blows to its reputation stemming from regional mismanagement and abusive sentencing that saw its ranks being bloated with unwilling criminals (particularly from Blackwater) that local governments did not want to devise a way to deal with. In 2017, the Watch reformed itself as the Knights of Queen Anne’s Watch, seeking to restore its original intended purpose and set better boundaries in its relationships with national governments, particularly that of Alba, where most of its operational territory was then located. This updated Order would include a rank of internationally recognized Knighthood. It would no longer accept the lifetime forced conscription by sentencing of criminals, which boxed it into the role of jailer and executioner for kingdoms that neglected their own process of justice. Instead, the Knights of Queen Anne would only take convicts specifically committed to reform and positive contribution to society.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Instead of immediate and total lifetime commitment, the new Watch accepted term commitments, typically of five years. People could squire to the Watch and leave again without being executed or forsworn. Only those deeply committed to the Order would be permitted to take the lifetime oath, and only those sworn to lifelong service could be eligible to become Knights. Additionally, members of the Order would no longer be forced to cut off all ties and communication to their family. This policy was a remnant of the early history of the Watch, intended to manage the presence of estranged and jailed aristocrats who needed to be separated from their family’s status. In those circumstances, continuing communication with their family was not a matter of personal relationships but a matter of politics, and was therefore forbidden. The new Watch determined that total isolation was not mandatory for their Order, and members no longer had to violate rules or risk their lives to exchange simple messages, communication, or even send money or gifts to their personal family. Members could still no longer marry or inherit, but were not forbidden from retaining relationships with existing family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This new, more modern, order succeeded in both attracting a swell of new volunteers who believed in the purpose of the Watch, but also almost completely cutting off the flow of bitter and miserable criminals from places like Blackwater. Dignity and effectiveness were both greatly improved and became mutually reinforcing.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Recent Events==&lt;br /&gt;
What should players know about the recent history.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=616</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=616"/>
		<updated>2024-06-27T02:11:19Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: fixed sidebar to reflect change in captain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Morgana McCourt (Captain)&lt;br /&gt;
*Roman Aralynn (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=615</id>
		<title>Fortnight Town Guard</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Fortnight_Town_Guard&amp;diff=615"/>
		<updated>2024-06-04T22:36:36Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated history based on events from last month&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Org Infobox&lt;br /&gt;
|[[File:Oswald Fortnight Guard.png|150px]]&lt;br /&gt;
|Fortnight Town Guard&lt;br /&gt;
|Greater Fortnight Area&lt;br /&gt;
|Under 100&lt;br /&gt;
|&lt;br /&gt;
*Malik Dor (Captain)&lt;br /&gt;
*Roman Aralynn (Mayor)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Fortnight Town Guard is a group of individuals who are &amp;quot;local&amp;quot; to the town. Their residences are in or around Fortnight, and most times you can find at least 1 cabin occupied by members of the Guard. Their job is to protect the town, go investigate things, participate in large fights and go on patrols. &lt;br /&gt;
&lt;br /&gt;
==Lands of Operation==&lt;br /&gt;
The Town Guard operates in the Greater Fortnight area. Usually, wherever the location the populace goes, the guard follows and meets up with whomever happens to be wherever the township is at the time. &lt;br /&gt;
&lt;br /&gt;
For logistical reasons, the game sites vary. For story reasons, the town could be anywhere within the Legacies gameworld that Plot indicates. &lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The '''Captain''' commands the guard. The individual designated as the captain is chosen by the mayor, and can have that position revoked at any time. The guard will generally accompany the township towards a dangerous situation to provide combat support.&lt;br /&gt;
&lt;br /&gt;
In the event of the captain's absence, such as if the captain is occupied with other duties elsewhere, the leadership mantle falls to the lieutenant with the most seniority (length of time in the guard). In very rare instances, an &amp;quot;acting captain&amp;quot; is appointed.&lt;br /&gt;
&lt;br /&gt;
Beneath the captain are 3 '''Lieutenants''':&lt;br /&gt;
*Ritualmaster: The ritualmaster is in charge of the guard's ritual activities; such as providing talismans for the Guard's resource pool or enhancing guard equipment. They are also in charge of holding onto the Town Guard's library of ritual scrolls. &lt;br /&gt;
&lt;br /&gt;
*Drillmaster: In charge of planning drills &amp;amp; patrols, finding teachers for different skills, and generally all martial aspects of the Guard's activities.&lt;br /&gt;
&lt;br /&gt;
*Quartermaster: In charge of loaning out equipment, maintaining guard inventory, procuring supplies, bringing the Guard Cache of supplies, take roll call, and tracking pay of its members. Supply purchases of 5 gold or more must be presented to the Captain &amp;amp; other Lieutenants prior to confirmation, with the Captain having final veto / authorization over the purchase. &lt;br /&gt;
&lt;br /&gt;
Each lieutenant has the authority to appoint a deputy, if they desire it. The deputy's duties are similar to the lieutenants they work under.&lt;br /&gt;
&lt;br /&gt;
'''Members''': These are people who have been in the guard for a total of 2 months or longer. They receive pay of 2 silver per month that they are in town.&lt;br /&gt;
&lt;br /&gt;
'''Trainee''': Your first month, you don't receive the 2 silver that full members receive. Your job during this time period is to learn what you can from those around you &amp;amp; respond to calls to action. If there is a particular skill you wish to learn, be sure to mention it to one of the lieutenants and they will find you a mentor. Starting your 2nd month, you advance to the &amp;quot;member&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
===Joining The Guard===&lt;br /&gt;
So how does one join, you may wonder? The Fortnight Town Guard accepts people of all skill sets and are always happy to train in additional skills. The first thing is to approach a lieutenant or the captain, and state your intent of joining the guard. You will then be asked what your skillset is, what you are interested in learning, and accepted into the Guard itself.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Membership includes &lt;br /&gt;
*A guaranteed place to sleep (which can be a guard cabin but is not always, subject to site / space limitations). Accessible at Trainee level.&lt;br /&gt;
*A serving of whatever the guard meal of the day is (breakfast, lunch, dinner) if provided. Accessible at Trainee level. &lt;br /&gt;
*Discounts with the quartermaster on supplies. Accessible at Trainee Level.&lt;br /&gt;
*Starting your second month with the guard, regular pay of 2 silver per month that you are in town available to guard the township. Accessible at Member level.&lt;br /&gt;
*After a period of 1 year, members will be eligible to gain a &amp;quot;wizbang,&amp;quot; which has been defined as either a special metal item enchanted by magical means or an exotic metal item. Accessible at Member Level.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
*September 2021: &lt;br /&gt;
**Morag Dor announces she is taking personal leave.&lt;br /&gt;
**Deputy positions created.&lt;br /&gt;
**Ritualmaster / Drillmaster / Quartermaster duties defined.&lt;br /&gt;
*December 2021: Morag Dor steps down as captain of the guard. &lt;br /&gt;
*January 2022: Guard Restructuring begins&lt;br /&gt;
**Morgana McCourt becomes Ritualmaster &amp;amp; Acting Captain&lt;br /&gt;
**Pa'arna'aeth becomes Deputy Ritualmaster&lt;br /&gt;
**Eiribelle becomes Deputy Drillmaster&lt;br /&gt;
**Bjornin becomes Drillmaster&lt;br /&gt;
**Farah becomes Quartermaster&lt;br /&gt;
**Malik Dor becomes Deputy Quartermaster&lt;br /&gt;
*May 2022:&lt;br /&gt;
**Farah departs. Malik Dor fills vacancy of Quartermaster.&lt;br /&gt;
**Pa'arna'aeth remains deputy Ritualmaster.&lt;br /&gt;
**Eiribelle becomes Drillmaster&lt;br /&gt;
**Bjornin as Deputy Drillmaster.&lt;br /&gt;
*June 2022: Morgana McCourt becomes Captain, appointed by Mayor Skywind Blacktail.&lt;br /&gt;
*October 2022: Guard reduces training period from 3 months to 1 month.&lt;br /&gt;
*February 2023: &lt;br /&gt;
**Kaya Nightingale becomes Deputy Quartermaster &amp;amp; Deputy Ritualmaster.&lt;br /&gt;
**Seigan becomes Deputy Drillmaster.&lt;br /&gt;
*July 2023:&lt;br /&gt;
**Morgana McCourt announces her intent to depart for personal reasons.&lt;br /&gt;
**Malik Dor appointed acting captain.&lt;br /&gt;
**Maeve Allen appointed as the new quartermaster.&lt;br /&gt;
*May 2024:&lt;br /&gt;
**Morgana McCourt returns &amp;amp; reclaims the position of Captain.&lt;br /&gt;
**Kaya Nightingale reinstated as quartermaster.&lt;br /&gt;
**Maeve Allen reappointed as deputy quartermaster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--History How It all Started--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Religions_and_Beliefs&amp;diff=614</id>
		<title>Religions and Beliefs</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Religions_and_Beliefs&amp;diff=614"/>
		<updated>2024-06-01T17:45:02Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: changed Hindi Mongrel Gods to Norsk Pantheon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The religions of Terra are as broad and varied as it's cultures. Unlike the real world, monotheism never really took strong root here as it is hard to claim that one god is real and all others are fake when worshipers of all gods preform miracles daily. Below is a list of the different pantheons found throughout the world.&lt;br /&gt;
&lt;br /&gt;
*[[Nikirian Pantheon]]&lt;br /&gt;
*[[Thracian Pantheon]]&lt;br /&gt;
*[[The Triune]]&lt;br /&gt;
*[[Diana|Trandafir Beliefs]]&lt;br /&gt;
*[[The Dragon Orders]]&lt;br /&gt;
&amp;lt;!--*[[Shalkara]]--&amp;gt;&lt;br /&gt;
*[[Norsk Pantheon]]&lt;br /&gt;
*[[Sidhe Pantheon]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=612</id>
		<title>User:Chaoswolf/sandbox2</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=612"/>
		<updated>2024-05-14T06:49:15Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: fixed a formatting glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Ziphane Device.png|x150px]]&lt;br /&gt;
|Ziphane, Lady of Pain&lt;br /&gt;
|Pain and Suffering&lt;br /&gt;
|&amp;lt;!--None--&amp;gt;&lt;br /&gt;
|Cat o'nine&lt;br /&gt;
|red field, black symbol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview== &amp;lt;!-- placeholder text--&amp;gt;&lt;br /&gt;
Ziphane is the goddess of pain and suffering, regarded as evil by mousy of the thracian world but very highly regarded by ogres, orcs, and goblins. To them she is more of a teacher and a representative of toughness and endurance. She is the particular patron goddess of Ogres, and every generation or so the ogres of the deep wastes may unite around a figure they declare to be an avatar of Ziphane, typically a young adult lady who had proven herself to shamans satisfaction, and she will lead the unusually united hordes on a massive incursion into Warwick or even further. Her primary symbol is the cat-o-nine.&lt;br /&gt;
&lt;br /&gt;
Pain is a universal experience, be it physical, emotional, or spiritual, and it is that concept that lies at the core of Ziphane worship.&lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
&amp;lt;!-- Placeholder text Who is? How they get there? Who have they loved?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
This primary figure within the local pantheon led Thracia to adopt Ziphane into their own pantheon as a means of including the goblinoid hordes into their theology, seeking to reduce conflict between colonial Albans, Thracians, and the local Goblinoids. Worship of the&lt;br /&gt;
Goddess outside of Goblinoid cultures' original concepts, such as those found in Thracian torture pits, is regarded as evil. As the Goddess&lt;br /&gt;
of Pain, Ziphane's worship is controversial, as many have come to associate her with Goblinoid incursions and torture, but this is&lt;br /&gt;
only one side of her devotees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Simple Devotions===--&amp;gt;&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
Another near-local sect of Ziphane worshipers are the remains of the Ear Bitta Tribe, a tribe of cave-dwelling Goblins. It was their&lt;br /&gt;
belief that Ziphane liberated the Goblins from slavery to the other Goblinoids and chose them as her favored tribe. Their hierarchy was&lt;br /&gt;
based on the length and degree one could withstand the Wrack spell, a now extinct magic that could only be related to Vitriol in its effect. A Goblin who could undergo the painful spell without moving or making a sound, and could find a trancelike tranquility in the state, would be considered the Grand Shaman and granted the Staff of Ziphane. The Ear Bittas did not see their Mistress as a Sadist, but as a Matronly Figure handing out discipline to teach much needed lessons. When Wrack disappeared, the Ear Bitta clan needed to rely on&lt;br /&gt;
Vitriol to enact their religious devotions. The Ear Bittas have since dispersed and no real tribal center remains, however the Goblinoids of Knyfe Rock have accepted many Goblins who still follow those practices.&lt;br /&gt;
&lt;br /&gt;
===Formal Orders===&lt;br /&gt;
Many other sub-sects of Ziphane followers have arisen over the years, commonly united under one claiming to be her Avatar, but due&lt;br /&gt;
to their general aggressive practice of inflicting pain on others, taking prisoners for entertainment purposes, and overall disdain for&lt;br /&gt;
any who do not bow to their will, most of these religious orders have been wiped out. There are still Orcs far to the North of Freeholt, and Ogre Mounds bordering the near Wastes who participate in grisly devotions, just like there are Orders of professional interrogators who&lt;br /&gt;
pay tithe to the Goddess of Pain, most of her followers now believe that the pain they personally experience is a blessing of Ziphane,&lt;br /&gt;
rather than learning, or taking pleasure, from inflicting pain upon others.&lt;br /&gt;
&lt;br /&gt;
===Presence in Warwick===&lt;br /&gt;
Perhaps the most well-known source of information on the Goddess of Pain are the local Sisters of Ziphane, who recently hosted the Tournament known colloquially as &amp;quot;The Murder Game&amp;quot;. Many of their congregation were once Ogres before they were transmuted against their will into Sidhe by the Warlord Tharnack over ten years ago. Their practice is one that embraces the lessons brought by pain, along with the&lt;br /&gt;
pleasure found in pushing one's own boundaries. The Sisters practice openly with the blessing of the local Lord, seeking to help educate the populace that Ziphane is no longer a name to be regarded with fear or derision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Thracian Pantheon]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=611</id>
		<title>User:Chaoswolf/sandbox2</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox2&amp;diff=611"/>
		<updated>2024-05-14T06:47:36Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: created a draft sandbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity Infobox&lt;br /&gt;
|[[File:Ziphane Device.png|x150px]]&lt;br /&gt;
|Ziphane, Lady of Pain&lt;br /&gt;
|Pain and Suffering&lt;br /&gt;
|&amp;lt;!--None--&amp;gt;&lt;br /&gt;
|Cat o'nine&lt;br /&gt;
|red field, black symbol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Basic Overview== &amp;lt;!-- placeholder text--&amp;gt;&lt;br /&gt;
Ziphane is the goddess of pain and suffering, regarded as evil by mousy of the thracian world but very highly regarded by ogres, orcs, and goblins. To them she is more of a teacher and a representative of toughness and endurance. She is the particular patron goddess of Ogres, and every generation or so the ogres of the deep wastes may unite around a figure they declare to be an avatar of Ziphane, typically a young adult lady who had proven herself to shamans satisfaction, and she will lead the unusually united hordes on a massive incursion into Warwick or even further. Her primary symbol is the cat-o-nine.&lt;br /&gt;
&lt;br /&gt;
Pain is a universal experience, be it physical, emotional, or spiritual, and it is that concept that lies at the core of Ziphane worship.&lt;br /&gt;
==Mythology==&lt;br /&gt;
&amp;lt;!-- Placeholder text --&amp;gt; Who is? How they get there? Who have they loved?&lt;br /&gt;
&lt;br /&gt;
==Worship &amp;amp; Simple Devotions==&lt;br /&gt;
This primary figure within the local pantheon led Thracia to adopt Ziphane into their own pantheon as a means of including the goblinoid hordes into their theology, seeking to reduce conflict between colonial Albans, Thracians, and the local Goblinoids. Worship of the&lt;br /&gt;
Goddess outside of Goblinoid cultures' original concepts, such as those found in Thracian torture pits, is regarded as evil. As the Goddess&lt;br /&gt;
of Pain, Ziphane's worship is controversial, as many have come to associate her with Goblinoid incursions and torture, but this is&lt;br /&gt;
only one side of her devotees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Simple Devotions===--&amp;gt;&lt;br /&gt;
===Major Religious Centers===&lt;br /&gt;
Another near-local sect of Ziphane worshipers are the remains of the Ear Bitta Tribe, a tribe of cave-dwelling Goblins. It was their&lt;br /&gt;
belief that Ziphane liberated the Goblins from slavery to the other Goblinoids and chose them as her favored tribe. Their hierarchy was&lt;br /&gt;
based on the length and degree one could withstand the Wrack spell, a now extinct magic that could only be related to Vitriol in its effect. A Goblin who could undergo the painful spell without moving or making a sound, and could find a trancelike tranquility in the state, would be considered the Grand Shaman and granted the Staff of Ziphane. The Ear Bittas did not see their Mistress as a Sadist, but as a Matronly Figure handing out discipline to teach much needed lessons. When Wrack disappeared, the Ear Bitta clan needed to rely on&lt;br /&gt;
Vitriol to enact their religious devotions. The Ear Bittas have since dispersed and no real tribal center remains, however the Goblinoids of Knyfe Rock have accepted many Goblins who still follow those practices.&lt;br /&gt;
&lt;br /&gt;
===Formal Orders===&lt;br /&gt;
Many other sub-sects of Ziphane followers have arisen over the years, commonly united under one claiming to be her Avatar, but due&lt;br /&gt;
to their general aggressive practice of inflicting pain on others, taking prisoners for entertainment purposes, and overall disdain for&lt;br /&gt;
any who do not bow to their will, most of these religious orders have been wiped out. There are still Orcs far to the North of Freeholt, and Ogre Mounds bordering the near Wastes who participate in grisly devotions, just like there are Orders of professional interrogators who&lt;br /&gt;
pay tithe to the Goddess of Pain, most of her followers now believe that the pain they personally experience is a blessing of Ziphane,&lt;br /&gt;
rather than learning, or taking pleasure, from inflicting pain upon others.&lt;br /&gt;
&lt;br /&gt;
===Presence in Warwick===&lt;br /&gt;
Perhaps the most well-known source of information on the Goddess of Pain are the local Sisters of Ziphane, who recently hosted the Tournament known colloquially as &amp;quot;The Murder Game&amp;quot;. Many of their congregation were once Ogres before they were transmuted against their will into Sidhe by the Warlord Tharnack over ten years ago. Their practice is one that embraces the lessons brought by pain, along with the&lt;br /&gt;
pleasure found in pushing one's own boundaries. The Sisters practice openly with the blessing of the local Lord, seeking to help educate the populace that Ziphane is no longer a name to be regarded with fear or derision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Thracian Pantheon]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=610</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=610"/>
		<updated>2024-05-12T23:10:49Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated documentation info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;nowiki&amp;gt;[[File:Symbol.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#082454&amp;quot; style=&amp;quot;color:#fff; font-size:larger;&amp;quot; |Fortnight Argh&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Area of Operation&lt;br /&gt;
| Greater Fortnight&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| No. of Members&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Leader(s)&lt;br /&gt;
| Chaoswolf (Mayor)&amp;lt;br&amp;gt;Skywind (Captain)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Established&lt;br /&gt;
| 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;nowiki&amp;gt;[[File:Symbol.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Capital City:&lt;br /&gt;
| Kiruna&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| System of Governance:&lt;br /&gt;
| Collective of Tribes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Leader(s)&lt;br /&gt;
| Ambassador Erva (Surname)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Primary Religion:&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|Languages&lt;br /&gt;
| Sami&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|Majority Races&lt;br /&gt;
| Outlander, Half-fae, Gael'braugh&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Strong Minorities&lt;br /&gt;
| Paleteth&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Real World Influence: &lt;br /&gt;
|{{{country}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | {{{1: Insert picture here}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#082454&amp;quot; style=&amp;quot;color:#fff; font-size:larger;&amp;quot; |{{{2}}}&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Domains&lt;br /&gt;
| {{{3}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Subsidiaries:&lt;br /&gt;
| {{{4}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Additional Symbols&lt;br /&gt;
| {{{5}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Colors or Aesthetics&lt;br /&gt;
| {{{6}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Completed documentation: Country Infobox.&lt;br /&gt;
&lt;br /&gt;
ToDo&lt;br /&gt;
*Religion Infobox Documentation&lt;br /&gt;
*Organization Infobox Documentation&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Template:Country_Infobox&amp;diff=609</id>
		<title>Template:Country Infobox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Template:Country_Infobox&amp;diff=609"/>
		<updated>2024-05-12T22:53:50Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: updated documentation + included example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | {{{1}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#082454&amp;quot; style=&amp;quot;color:#fff; font-size:larger;&amp;quot; |{{{2}}}&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Capital City:&lt;br /&gt;
| {{{3}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| System of Governance:&lt;br /&gt;
| {{{4}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Leader(s)&lt;br /&gt;
| {{{5}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Primary Religion:&lt;br /&gt;
| {{{6}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
|Languages&lt;br /&gt;
| {{{7}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
|Majority Races&lt;br /&gt;
| {{{8}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Strong Minorities&lt;br /&gt;
| {{{9}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Real World Influence: &lt;br /&gt;
|{{{10}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
*Field 1: This is for the flag of the country.  &amp;lt;nowiki&amp;gt;[[Image file.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*Field 2: Country Name. Example: Nordehavn&lt;br /&gt;
*Field 3: Capital City.&lt;br /&gt;
*Field 4: System of Government. Anarchy? Monarchy? Patriarchy? Aristocracy? Etc.&lt;br /&gt;
*Field 5: Leaders. You can add multiple via bullet points by adding asterisks &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; to the line, if there are more than one.&lt;br /&gt;
*Field 6: Primary Religion. (if any)&lt;br /&gt;
*Field 7: Languages spoken. This is generally considered to be the primary language of the country, though minority languages could also be represented if there are more than one.&lt;br /&gt;
*Field 8: Majority Races. Usually a singular entity, though as with field 5, bullet points can be entered for multiple with asterisks.&lt;br /&gt;
*Field 9: Strong Minorities. As with Field 8, can be represented by asterisks for multiple.&lt;br /&gt;
*Field 10: Real World Influence. Almost all the places in Legacies have a real world analog. This goes into Field 10.&lt;br /&gt;
&lt;br /&gt;
In the example below, there is a different flag used for illustration purposes only.&lt;br /&gt;
&lt;br /&gt;
Full Example: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Country Infobox&lt;br /&gt;
|[[File:Vedia Flag.png|x150px]]&lt;br /&gt;
|Nordehavn&lt;br /&gt;
|Nordestrand&lt;br /&gt;
|Petty kingdoms, Althing&lt;br /&gt;
|*Gudrød &amp;quot;The Black&amp;quot; Haldansson Earl of Nordestrand&lt;br /&gt;
*Álfgeir &amp;quot;The Longshanks&amp;quot; Vingulsson Earl of Laninkoping&lt;br /&gt;
*Víkarr &amp;quot;Hangedman&amp;quot; Arkstad Earl of Bjørvikalund&lt;br /&gt;
*Grjotgard Eysteinsson of the Cut Waves Earl of Skanelund&lt;br /&gt;
*Sigtryg &amp;quot;White Eye&amp;quot; Alreksson, Earl of Sigtunalund&lt;br /&gt;
*Red Halfdan, Earl of Trelleborg&lt;br /&gt;
*Uthgar Mikkelson, Earl of Nidaroslund&lt;br /&gt;
|Norsk&lt;br /&gt;
|Norsk &amp;amp; some Rus&lt;br /&gt;
|Outlander&lt;br /&gt;
|Human&lt;br /&gt;
|Vikings}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives you this, aligned also on the right side of the page.&lt;br /&gt;
&lt;br /&gt;
{{Country Infobox&lt;br /&gt;
|[[File:Vedia Flag.png|x150px]]&lt;br /&gt;
|Nordehavn&lt;br /&gt;
|Nordestrand&lt;br /&gt;
|Petty kingdoms, Althing&lt;br /&gt;
|&lt;br /&gt;
*Gudrød &amp;quot;The Black&amp;quot; Haldansson Earl of Nordestrand&lt;br /&gt;
*Álfgeir &amp;quot;The Longshanks&amp;quot; Vingulsson Earl of Laninkoping&lt;br /&gt;
*Víkarr &amp;quot;Hangedman&amp;quot; Arkstad Earl of Bjørvikalund&lt;br /&gt;
*Grjotgard Eysteinsson of the Cut Waves Earl of Skanelund&lt;br /&gt;
*Sigtryg &amp;quot;White Eye&amp;quot; Alreksson, Earl of Sigtunalund&lt;br /&gt;
*Red Halfdan, Earl of Trelleborg&lt;br /&gt;
*Uthgar Mikkelson, Earl of Nidaroslund&lt;br /&gt;
|Norsk&lt;br /&gt;
|Norsk &amp;amp; some Rus&lt;br /&gt;
|Outlander&lt;br /&gt;
|Human&lt;br /&gt;
|Vikings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Nordehavn&amp;diff=608</id>
		<title>Nordehavn</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Nordehavn&amp;diff=608"/>
		<updated>2024-05-12T22:47:45Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: edited sidebar for placeholder for the flag, fixed a line break in the sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country Infobox&lt;br /&gt;
|&amp;lt;!--|[[File:Nordehavn Flag.png|x150px]]--&amp;gt;&lt;br /&gt;
|Nordehavn&lt;br /&gt;
|Nordestrand&lt;br /&gt;
|Petty kingdoms, Althing&lt;br /&gt;
|&lt;br /&gt;
*Gudrød &amp;quot;The Black&amp;quot; Haldansson Earl of Nordestrand&lt;br /&gt;
*Álfgeir &amp;quot;The Longshanks&amp;quot; Vingulsson Earl of Laninkoping&lt;br /&gt;
*Víkarr &amp;quot;Hangedman&amp;quot; Arkstad Earl of Bjørvikalund&lt;br /&gt;
*Grjotgard Eysteinsson of the Cut Waves Earl of Skanelund&lt;br /&gt;
*Sigtryg &amp;quot;White Eye&amp;quot; Alreksson, Earl of Sigtunalund&lt;br /&gt;
*Red Halfdan, Earl of Trelleborg&lt;br /&gt;
*Uthgar Mikkelson, Earl of Nidaroslund&lt;br /&gt;
|Norsk&lt;br /&gt;
|Norsk, some Rus&lt;br /&gt;
|Outlander&lt;br /&gt;
|Human&lt;br /&gt;
|Vikings}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the harsh and unforgiving north, there are a plethora of small and competitive clans who live in fortified, aggressive communities deep in the fjordland. Taken all together, these peoples are the Norsk, and the land they collectively control is Nordehavn.&lt;br /&gt;
&lt;br /&gt;
The largest of Norsk &amp;quot;cities&amp;quot;, though not formally a capital, is Nordestrand. Heavily fortified and ancient in construction, the city is home to thousands of Norsk and is located in one of the northland's more bountiful valleys. The Norsk are almost entirely Outlander, though some urban dwellers have settled sufficiently to lose their edge. Other humans are brought in as thralls, along with a smattering of other races.&lt;br /&gt;
&lt;br /&gt;
The Norsk are a hard people, but value personal honor and accomplishment. While not egalitarian, their society gives distinct power to women as the primary land, business, and property owners. The Norsk are most known to their neighbors as outstanding sailors and remorseless raiders. The víkingar have caused intermittent devastation for centuries, and the Norsk have long-standing troubled relationships with any nation that touches the Mari Magno.&lt;br /&gt;
&lt;br /&gt;
A recent large-scale manifestation of this practice was the brutal conquest and dissolution of most of Skollar as well as substantial land-grabbing in Österland that occurred between 2011 and 2013 under the leadership of Gudrød the Black. Substantial raiding of Inishmora and parts of northern Alba occurred throughout the sailing seasons of 2015 and 2016, while the Alban navy was engaged in an ongoing war with Malay.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Culture found in land&lt;br /&gt;
&lt;br /&gt;
===Religions===&lt;br /&gt;
Norsk religion revolves around a conflict between order and chaos rather than tradition good and evil. The gods of the religion represent order, and are collectively referred to as the Æsir. They are led by the god Óðinn and his wife Freggá. The elements of chaos are primarily composed of jötnar, giants of frost and fire, though many jötnar are accepted by the Æsir as comrades until the time of final conflict.&lt;br /&gt;
&lt;br /&gt;
The Norsk believe that existence is structured around a giant world tree, Yggdrasill, which houses the land of the gods, Ásgarðr, the lands of man, Miðgarðr, and the lands of the giants, Jötunheimr, among other realms. Hidden among the roots of the world tree are the three Norns, Urðr, Verðandi and Skuld, who weave a tapestry of fate. The vibrant threads of the tapestry represent the fate of the gods and form the largest aspect of the tapestry. The fates of mortals are woven with much smaller threads in a looser weave, and get less attention by the Norns. Thus the Norsk believe that the fate of the gods is set as is the fate of mortals until their death, but not the fate of the mortals after they are dead.&lt;br /&gt;
&lt;br /&gt;
The gods of Norsk belief have already seen their fate. Óðinn, the All Father of the gods, sacrificed one of his eyes to gain understanding of existence and through such sacrifice saw the destiny of the gods. At some point in the future, though the Norsk do not know how far, there will be a final battle between order and chaos, called Ragnarök. Most of the gods will die in this battle. Óðinn himself will face the great wolf Fenrisúlfr, a beast whose sole purpose is to hunt the Æsir, and will fall in combat to it. His son Þór (Tor), foremost warrior among the gods, will face the terrible serpent Jörmungandr, who hopes to poison the sky and devour the realms. He will slay the beast, but die of his wounds shortly after. The jötnar will challenge the other gods and Hel, mistress of the Norsk underworld, shall march forth with her armies of the foul dead to destroy creation. Whether existence is destroyed by chaos is not woven yet in the tapestry, and will only be decided in the final battle by the souls of the valorous dead warriors who face the armies of Hel.&lt;br /&gt;
&lt;br /&gt;
A precursor to Ragnarök has already transpired according to the Norsk. The mortal conflict of the Dragon Wars, millennia past, was just part of a larger conflict, Ødeleggekrig, that nearly splintered Yggdrasill, and left all of the realms devastated. The Norsk believe that prior to that battle there was a separate set of gods, the Vanir, that sacrificed themselves to ensure the survival of the Æsir and existence. The goddess Freyjá is one of only very few Vanir to have survived.&lt;br /&gt;
&lt;br /&gt;
===Social Structure===&lt;br /&gt;
It is commonly said of the Norsk that they are of three sorts: Earl, Karl, and Thrall. The Earls represent the aristocracy, a usually hereditary upper echelon of leadership. Karls are the regular citizen peasantry, and Thralls are the indentured peons at the bottom of society.&lt;br /&gt;
&lt;br /&gt;
Life for most of the Norsk revolves around agriculture and fishing, a hard lot of labor in a land that is unforgiving for farmers. There is a strong sense of personal property, but community and hospitality govern a great deal of social interaction in spite of this meaning that towns become close-knit and share a great many interwoven obligations. Craftsmen of particular skill such as blacksmiths, makers of longboats, brewers, etc, have more social capital than merchants or laborers, but less than celebrated warriors. A celebrated warrior, if successful enough to retire to farming, retains that warrior status and thus is more important than another farmer with no raiding to his or her credit.&lt;br /&gt;
&lt;br /&gt;
The practice of slavery is common in Nordehavn, but is practiced mostly upon one another and in a manner that differs vastly from the brutality of slavery in Doomstadt. Thralls are never chattel and are always able to earn their freedom and honor. A thrall may be someone who is captured, given over in exchange for debt, or entered into the condition as part of a compromise or agreement. Thralls are persons without value and are seen as sub-human, existing somewhere beneath the status of a child but above the condition of a dumb animal. They are usually accorded some portion of dignity and courtesy while performing otherwise unpaid hard labor, but circumstantially may be subject to abuse. A thrall who completes service, earns personhood, or otherwise exits the condition of their own volition becomes spontaneously a member of the community without prejudice, their past time as a non-person being seen generally as a matter of supreme irrelevance.&lt;br /&gt;
&lt;br /&gt;
In Nordehavn, it is common for women to own most of the property, homes, and businesses in any given community. Women are generally perceived to be more expert in finances and management skills, while men are more able at various labor and industry, including war. There are numerous and plentiful exceptions to this, with women sailing to war with the vikingar or men owning and operating their own businesses, but it is very broadly the case that skills like bookkeeping and literacy are seen to be strengths of the feminine, while rhetoric and leadership are more commonly masculine. These skills are not perceived to be hierarchical by the Norsk. Additionally, there is no real stigma associated with bastardy, marriage being not required for legitimacy or inheritance nor even socially acceptable cohabitation.&lt;br /&gt;
&lt;br /&gt;
Modern Vikingar are not often conquerors seizing and colonizing new lands, though that has been their mode at times in the past. Generally the Vikingar are formed into parties, bands, companies, or even vast flotillas by sentiment and ambition combined with a localized sense of privation. While raiding is essentially continuous, it is not by any means the sole manner of wealth-acquisition for the Norsk and is not something that all kingdoms are engaging in every year. It is more common that a war party will form up organically every two or three years in a given area to venture forth for glory and plunder, organized under the leadership of a charismatic Captain. An Earl is certain to have been a raider in younger days, but will seldom if ever engage in the ordinary raiding with the Vikingar. These groups adhere to strict hierarchy on raids with a Captain overseeing a crew who understand their pecking order innately.&lt;br /&gt;
&lt;br /&gt;
===Customs and Holidays===&lt;br /&gt;
What days matter to the people&lt;br /&gt;
&lt;br /&gt;
===Arts and Exceptionalism===&lt;br /&gt;
==Politics==&lt;br /&gt;
===Government===&lt;br /&gt;
Each of the administrative divisions or Earldoms of Nordehavn is is ruled by an Earl, very similar to the Skollarian &amp;quot;Jarl&amp;quot; for a lord or governor of a region. There is no ongoing governing authority over all the Norsk except in very rare and specific circumstances. Most recent to hold Kingship over all the northland was Gudrød the Black of Nordestrand, who rallied the disparate peoples together with strength and charisma to assault Skollar and Österland in force in 2011. His rule as King was short-lived, as is almost always the case, and he returned to being only Earl of Nordestrand in 2013 without disruption.&lt;br /&gt;
&lt;br /&gt;
An Earl rules over a fortified town or several towns and the surrounding countryside, as much as he can control or defend. He is advised irregularly by the gathering of a Thing, or council, of elders and respected members of the community. The right to attend at a Thing is a matter of being a recognized member of the community in good standing, and those who believe themselves of sufficient stature may speak there, but there is a profound and mutually-flexible understanding of what constitutes sufficient stature and conduct at such affairs rather than a fixed set of rules. Matters of import are discussed by those assembled in a quasi-democratic fashion, and votes are taken by attendees rattling their weaponry in agreement with various speakers. This informs the decisions of the Earls and has been, at times, a method for replacing an Earl who is unfavorably regarded by his people.&lt;br /&gt;
&lt;br /&gt;
The Earls themselves have intricate and changeable relationships with one-another's communities. They will cooperate and consult one another in some circumstances, raid and attack one another in others. When a matter needs to be arbitrated that cannot be settled between Earls themselves, or when a very large issue is of concern to all the Norsk (such as a proposal to unite under a King for a time), an Althing is called. Representatives for all the various Things in Nordehavn gather, along with all the Earls, at some mutually-agreed upon location and have a much larger and more portentous version of the same affair. These do not occur with regularity, but the terms for calling them are laden with a sense of personal responsibility and confidence - if one calls for an Althing and half of the Norsk don't show up, it is clear that one has overestimated one's personal worth and dignity. Norsk honor and pride are a complex, nuanced, and subjective set of principles rather than a codified structure that can be readily articulated to outsiders.&lt;br /&gt;
&lt;br /&gt;
[[File:Nordehavn Map.png|thumb|Nordehavn Map|right]]&lt;br /&gt;
&lt;br /&gt;
===Organization of the Land===&lt;br /&gt;
Nordehavn is divided into hundreds of small Earldoms, but several are large and particularly prosperous and boast towns large enough to be described as cities. Naming conventions vary, but suffixes can provide insight into the nature of a town or area. -Burg and -Borg will tend to denote large towns, while -Koping or -Kopig suggest a substantial regional market town. -Strand and -Strond are generally associated with noteworthy beaches and shorelines, and -Lund denotes a region around a given town.&lt;br /&gt;
&lt;br /&gt;
'''Nordestrand''' - the largest of Nordehavn cities holds dominion over three entire fjords of country with dozens of settlements under the aegis of its Earl. It has a strong shipbuilding industry and ample farmland, making it the wealthiest and most influential of all the petty kingdoms.&lt;br /&gt;
&lt;br /&gt;
'''Laninkoping''' - the place most likely to be visited by foreigners, Laninkoping is an international market town of substantial size and tends to be more welcoming than other municipalities in the north. Its proximity to Inishmora and Alba have made it also a sort of diplomatic waypoint at times, and it tends to have profitable agreements not to engage in raiding of their coastlines.&lt;br /&gt;
&lt;br /&gt;
'''Bjørvikalund''' - heavily fortified and secure in one of the deepest cuts of the fjordlands, the fortress of Bjørvika is home to some of the fiercest and most steadfast vikingar in Nordehavn. It sends forth raids aggressively and can be the most uncompromising of the major powers when it comes to an Althing.&lt;br /&gt;
&lt;br /&gt;
'''Skanelund''' - A budding colony in lands only recently taken from Österland, Skanelund surrounds the pre-existing fortified town of Skane. Ruling over a blend of incoming young pioneer Norsk and patient stay-behind Österlanders, Skanelund has been building stability since its capture (or one might say re-capture, given a long history) in 2013 and settling into the Norsk way of living.&lt;br /&gt;
&lt;br /&gt;
'''Sigtunalund''' - a desperately dangerous province on the border of the Goblin Wastes, Sigtunalund is a hard-bitten country peopled by some of the toughest berserkers and most relentless warriors. It raids less than other major powers on account of its survival being more innately precarious, but it takes tremendous pride instead in defending its borders against the goblinoids and ever-encroaching abberrations of the wastes.&lt;br /&gt;
&lt;br /&gt;
'''Trelleborg''' - Nestled between sheltering mountains and the generous Norsk sound, Trelleborg is an idyllic small city backed by substantial farmland that is more accessible and arable than much of Nordehavn. Politically less aggressive than the other Earldoms, and Earl of Trelleborg can find him or herself acting as an intermediary or negotiator between hot-headed peers in the region.&lt;br /&gt;
&lt;br /&gt;
'''Nidaroslund''' - Formerly part of Skollar before that nation's disastrous reduction in 2011, the large fortified town of Nidaros is ruled by its former Jarl, Uthgar Mikkelson. In exchange for sitting out the conflict and agreeing not to oppose the armies of Nordehavn, Uthgar was given status as Earl and peerage to the other lords of the land. The name of his coastal domain was changed to represent its location at the mouth of the river Nid, out of a modicum of respect for what was perceived by some as his betrayal of Queen Illiania of Skollar, but the region fared better than its more obstinate neighbors by a substantial degree. Nidaros is renowned for its skilled ironworks and rich mines, making it a strong trading partner with the other Earldoms. It has no vikingar tradition at all, and will likely take a few generations to acclimate to Norsk society.&lt;br /&gt;
&lt;br /&gt;
===Demographics===&lt;br /&gt;
The population of Karls in Nordehavn is almost exclusively Outlander, though there is a smattering of other races blended in relatively seamlessly with the rest. Identity as Norsk is more prominent than racial divisions, and failure to live up to the Norsk ideal is far more damning than race. Civilized vanilla humans make up a substantial minority, dwelling in towns or working as thralls. Other races make up smaller proportions. Dverg are not entirely uncommon, but do not represent a meaningful demographic group, as their major kingdoms are inaccessible from the north. There are bands of orc, ogre, and goblin peoples living in and around the fringes of Nordehavn, but they do not hold substantial territory and are impossible to number or represent as part of the population.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Domestically Nordehavn operates at a subsistence level, producing food and goods for their own continuance but not being much for meaningful export. Trade is common and frequent between the different Earldoms but is sparse in the exchange of luxury wares, instead being resource-driven. Foreigners who come to trade in Laninkoping are often buying locally sourced gemstones, jewelry, or distinctively crafted small wares rather than dealing in bulk commodities. Breweries are the notable exception to this principle, as the beers, ales, and mead of Nordehavn are desirable and profitable exports.&lt;br /&gt;
&lt;br /&gt;
Raiding, mercenary undertakings, and extortionate protection agreements bring in a respectable amount of foreign money, precious metals, and luxuries. This wealth is conveyed by Norsk traders to faraway ports to acquire specialized goods like spices, dyes, and wine, as well as to import substantial amounts of grain. Foreign-bred horses are a desirable status symbol in Nordehavn, and specialized longboats are made to accommodate what amounts to a mounted infantry by some of the more ambitious raiders.&lt;br /&gt;
&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
With a long history of aggressive raiding, Nordehavn has generally poor relationships with every political entity it crosses paths with. The Norsk have been consistently rebuffed from attempts to raid Sylvanator and developed a healthy wariness of attempting to do so, but do not hold strong or unifying ties to any polity. Norsk Vikingar can be hired fairly easily as mercenaries to serve in the armies of other kingdoms, but are difficult to keep in line with the different standards of discipline expected of national armies in formal conflict.&lt;br /&gt;
&lt;br /&gt;
Norsk have a particular dislike and distaste for the country of Doomstadt, which they perceive as being without honor or decency. This does not extend to all Endrani, as individual merit is distinct from political merit, but the ethos is foreign enough that of all their not-too distant neighbors by the road of the sea the Norsk consider Doomstadt to be the most distasteful and unworthy of places. Its modern changes over the last decade have yet to make a substantial dent in the centuries-long impression of disgust.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History since the Dragon Wars&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
===National History===&lt;br /&gt;
===Major Modern Events===&lt;br /&gt;
What events will have shaped the experience of characters having grown up there&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
[[File:Fjords of Nordehavn1.png|thumb|Fjords of Nordehavn|right]]&lt;br /&gt;
&lt;br /&gt;
===Notable Features===&lt;br /&gt;
The lands ruled by the Norsk bridge the boundary between Eurus and Boreas in the far north surrounding the Norsk Sound. The eastern half of the region is steep fjords, heavy forests, and mist-shrouded valleys with a short growing season that makes agriculture challenging and labor-intensive. The western regions favor lower country, broad sub-polar plains, steppes, and tundra, where growing crops is slightly easier but storms are significantly more challenging. The most important feature of Nordehavn is the icy, forbidding seas of the north where so many of the Norsk are at home.&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
Short summers and long, hard winters are the norm for Nordehavn. The Norsk Sound is a relatively mellow body of water, but out in the Mari Magno or the North Sea storms are frequent and dangerous and the seas unpredictable. These dangerous waters make for a profound proving ground and Norsk sailors are some of the finest in the world.&lt;br /&gt;
&lt;br /&gt;
===Peculiar Destinations===&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Outlander]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Races&amp;diff=607</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Races&amp;diff=607"/>
		<updated>2024-05-11T22:52:51Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Terra]], the world that Legacies takes place in, contains a variety of sentient races a player may choose from when making their character. There are a large number of non player races that exist to provide adversaries and allies for the player characters to confront and interact with over the course of playing Legacies, with more details on the other denizens of Terra found in the NPC Races and Monsters section. Each playable race is more than just a costume requirement and set of unique Racial Abilities; they bring with them a culture and history that players can draw from when formulating an identity for their character&lt;br /&gt;
&lt;br /&gt;
==Player Character Races==&lt;br /&gt;
Below are the list of races that a player may choose from when making their character. Each race has a distinct appearance, culture, and customs. The description of each player race is designed to familiarize players with what their character would have been exposed to when raised among communities of the same race. Not all characters come from that background; the various player races have spread out among the world and in many cases have given up their traditional viewpoints to adopt those of their new land.&lt;br /&gt;
&lt;br /&gt;
*[[Outlander]]&lt;br /&gt;
*[[Canid]]&lt;br /&gt;
*[[Dhampari]]&lt;br /&gt;
*[[Dragoon]]&lt;br /&gt;
*[[Dverg]]&lt;br /&gt;
*[[Endrani]]&lt;br /&gt;
*[[Felinae]]&lt;br /&gt;
*[[Gael'Braugh]]&lt;br /&gt;
*[[Goblin]]&lt;br /&gt;
*[[Half-Fae]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Mongrel]]&lt;br /&gt;
*[[Ogre]] or Half-Ogre&lt;br /&gt;
*[[Orc]] or Half-Orc&lt;br /&gt;
*[[Paleteth]]&lt;br /&gt;
*[[Taelgranis]]&lt;br /&gt;
*[[Trandafir]]&lt;br /&gt;
&lt;br /&gt;
==Player Race Age==&lt;br /&gt;
In a great deal of fantasy fiction source materials for games, some races and magic users often live far longer than ordinary humans. This is not the case at Legacies. A player character is assumed to be the roughly the same age as the player, though some exceptions are made if the player utilizes convincing costume, makeup, and prosthesis to appear younger or older. Even so, characters having ages significantly higher or lower than the players must get the character passed by the Character Ref prior to play.&lt;br /&gt;
&lt;br /&gt;
The age of maturity and average lifespan of the player races are all fairly consistent within Warwick; the land the game is played in. Some races may mature slightly faster or slower, but not significantly so, and some races may live slightly shorter or longer lives, but again, not significantly so. The average age of maturity is 16 years of age for males, +/- 2 years, and 17 years of age for females, +/- 3 years. The average life span for males is 78 years, +/- 7 years, and for females 85 years, +/- 10 years. The use of curative magics and alchemical compounds has allowed for a lifespan not overly hindered by disease and injury; however neither can halt the advancement of age.&lt;br /&gt;
&lt;br /&gt;
The lifespan in other lands can be greatly affected by the environment and culture. For example, the surface of the Goblin Wastes is an incredibly harsh and unforgiving environment, battle is a weekly occurrence, and skilled healers are scarce. Races are lucky to live half as long there as they would in Alba. Conversely, the land of Sylvanator is a generous, temperate climate and conflict rarely passes its borders. Inhabitants tend to live a decade longer on average.&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=606</id>
		<title>User:Chaoswolf/sandbox</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=User:Chaoswolf/sandbox&amp;diff=606"/>
		<updated>2024-05-07T08:30:41Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;nowiki&amp;gt;[[File:Symbol.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#082454&amp;quot; style=&amp;quot;color:#fff; font-size:larger;&amp;quot; |Fortnight Argh&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Area of Operation&lt;br /&gt;
| Greater Fortnight&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| No. of Members&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Leader(s)&lt;br /&gt;
| Chaoswolf (Mayor)&amp;lt;br&amp;gt;Skywind (Captain)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Established&lt;br /&gt;
| 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;nowiki&amp;gt;[[File:Symbol.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Capital City:&lt;br /&gt;
| Kiruna&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| System of Governance:&lt;br /&gt;
| Collective of Tribes&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Leader(s)&lt;br /&gt;
| Ambassador Erva (Surname)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Primary Religion:&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|Languages&lt;br /&gt;
| Sami&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
|Majority Races&lt;br /&gt;
| Outlander, Half-fae, Gael'braugh&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Strong Minorities&lt;br /&gt;
| Paleteth&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#f0f0f0;&amp;quot;&lt;br /&gt;
| Real World Influence: &lt;br /&gt;
|{{{country}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toccolours&amp;quot; style=&amp;quot;clear:left; float:right; margin:0 0 0.5em 1em; width:22em; font-size:smaller;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:center;&amp;quot; | {{{1: Insert picture here}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#082454&amp;quot; style=&amp;quot;color:#fff; font-size:larger;&amp;quot; |{{{2}}}&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Domains&lt;br /&gt;
| {{{3}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Subsidiaries:&lt;br /&gt;
| {{{4}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Additional Symbols&lt;br /&gt;
| {{{5}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
| Colors or Aesthetics&lt;br /&gt;
| {{{6}}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; background:#fff;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Documentation coming soon&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_1.jpg&amp;diff=605</id>
		<title>File:Outlander Makeup Example 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_1.jpg&amp;diff=605"/>
		<updated>2024-05-07T08:29:20Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
One example of Outlander Makeup.&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_2.jpg&amp;diff=604</id>
		<title>File:Outlander Makeup Example 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_2.jpg&amp;diff=604"/>
		<updated>2024-05-07T08:28:55Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Outlander Makeup Example 2&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Barbarian_Makeup_Example_2.jpg&amp;diff=603</id>
		<title>File:Barbarian Makeup Example 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Barbarian_Makeup_Example_2.jpg&amp;diff=603"/>
		<updated>2024-05-07T08:28:32Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page File:Barbarian Makeup Example 2.jpg to File:Outlander Makeup Example 2.jpg: naming convention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Outlander Makeup Example 2.jpg]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_2.jpg&amp;diff=602</id>
		<title>File:Outlander Makeup Example 2.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_2.jpg&amp;diff=602"/>
		<updated>2024-05-07T08:28:32Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page File:Barbarian Makeup Example 2.jpg to File:Outlander Makeup Example 2.jpg: naming convention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Barbarian Makeup Example 2&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Barbarian_Makeup_Example_1.jpg&amp;diff=601</id>
		<title>File:Barbarian Makeup Example 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Barbarian_Makeup_Example_1.jpg&amp;diff=601"/>
		<updated>2024-05-07T08:27:35Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page File:Barbarian Makeup Example 1.jpg to File:Outlander Makeup Example 1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Outlander Makeup Example 1.jpg]]&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_1.jpg&amp;diff=600</id>
		<title>File:Outlander Makeup Example 1.jpg</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=File:Outlander_Makeup_Example_1.jpg&amp;diff=600"/>
		<updated>2024-05-07T08:27:35Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: Chaoswolf moved page File:Barbarian Makeup Example 1.jpg to File:Outlander Makeup Example 1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
One example of Barbarian Makeup.&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Port_Blackwater&amp;diff=599</id>
		<title>Port Blackwater</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Port_Blackwater&amp;diff=599"/>
		<updated>2024-05-07T08:27:00Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Who is? What are they doing?&lt;br /&gt;
&lt;br /&gt;
==Power Dynamics==&lt;br /&gt;
Who is in charge? Who is powerful?&lt;br /&gt;
&lt;br /&gt;
==Business==&lt;br /&gt;
What do people do here?&lt;br /&gt;
&lt;br /&gt;
===City Subdivisions===&lt;br /&gt;
[[File:Blackwater Map.jpg|thumb|right|for an enlarged version, right click --&amp;gt;open image in new tab--]]&lt;br /&gt;
*WALLS KEY&lt;br /&gt;
**Grey dotted line is older / lower walls&lt;br /&gt;
**Grey dashed line is newer / taller walls&lt;br /&gt;
**Brown dots and dashed lines for solid wooden walls. &lt;br /&gt;
**Brown dashed lines for haphazard neighborhood walls.&lt;br /&gt;
**Archways in walls indicate gates. &lt;br /&gt;
**Hash marks {///} indicate cliffs.&lt;br /&gt;
A: OLD CITY&lt;br /&gt;
*A1 – Old Blackwater: An impossible hive of odd shops and warrens of old housing on winding irregular streets, most of them converted into tenements or owned by decrepit old former money.&lt;br /&gt;
*A2 – Corbie: The fancier part of Old Blackwater, mix of former splendor and overpopulated mess. Now, mostly falling apart.&lt;br /&gt;
*A3 – La Jardin: All things pseudo-Malayan, very few actual Malayans. A Malayan cover band, upper middle class.&lt;br /&gt;
*A4 – Swarznau: The best-crappy place to live in Blackwater. Nice but poor, almost safe.&lt;br /&gt;
*A5 – Castlebrook: Nice fairly-wealthy neighborhood for the posh who graduate to successful but not rich, near the river but not too close to the Rookery, looming just outside the inner-city walls. It also features the glorious Kafigturm, a sinister looking tower that goes all the way down to the river and has roots below, impenetrable prison for those the Lord of Blackwater sees fit to incarcerate.&lt;br /&gt;
*A6 – Rosewood: Trandafir and Ogres, as well as people who don’t mind living around Trandafir and Ogres. A peculiar match but one that seems to somehow gel well for both.&lt;br /&gt;
*A7 – Shady Oaks: Nestled against Castlebrook, the oaks are long gone and, in their place, dense housing, a mixed bag of the less-poor and some acceptable inns and services.&lt;br /&gt;
*A8 – Forks: Tucked into the fork between Rzeka Prona and Dorwa Creek, those parts of this district which aren’t seasonally flooded house a couple of stately, buttressed houses belonging to old wealth. Walling out the water on all sides, homes that were those of THE preeminent families a hundred years ago.&lt;br /&gt;
B: MERRILY HILLSIDE&lt;br /&gt;
*B1 – South Harbor: More of a fish port than the North Harbor, with much associated business and warehousing. But instead of sailors’ accommodations you are more likely to find fishermen’s homes and families tucked into the low buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
*B2 – Morris: Formerly its own village, modest merchant and working neighborhood supporting the fisheries.&lt;br /&gt;
*B3 – Hammersmith: Craftsmen and metal workers, foundries, and families. Dverg are more common here than in other parts of Blackwater, and the air is thick with industrial smells that seem to drift downhill into Twixt readily enough.&amp;lt;br&amp;gt;&lt;br /&gt;
*B4 – South Morris: An extension of the old Morris lands, this area is largely Alban immigrants of modest but respectable means; with several prosperous fabric mills tucked away in large warehouses or spacious basements.&lt;br /&gt;
*B5 – Mallory: Crawling up the cliff face, this was once a very old posh neighborhood for those who wished to gaze down at the city, in the days when putting something on TOP of the hill was unfashionable and asking for weather trouble. It’s now gone fairly-shabby and boarding-house-y, and the fine view is impeded by Twixt and the smells of Hammersmith.&amp;lt;br&amp;gt;&lt;br /&gt;
C: TWIXT&lt;br /&gt;
*C1 – The Rookery of Kings: A violent gangland slum full of unspeakable dangers and close-knit cadres of the most dangerous sorts of criminals, but also their families. It is a tight-knit community, its sides walled together to form a complete barrier and keep out everyone. This slum was originally built on purpose to get the unsavory people further out of the center of town, stuffed into crowded many-storied houses without care, but they took it and made it their own, and now “unsavory” is the most generous possible word to describe the place. It is death to enter unprepared and unfamiliar… if you can even figure out how to get inside. But it is the safest place in Blackwater, bar none, if you have the right knowledge and connections.&lt;br /&gt;
*C2 – Nachburg: A quite nice, little ominously silent neighborhood that nobody f***’s with. Retired mercenaries and sailors quite like it, often have good financial standing but strictly modest living. It’s just that they’re connected, they’re secure, and they can live nestled against the Rookery without fear. They are not the only sort of retirees that hang up their hat in Nachburg, after all. Tread carefully.&lt;br /&gt;
*C3 – Poors: Warehouses and converted warehouses and gods know what all. It’s best not to wonder too much what passes in and out of these storehouses.&lt;br /&gt;
*C4 – Blankenship: Doomstadter non-Endrani immigrants thrive here, in a community of unique kinship and internal consistency. These are folks who are expert in surviving tough living and have made their place welcoming and even beautiful for one another.&lt;br /&gt;
*C5 – Caroline: Paleteth solidarity-ville, a cheap and shabby neighborhood, but one where as many as 1 in every 3 residents is Paleteth. They own most of the buildings, they run their businesses without discrimination, and proper Sidhe wouldn’t be caught dead shopping there most of the time.&lt;br /&gt;
*C6 – Threp’ny: Flourishing cheap markets, second hand clothes, rag merchants, used and broken oddities and curiosities, it’s almost like a whole village of value… but the inns are cheap and dirty, the beer is watered, the company questionable, and anyone who thinks warts aren’t contagious should go take a walk through this place. The brothels are also not great.&lt;br /&gt;
*C7 – Ting Ting: Meaning “thin and graceful” as a given name in Mandarin Shalkaran, this village crushed up against the low clifftops overlooking Rzeka Prosna is indeed a narrow one, I suppose. It is presumed to have either been named by the residents after a beloved matron of early settlement, or by outsiders as a racist dig. Either way, it is chock full of Shalkaran culture crammed into narrow buildings with even narrower alleyways and seems to live on an entirely different wavelength than the rest of the City. It too is riddled with criminal gangs, but they are largely Shalkaran gangs and largely concerned with keeping order in Ting-Ting. So if you avoid Triad problems you have little to fear here, and outsiders are welcomed and treated with polite respect even when sneering at the insanely bizarre foodstuffs and other varieties of culture shock.&lt;br /&gt;
*C8 – Tillenau: For the worst beer in town, go to Tillenau. A significant number of the people living here are alcoholic, drunk, broke, crippled, and generally dilapidated bachelors. Worn too thin to work the boats or mines, lost and alone, sad and destitute. There are some small temples and some large taverns, many beggars, and those that really wish to work are crammed into dank manufactories doing things like embroidering fine cloth or building simple furnishings. Also home to a very large bakery that produces a rather woody, coarse rye by the cartful, serving much of Twixt.&lt;br /&gt;
*C9 – Barrowlea: Fresh markets with fish, fowl, and produce from out in Ogród kept fresh in the sea air, homes and gardens of modest means, little walled sea cottages, but all in rather rugged shape. Strong ties to the Harbormaster have kept this place more secure than other parts of Twixt, but there is still a lot of danger and difficulty living in a place where violence is simply innate, and any business suffers the heavy tax of protection rackets.&amp;lt;br&amp;gt;&lt;br /&gt;
D: PORT BLACKWATER (PORT, PORTO)&lt;br /&gt;
*D1 – North Harbor: Merchant ships and traders of all sorts from all over the world flock to Blackwater for the free exchange of goods and services. Well, almost free – the Harbormaster has absolute power and authority here, and none may trade or pass or even dock without his express permission and endorsement, which comes at a sometime agonizing price. But it can be worth it for the freedom of the marketplace, and many ships have found it to be so.&lt;br /&gt;
*D2 – Harborview: The Harbormaster’s kingdom within a kingdom, a tyranny with luxurious trappings alongside slum-like housing and abject destitution. Thriving and bustling, full of markets and mayhem, storehouses and underhanded dealings. Glorious mansion-like colonial homes squeezed near together, half of them full to the eyeballs with tenants, others solitary ship-yard owner castles and similar things.&lt;br /&gt;
*D3 – Elloe: Alehouses, inns, and hostels abound through this flourishing little stop underneath the northern bluffs and up against aa road on its way in. Catching both travelers and sailors, there’s a lot of competition but even more customers. The booze is decently priced and decently good, with a few diamonds in the rough here and there. Brewers love this neighborhood as well; freshwater springs leak out of the bluff face which they’ll swear by. The residents of this neighborhood are used to loud chaos and often work long hard days outside the district to come back and crash at night. The Blackwater Watch keeps a decent eye on this to prevent mass-murder in bar fights, and the Harbormaster’s men for the same reason, so it’s almost purely rowdy. Murder rate of visitors very high, of residents very low.&lt;br /&gt;
*D4 – Vintner: Exactly like you’d expect, there are a couple of tremendously good wineries stuck right in the middle of the city. Also good restaurants, more breweries, and a lot of foreigners with curious tastes in food living in four-story buildings stacked over other businesses, with walkways between. While pretentious, it’s not hugely wealthy or anything. Perhaps a bit like Ballard.&lt;br /&gt;
*D5 – Dockside: Ship builders, woodworkers, travelers supply, anything woodcraft related and working-class neighborhood / outfitters. Modest housing, close to the main markets, remarkably a pretty nice place.&lt;br /&gt;
*D6 – The Bogs: A dock-worker slum crammed onto the water. Its position on the low bank of the Prosna means that the bodies wash up there. A lot. It’s very, very, dense, often tense. It’s overlooked by Ting-Ting and the Rookery. A lot of misdeeds happen there and are never heard of. In a bad flood, hundreds can die despite the mud and sand dikes they are constantly building, and yet within months a few hundred more will have moved in and build new shacks all on top of one another, and things carry on.&lt;br /&gt;
*D7 – Mill Cross: Textiles are a big deal here, particularly wool and linen. It is in the looming shadow of the rookery on one side and the old city walls on the other, so it’s a grim sort of place but low-middle-class for a living. People here seldom run out of work at least, and many of their masters are big-wigs in Twixt laundering ill-gotten goods and gains through their legitimate businesses here. So if you don’t piss off your boss it’s relatively safe, but gods help you if you do.&lt;br /&gt;
*D8 – Sobridge: Squeezed into the north crook of the river under the bottom of the Bane Sidhe bridge, this is remarkedly a moderately respectable place for richer poor people to live, for example foremen from textile mills. People scream when they fall off the Bane Sidhe bridge, and its bad practice to try and save them… also the bridge is supposed to be cursed with dark things living underneath it, but Sobridge capitalizes on that mythology to drive off juveniles and tries to mind its own business.&lt;br /&gt;
E: JUNCTION&lt;br /&gt;
*E1 – The Bazaar: This large district is almost entirely composed of a giant marketplace. Stores and shops, stalls and street vendors, open air and under cover, day and night. Anything you are looking for you can probably find it here – though be mindful you don’t get taken to the cleaners, mugged, or shanked over a particularly fine purchase. It is bustling and excitable day and night, and not a great many people can live there for all the stores crammed in beside and atop one another, but plenty try. Wide avenues, narrow alleyways, shopping and hawkers all day and night long.&lt;br /&gt;
*E2 – Na’ane: A mix of further markets and sleepy residential, it is much quieter and more civilized here. Luxuriating in the close-proximity of Blackwater Watch headquarters, the people of Na’ane enjoy a somewhat sheltered living. There is a higher density of Gael’Braugh here than elsewhere, and the largest house of healing / hospital is located on its south side.&lt;br /&gt;
*E3 – Blackjack: Businesses serving the watch, military, and their often-particular needs nestle down against the edge of the old city walls. Despite the proximity to Blackwater Watch headquarters, there’s a lot more crime and trouble here than in neighboring Na’ane. It is a wealthier neighborhood, and gambling establishments are common. The name came from a pirate captain, the coincidence to the card game just inspired newcomers to play off the moniker.&lt;br /&gt;
*E4 – Watch Quarter: Barracks, headquarters, businesses directly related to the Blackwater Watch, as well as the base of operations for the Alban army in Blackwater and a variety of officer’s housing. A great place to shop for simple supplies and known for not gouging people who aren’t of the military; but watch your step. The Blackwater Watch is about order, not law.&lt;br /&gt;
F: EXPECTATION&lt;br /&gt;
*F1 – Deeds: A very nice middle-class residential neighborhood.&lt;br /&gt;
*F2 – Stafford: Specialty goods, imports, homes and businesses for fine crafts, exotic foods, and good inns.&lt;br /&gt;
*F3 – Blotenham: Endrani expat families tend to live here, and have their businesses here, and mind their business here.&lt;br /&gt;
*F4 – Blackhall: Shabbier business district but with particularly great brothels. Not bad, just not nice like Stafford.&lt;br /&gt;
*F5 – Brindle: Lower-class neighborhood, a full step down from Blackhall, but a good place to shop for magical curiosities and apothecaries’ unique needs. It also has some good markets serving the neighborhoods further from the bazaar and would rate at low-to-moderate safety.&lt;br /&gt;
*F6 – Blotenburg: Endrani expat single males have a habit of sort of banding together in this neighborhood, adjacent to but not intruding upon the families. They are numerous and more political than the families (generally speaking), and less tolerant of outsiders in their streets, where they make up nearly 50% of the coming and going. Excellent Doomstadter food and beer can be found in several places here. As well as a collection of silversmiths and other fine-scaled metalwork, watchmakers, etc.&lt;br /&gt;
*F7 – Sand Devil: Once called Sandoval, this place’s name drifted over the course of only a couple generations. Several gangs dispute the area regularly and its hidden wealth in laundries and dyers. Maids for Lord’s Hill are not uncommon residents, and it’s a welcoming place to be a single mother, with the ladies banding into clubs of shared challenges while they struggle not too unsuccessfully to get along.&lt;br /&gt;
G: NEW TOWN&lt;br /&gt;
*G1 – Bluff: Several travelers’ inns have sprung up along the road looking down over the city, and there are a variety of places for stabling and other general needs. You can also find various reputable and otherwise guides to the city and helpful pointers.&lt;br /&gt;
*G2 – Little Dover: All full of working-class Alban newcomers, crammed in. Too new to be vile, it is nevertheless on the road to slum-hood.&lt;br /&gt;
*G3 – Highkeep: Another slightly more prosperous new Alban neighborhood, residence of at least one very minor knight, has its own informal neighborhood watch which pays the Blackwater Watch for permission to police themselves, which they do with a swift hand and their own little demi-court system. Slightly stepford-ish as a result, but not too unsafe.&lt;br /&gt;
*G4 – Silverrun: A rush of money filled this hillside with ambitious new houses and people eager to see and experience the lands of Warwick about 20 years ago. Prominent, wealthy, big spacious homes. Many of those eager beaver residents found it to be wildly unsatisfactory, dangerous, expensive, or found a better part of it to get to. The houses have become shabby and beaten even in the few years since, but the Alban population surge in 2007 provided a great opportunity for speculators to snap up the old houses and cram them absolutely to the roof with Albans. More buildings sprang up between, and it’s gone from a fine fancy new-money overlook to an overcrowded warren of cheap paint.&lt;br /&gt;
*G5 – Overlook: Perched atop the highest part of the bluffs above the harbor, this seemed like a great place to build fancy Inns and homes for the merchant class of newcomers over the last few years. Lovely view, above the noise; winter storms are a bitch but everything’s a tradeoff, right?&lt;br /&gt;
*G6 – Nenek: It’s about as Damascene as La Jardin is Malayan, which is to say not very, more of a visual cultural impression rather than actual residency. However, the largest and most prominent businesses there are indeed owned by Felinae, and they all make quite a show of it, with the fancy rugs and Ubasti temples and pyramid-themed décor.&lt;br /&gt;
*G8 – North Market:' Lots of market space serving the new Alban area. Expensive but good country food down from Drakenvelt and an excellent place to get proper Alban cheeses. This is where most of the food coming into Blackwater from the north simply stops, and the Bazaar vendors may well come up to the North Market to plunder for their own stalls, allowing the merchants here to act like wholesalers, and saving the itinerant farmer a fair bit of hassle going downtown.&lt;br /&gt;
*G9 – Pike: A modest neighborhood favored by retired or settled soldiery types, some sailors. An increasing number of army veterans, and a fairly nice place to live. Little gardens, picket fences, people with longbows eyeballing the street corners for trouble out their upstairs windows.&lt;br /&gt;
H: ONHILL&lt;br /&gt;
*H1 – Sligh: This sprawling mass of housing working its way up the side of the ridge alongside Rzeka Prosna’s laughing waterfalls, it is a spacious and independent slum. Fewer people per square mile than any other slum of Blackwater, and an ambitious industry of poaching the Lord’s Wood. Conflict and unpleasantness abound, and many people living there (whether Alban transplant or otherwise) are victims to extortionate unreasonable landlords who promised them moon in Dover and delivered a paper plate in Blackwater.&lt;br /&gt;
*H2 – Wesley: Just a wooden palisade wall away from the grossness of Sligh but still “Onhill”, Wesley is a very wealthy merchant class neighborhood that gazes lovingly up at the wall and Lord’s Hill beyond it with high aspirations.&lt;br /&gt;
*H3 – Swayle: Another merchant class neighborhood, but of somewhat lower brow. While diverse, Swayle is known particularly for the shops that sell second hand estate contents and castoffs from the wealthy and noble families, consignment or simply buying up the discarded things. They have a flourishing movers-and-fixers population servicing the hills providing temporary labor as needed and of course handling furniture when it needs replacing. Also, glazing! Very fine glassmakers, doing both window glass and blown glass of all sorts.&lt;br /&gt;
I: DOWNTOWN&lt;br /&gt;
*I1 – Grand Avenue: The avenue itself and the few side streets are chock full of grandiose minor nobility, fabulously wealthy merchants, and owners of entire fleets of merchanting vessels. The finest and most expensive eateries and markets dot the district, which is lush and beautiful with walled gardens and elegantly diverse architecture.&lt;br /&gt;
*I2 – Queen Anne: Homes of the fairly-wealthy but not noble families litter this wealthy and well-maintained district just under the Lord’s Hill.&lt;br /&gt;
*I3 – The Boulevard: Large public buildings fill up most of this district, aside from a few wealthy and noteworthy estates. The old public forum exists here, part market and news distribution point now, and are where public affairs are handled and the city’s courts hold sway in buildings nearby. Much of the administrative functioning of the city happens in this quarter, and it is full of stately gothic architecture and broad avenues with greensward and trees through the center.&lt;br /&gt;
*I4 – Goddard: Second rate wealth, but still far and above the rest of the city, fills Goddard. A slightly older part of the city, the large houses are close together and with fewer gardens. But it sports many historical and unique buildings, including the remarkable Goddard theater and concert hall which has stood through several sackings, always tirelessly repaired.&lt;br /&gt;
*I5 – Yorktown: This small area off Goddard is less high society than the rest of downtown, for certain, and is host to the wealthy of York who moved themselves to the land of opportunity. Densely populated in tightly packed but clean and well-maintained structures, Yorktown mimics the flair and society of York itself, and keeps close watch on the politics back on the island. Everyone in Yorktown is quite good friends with such-and-so the important nobleman back in York.&lt;br /&gt;
*I6 – Temple Row: Almost the entirety of this part of town is devoted to a wide array of places of worship. While many are scattered throughout the city, here are the finest, the largest, the grandest, and the best funded of all the temples, each unique in style and design. The most prominent and beautiful is the temple to Valerian, who is sometimes considered the patron deity of Blackwater, at least by those who donate so much money to it.&lt;br /&gt;
*I7 – Glockenheim: From the word “Glocken” for “Bells”, Glockenheim resounds with the bells of the Temple Row day in and day out. A modest middle-class neighborhood with many good shops and entertainments, Glockenheim plays host to a couple of small schools and other rare treasures.&lt;br /&gt;
J: OGRÓD&lt;br /&gt;
*J1 – The Glen: Someone had a good time planting birch trees throughout this part of the city, and they are beautiful. It’s a lower middle-class neighborhood but has straight streets, sturdily built homes, attractive parkland and above all the lovely birches. This idyll is a little poisoned by gangsters and middle-rate thugs who make living there a constant challenge, hiding inside the veneer of respectability to smuggle dangerous or unusual material through to the East of Warwick.&lt;br /&gt;
*J2 – Skulls Village: The spooky name comes from a pair of large stones broken free from the steep edifices of the Terrace millennia ago that have been worn by time and Human assistance into closely resembling a pair of wicked-looking skulls, well sunk into the earth. The village is home to odds and ends of society, from odd little old ladies to the sort of person who collects wagon wheels for no foreseeable reason and covers the house with them. It has tall, tight buildings and a mostly working-class population, but is known particularly for being a chosen residence of the mad, for various reasons.&lt;br /&gt;
*J3 – Weeping Hollow: Willow trees cluster against the overhanging bluff of Lord’s Hill, concealing entrances to a small but beautiful cave system whittled away under the hill. People have attempted for generations to weasel those caves up higher and closer to the lords keep, but it is well known in such circles that it’s never gotten anywhere close, always discovered and destroyed and what have you before it gets anywhere. The caves are often haunted by curious Fae who trouble the Hollow residents a fair amount.&lt;br /&gt;
*J4 – Fable: Beast markets, oh the beast markets. Even though the city has grown out around and beyond them, they are still held here constantly, in stone pens and charming buildings to ease the mind off the stench. The slave market is also here, having seen near-continuous use through much of the history of Blackwater, but is now seldom used except for auctions.&lt;br /&gt;
*J5 – Benchly: Simple roads delineate wide open fields and periodic clusters of small simple dwellings, where produce is ambitiously grown right up near town, to good effect. Benchly capitalizes on the beast market’s surplus manure and produces good table fruits and vegetables that help serve at least the wealthier fraction of the city’s residents.&lt;br /&gt;
*J6 – Deadman’s Run: Featuring the tourney grounds at one end and a slim arrow of land between Benchly and Mullen, Deadman’s Run was the land used for a cruel sport that suited lords of Blackwater in ages past: loosing a man (hopefully a criminal) to flee down the narrowing landscape, literally hedged in, while being run down by hounds and hunters on horse. If he could make it to the end of the run, he could supposedly earn his freedom, but none are believed to have done so. Now the Run is a series of gardens and berry fields, and a mock-dead-man’s run is played at festival times.&lt;br /&gt;
*J7 – Champagnon: Storehouses and granaries interspersed with a variety of homes and a couple noteworthy mushroom farms, also profiting from nearby beast markets.&lt;br /&gt;
*J8 – Thatcher: Many who work in the fields or the markets live in Thatcher, a densely build stolid neighborhood where poverty is rampant, and nepotism is the order of all business. An ugly place, with competition for seasonal work being stiff and severe, Thatcher is home to many downtrodden laborers and the scummy masters of their time.&lt;br /&gt;
*J9 – Mullen: Tightly packed orchards transition seamlessly into tightly packed little dwellings and back again, sometimes the homes dug right into the soil with only a small mound and door showing above. A tribe of Outlander herdsmen made Mullen their home within the last 20 years, and have made it very much their own, keeping a tight watch on their own business. The orchards, tended carefully by the same, provide a lot of fruit for Blackwater, but not nearly enough to export. Mullen is also absolutely lousy with goats, which get along quite well with fruit trees, as it happens, and is positively riddled with beehives, which both provides for honey and discourages shenanigans. The people of Mullen guard their homes and trees violently, and are excellent and hiding amongst the orchard, so a hungry wayfarer thinking surely one apple won’t be missed may pay with his life. If you can get in, you’re safe as hell. If you get off on the wrong foot, you’re full of arrows.&lt;br /&gt;
K: THE WARRENS&lt;br /&gt;
*K1 – Bolero: At the base of the hill down which Dorwa creek tumbles, Bolero is a meandering hive that was once a slum but has improved itself. The roots still show – but the buildings have been added to and improved upon and added to again, creating structures that meander as much as the streets do. Just off downtown past the wall, Bolero is a place that seems inviting and then suddenly bites you, peopled mostly by tough-as-nails former slaves that do not, as a rule, play well with ordinary society.&lt;br /&gt;
*K2 – Greenhill: What Orcs and Goblins can behave themselves well enough to interact with the city are most likely to find a home out on Greenhill, as most places in the city won’t give them a pot to piss in. Also those of Barbaric origins often wind up out there on the fringe, and Humans with thick enough skin to dwell with them. Greenhill is a long winding road up the steep hillside. While the roads are sparse, many entrances lead to simple caves and caverns (sometimes entire systems of them several rooms deep) that help house many more people than the number of surface dwellings would suggest. Some speculate whole tribes of Goblins are hiding deep in the rock, though it’s unlikely.&lt;br /&gt;
*K3 – Vrodichny: A separate village rolled into the Blackwater control, Vrodichny has a mill and most of the community exists simply to support it. Woods close to Vrodichny are tended but unlogged, while those farther easts are whittled away constantly to support the thirsty shipwrights and many industries requiring wood in Blackwater.&lt;br /&gt;
*K4 – Lightfoot: The outermost of the eastern portion of Blackwater, Lightfoot is a busy and overpopulated community huddled between a hill and the eastern palisade wall. What once had large barn-like structures whose only purpose was to serve as evacuation housing for those in the countryside have instead become more permanent housing for residents of the city. People of all walks of life live out in Lightfoot, and it is a likely place to lose your purse but is aggressively intolerant of violence.&lt;br /&gt;
L: THE TERRACES&lt;br /&gt;
*L1 – Bitterrun: The steep switchback trail to get up the hill to the road on to Newcastle is dotted with last-chance and first-look businesses eager to sell convenience over price. Many live in the sometimes-beautiful homes all along the terraces, but the dust and continuous noise of traffic up and down the hill is a deterrent to the wealthy and influential.&lt;br /&gt;
*L2 – Clematis: Overlooking the busy Bitterrun, Clematis is tightly stacked vertical stone-built dwellings crawling with their namesake vines and ivies. Wealthy Albans snap these homes up, unique in design and aesthetic, as have a variety of merchant tradesman from the world over. Clematis is thus a cosmopolitan and private neighborhood where people try to avoid thinking that they even have neighbors at all.&lt;br /&gt;
*L3 – Providence: Up close to the Lord’s Wood and Hill, from Providence you can almost imagine you are truly one of the very elite. Much less steeply inclined than Clematis or Bitterrun, Providence is mostly large houses for the powerful and wealthy that can neither live on Lord’s Hill nor enjoy downtown. This often includes potent public figures outside the peerage, as well as relatives of important Peers.&lt;br /&gt;
*L4 – Thornton: Right up under the edge of the forest, Thornton is a middle-class enclave of, for lack of a better term, complete hippies. A certain prestige is associated with asceticism and not letting the city get to you, staying in touch with nature and so on.&lt;br /&gt;
*L5 – Brighton Wood: A younger neighborhood, less well-to-do than Thornton but not strictly poor, riddled with Albans and transplants from East Warwick.&lt;br /&gt;
&lt;br /&gt;
*M1: BLACKHALL KEEP&lt;br /&gt;
An ancient castle and the surrounding manor grounds and minor fortifications, it used to be quite independent of Blackwater, but the city grew out to reach it. The Night’s Watch have a significant presence and post occupying a corner of the estate, which is run by a knightly family of the old guard, passing their knighthood from father to son for generations and keeping the place steady against invasions from the west. It has an excellent watchtower.&lt;br /&gt;
&lt;br /&gt;
*N1: DECEPTION ISLAND&lt;br /&gt;
Some of those on the island live only to serve and maintain the lighthouse there, others have a fierce independent streak, and a few are pearl-diving maniacs, all of whom are utterly stranded at the first hint of foul weather.&lt;br /&gt;
&lt;br /&gt;
*O1: LORD’S HILL&lt;br /&gt;
Held in by glorious modern walls, the highest point on the ridgeline overlooking Blackwater is the Lord’s manse. Spiraling down around the promontory from it, the narrow but beautiful cobblestone road features more than half a dozen lesser but still phenomenal estates belonging to hereditary nobility at the pinnacle of the Blackwater social scene. Cousins of this lord or that duke, Baronets, and so on and so forth. It is richly landscaped, covered in manicured gardens and walled or hedged properties with bare rock between, and the grandest of all is the beautiful home wherein the Lord of Blackwater dwells – or at least it was the most beautiful sight in town, until someone burned more than half of it down in a misguided political gesture in 2013. Rebuilding is in progress.&lt;br /&gt;
&lt;br /&gt;
==Notable Features==&lt;br /&gt;
*A - Lord’s Manor: Surrounded by a low wall on the crown of Lord’s Hill, the Lord of Blackwater’s estate overlooks the entire city and surrounding countryside, being higher at the pinnacle than any of the city’s other towers or watchtowers and the Lighthouse as well.&lt;br /&gt;
*B - Blackwater Watch HQ: A complex including barracks, training ground, quartermasters, a sort of simple court and jail, and administrative offices. This large and stately block of structures dominates the Watch quarter.&lt;br /&gt;
*C - Night’s Watch Post: Tucked away into a corner of the Blackhall fort, the Watch is a welcome addition to the ancient family estate, occupying almost a quarter of the available buildings including its own watchtower and gatehouse. The community within and without the ancient walls supports the Watch far more than it does the family estate.&lt;br /&gt;
*D - Nul Magicus Monument, statue of Queen Anne: A beautiful statue of Queen Anne, regal in dress but unpretentiously helping an ailing man to his feet. Located in the Queen Anne district surrounded perpetually by flowers, prayers, tokens of good luck, and other minor tributes.&lt;br /&gt;
*E - Stone Faerie Ring: Almost beneath the woodland canopy near Vrodichny, this ancient stone circle of indeterminate origin is composed of more than forty irregular shaped boulders arranged in a perfect ring. It is a known place to associate with the Fae but is also known to host a powerful guardian of some kind.&lt;br /&gt;
*F - Lighthouse of the Lovelorn Mariner: If it sounds more like a sad poem than the real name of Blackwater’s largest and most prominent lighthouse on Deception Island, there’s a reason for that. This beautifully designed structure earned its flowery moniker as a result of a contemporary poem by a Blackwater native more than seventy years ago while the building was still being constructed. It reads as follows:&lt;br /&gt;
“And oh her light will carry his heart As out he goes to Marin’s delight By storm and sorrow torn apart But ever holding her beacon bright, Through catch and squall, with heavy soul Each torment greater than the last By love betrayed and left to dwell on maidens’ fancies of the past. But spurred ahead by amber gleam and constant faithful promise known The lovelorn mariner on canvas wings Flies swiftly home to rest alone.” ~Miles Xavier Caldwell of Blackwater, 1941&lt;br /&gt;
*G - Aerie Tower: A tall watchtower planted near the south harbor, ingeniously constructed with a fat base dug right down to bedrock and a narrow spire. It is manned by those who watch for the weather as well as incoming ships and includes a very fine telescope to that purpose.&lt;br /&gt;
*H - Tower Grim: Its base hidden away in the rambling wooded streets of Corbie, the tower nevertheless spikes high above most buildings in the city. Its ominous name is a reference to the legacy of magically inclined owners of the structure, which is not at all grim in appearance. It is instead full of bright expensive windows particularly near the upper reaches. The current owners have held the tower for more than thirty years and it contains a private library and some of the city’s most talented scribes, while the lower reaches are occupied by old and infirm mages affiliated with the ownership, plus their occasional students and apprentices.&lt;br /&gt;
*I - Forum and Courthouse: These old granite buildings date to Thracian times and include a wide-open marketplace around the Forum amphitheater, where public debates are still held on occasion. The city courts are in adjacent monolithic but beautiful structures, and justice is accomplished fairly-publicly. While the Forum was to be the gallows site for hanging, public complaint about the potential smell and interfering with ordinary daily activities called for the gallows to be integrated into the building of the majestic Boulevard Bridge instead.&lt;br /&gt;
*J - Bande Sidhe Bridge: A heavy and squat bridge of heavy stone, flat, sturdy, ancient, with solid arch beneath, this bridge is considered haunted, unlucky, and is a popular site for both suicide and the involuntary departure from the land of the living. These people scream and then die, and this happens often enough to have earned the old bridge its name, though that has led to several myths with variable truth to them about things that might haunt it – for example, Rusalka are seen wading in the shallows and avoided carefully by the residents of Sobridge. The old stone is blackened by centuries of city dirt but shows no sign of weakness or cracking.&lt;br /&gt;
*K - Lenora Bridge: Just upstream of the Bane Sidhe bridge, Lenora Bridge arches gracefully between two of the most tree-rich parts of the old city, parallel to the low wall that encloses them. It was designed and its construction funded by a Gael’Braugh nobleman who undertook the project as a penance to Bloodstrike after insulting a beautiful lady courtier that desired his affection. The finished bridge, while sturdily built, has the characteristic arching look of Gael’Braugh design, is liberally adorned with wrought-iron fancywork that is also structurally relevant, and the balustrades are covered with simple but beautiful carved designs in leave and vine motifs.&lt;br /&gt;
*L - Boulevard Bridge: A very modern looking bit of bridgework, a mix of stone and ingenious wood design, this attractively sturdy contrivance features a built-in gallows-drop which, when not in use, blends in well with the rest of the structure so as not to be unduly depressing to passersby. Corpses are typically left to hang only for a short while before being hauled away, with the occasional impressive exception and even the rare crow-cage parker (also integral to the bridge structure are lovely hooks from which hang such devices.) Corpses do occasionally drop into the water, but it is not the standard practice to put them there.&lt;br /&gt;
*M - Halfmoon Bridge: This bridge at the other end of Forks has only the narrow width of the Dorwa to span but wanted to be a very large bridge anyway. As such, it is steeply arched like a Nipponjin ornamental garden piece, even including steps along the sides of the main thoroughfare to assist travelers. This bridge is both beautiful to look at and summarily hated by locals, though there are holdouts who say it helps keep the lazy Riffraff out of Corbie and La Jardin.&lt;br /&gt;
*N - King’s Bridge: A heavy and essentially boring stone bridge made from tiresome square shapes and uninspired design, it is nevertheless perfectly serviceable and stout enough to support a troupe of elephants dancing while carrying ten ton loads on their backs. It spans rather more than just the little river, connecting higher portions of road to one another well above the level of the water and ignoring the slope down to it, which may account for its essentially ugly, stately appearance.&lt;br /&gt;
*O - La Jardin Bridge: A much more practical bridge than the Halfmoon, the La Jardin bridge is built of sturdy timber and supports a riot of vines hanging in a veil down over the Dorwa.&lt;br /&gt;
*P - Ainsley Arch: Crossing Mallory Creek south of Blackwater with a beautiful view of Ainsley Island, this bridge has the interesting challenge of going from a rather low bank up to a very high one, and arches upward in a way that seems quite improbable or asymmetrical. With more than thirty-foot increase in elevation across the span, experts will tell you in no uncertain terms that it’s not crooked or tilted, it just stops sooner on one side than the other.&lt;br /&gt;
*Q - Courier’s Station: Where the couriers are stationed, and mail is exchanged and sorted.&lt;br /&gt;
*R - Army Quartermasters and Field Operations: The base of army actions in Blackwater and east Warwick. Not a large garrison but simply a collection of offices, storehouses, and a minimal amount of necessary housing cobbled together around a side-street in the Watch Quarter.&lt;br /&gt;
*S - Promenade Gate: Tall walls surround the approach to Kings Hill, even on the city side, having swallowed up the old, lower walls of central Blackwater in the building. The primary entrance through these mighty fortifications is a double-gatehouse tunnel complete with state-of-the-art murder holes, double portcullis, and all the amenities of the future. The portal is quite wide and tall, and one of the more elegant fortifications in all of Warwick.&lt;br /&gt;
*T - Harbor Fortifications: In several places around both harbors and on the islands sit low, squat towers with defensive features that vary from reign to reign. These short towers vary from fifteen-foot fat stumps with a single parapet up to thirty or forty-foot-high towers with multiple options, room for Ballista, trebuchet rigging, and other fortifications. Most towers include a large storeroom in the base that is only accessible from inside, making them viable for protective housing in difficult situations.&lt;br /&gt;
*U - Ruins of Fort Blackwater and Monument: Long before Blackwater was the bustling metropolis of today, it was a small fort above a budding fishing village dating back to the 1400s. During a crisis of the intense plague, most of the fort was contaminated and almost everyone in it died. Fear and lack of good understanding spurred the few survivors to summarily destroy the fort and all its fetid contents rather than attempt to retrieve and bury the dead, using magic and alchemical means to enhance the act into a spectacular destructive inferno. It is said that three hundred dead were burned along with fourteen volunteers who went inside to facilitate the blaze and in so doing contaminated themselves. The monument is a stone pillar carved with fourteen ribbons winding around it which have been re-lacquered and painted or maintained through several phases of Blackwater’s history. The low hulking shapes of blackened weathered stone foundations remain across the hilltop as well, but brush and a few trees obscure most of the shape from the city below.&lt;br /&gt;
*V - Harbormaster’s Headquarters: The palatial home of Blackwater’s highest authority figure fills the upper stories of several interlinked buildings in Harborview. While he has offices and posts of observation all around both docks, the elaborate homestead also includes a variety of offices for important business, homes of underlings and protectors, and several businesses that he owns sprout from beneath his elaborate estate. His roof garden is always the finest in Blackwater, where roof gardens are not common to begin with, and his home is high enough that he can see miles out to sea from the bedstead if need be. It takes quite an effort to get in to see the Harbormaster, but when you do it is worth every minute to see some portion of his spectacular abode.&lt;br /&gt;
*W - Grand Temple of Valerian: The building is composed of a long rectangle with basilica off one end and four large round tows that are perpetually in the process of getting taller. It is the most luxuriously appointed and fancy-looking temples in town, on account of how popular Valerian is amongst people with money to bet on the cosmic wheel. Many other beautiful halls, churches, and towers huddle together in Temple Row.&lt;br /&gt;
*X - Goddard Theater and Concert Hall: Built in 1880 for Endrani lords,&lt;br /&gt;
*Y - Victory Garden&lt;br /&gt;
*Z - House of Healing / Hospital / Orphanage&lt;br /&gt;
*Aa - Mother Cassandra’s Institute of Advanced Study: A finishing school and boarding school primarily for young noble fillies and Blackwater landmark both for the size and beauty of the estate and for the lengths to which it is protected, on account of being, how we say, a “target rich environment”.&lt;br /&gt;
*Bb - Tourney Grounds: A large expanse of open field space with several semi-permanent and permanent structures in place, the site where annual fairs and various holiday festivities take place. Once located outside the original city walls, the fact that the city has grown to absorb and encapsulate the once open area has done nothing to impede its use for this purpose.&lt;br /&gt;
*Cc - Dragon’s Tree: This ancient oak, easily the diameter of a house, is so indescribably old and vast that it is commonly held that it’s been there since the Dragon Wars. Indeed, great scars mar a portion of the upper trunk which are attributed to dragonfire. The tree leads a charmed existence, having survived multiple assassination attempts and efforts to destroy it through history. It is never struck by lightning, carving your name into the trunk never works, and it’s lived through more wars than surely any other living thing in the world. Despite its massive girth, the tree is not uncommonly tall. Tall yes, but not shockingly so. The trunk is straight for a good twenty feet off the ground, preventing people from tying charms and tokens to the lower boughs, but gifts for the tree litter the ground beneath it. The tree is considered a great treasure by the city.&lt;br /&gt;
*Dd - Prosna Falls: More a series of falls than a single place, the water descends over 100 feet in about a quarter mile of reach over a series of little rock falls and twisting passages, at one point looping back under itself through a remarkable trick of eroded rock in differing layers, where the deep channel above banks backwards into a deeply sunken pool carved deep into the softer sandstone below it before spouting out a large hole in the rock a few feet below. The falls are very ornamental and hold a place in popular imagination as being perfect for secret meetings.&lt;br /&gt;
*Ee - Thracian Amphitheater: Exactly what you might expect. Old, worn, weathered, and in places broken beyond repair, but still used particularly for summer plays. The amphitheater is small by Thracian standards, but well-formed along the curvature at the base of the terraces to have the right acoustic properties.&lt;br /&gt;
*Ff - Käfigturm: The prison tower sits right on the Prosna near Bane Sidhe bridge. A sturdy fortification eight stories high and going all the way down to below the waterline, where there is boat access to the under stories. The lower parts of the tower are short to middle term holding for the dangerous or insane awaiting trial or execution, and the upper reaches are more comfortable accommodations for noble criminals or people under elaborate protection. It is not a spacious place, so stays tend to be short and end with an axe or a noose. Additionally, it is fairly forbidding in appearance, and there is a certain amount of vagueness about the middle few stories. While legends of torturous and nefarious deeds within are widespread, most would be wildly impractical and it’s all probably just a bit of spooky mystique.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
How it all started&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
What should players know about the recent history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--note: need to create infoboxes--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Millmeran&amp;diff=598</id>
		<title>Millmeran</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Millmeran&amp;diff=598"/>
		<updated>2024-05-07T08:26:31Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country Infobox&lt;br /&gt;
|Millmeran&lt;br /&gt;
|Palentam&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Outlander, Colonist, and the only known homeland for for-real mermaids.&lt;br /&gt;
|Weird marsupial mongrels of all sorts&lt;br /&gt;
|}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
High Level Overview of the place&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Religions===&lt;br /&gt;
Most culture is inherited from the colonies that attempted to settle Millmeran, with individual cities having a stronger heritage and religious observance to those of their former countries. However, these have mixed over time into more unique forms and veneration of many traditions and deities, often from a mixture of cultures at once. Among some of the earliest colonists and outlanders, there is a sense of land worship towards the harsh landscape.&lt;br /&gt;
&lt;br /&gt;
===Social Structure===&lt;br /&gt;
How the society is structured&lt;br /&gt;
&lt;br /&gt;
===Customs and Holidays===&lt;br /&gt;
What days matter to the people&lt;br /&gt;
&lt;br /&gt;
===Arts and Exceptionalism===&lt;br /&gt;
==Politics==&lt;br /&gt;
===Government===&lt;br /&gt;
[[File:Millmeran Map 1.png|thumb|right|&amp;lt;center&amp;gt;Millmeran&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===Organization of the Land===&lt;br /&gt;
How the power structure is divided regional (i.e. Duchies, Baronies, Lordships, etc.)&lt;br /&gt;
&lt;br /&gt;
===Demographics===&lt;br /&gt;
===Economy===&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
After being cut off from colonial power, Millmeran has mostly let the world at large alone, and the world is content to let them. Only Shalkara and Nippon maintain diplomatic ties in a meaningful way, though trade ships from any nation are welcome, should they be able to make the journey.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History since the Dragon Wars&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
===National History===&lt;br /&gt;
With a native population of singular outlanders, unique canids, and a handful of persistent mongrel races all living widely separated on the vast island, Millmeran was discovered by a Nipponjin adventurer (DATE REQUIRE) and was mostly a distant, inaccessible, not terribly rewarding curiosity far away across a dangerous stretch of ocean.&lt;br /&gt;
&lt;br /&gt;
Then, opals were discovered there, and the world began to take interest.&lt;br /&gt;
&lt;br /&gt;
Several countries sent expeditions, but could only reach the island by way of skipping along the ports of Sanfoch'i - who in collusion with Shalkaran interests extracted a steep toll for &amp;quot;permission&amp;quot; to venture to the mystical landmass, in essence vetting the journeys and taking a toll of the goods extracted from it. And even so the dangers of the voyage essentially due south across wind through a very treacherous bit of ocean was not a good bet.&lt;br /&gt;
&lt;br /&gt;
Several intrepid sailing enthusiasts from such luminaries as Imagicka, Thracia, Hispalis, Abruzzo, and Uthmanli individually set about venturing there by way of the the Ghassania coast, a tricky bit of seamanship across frequently stormy and dangerous seas, where cyclones are far more common but at least you aren't running across major ocean currents in doing it.&lt;br /&gt;
&lt;br /&gt;
Small colonies were established in various parts of Millmeran and efforts made to plumb the virgin land for its resources, but over time it became essentially insupportable. The journey is difficult, too many ships lost, the resources acquired - while priceless, too often lost with it. Direct colonial support withered and faded, the colonies had to band together to support one another, creating an ethnically mixed group of people divorced from their separate homelands, and still remaining fairly superior and isolated regarding the natives. The situation persists in that a string of small &amp;quot;city states&amp;quot; exist along the north-west Millmeran coastline. Trading vessels - now once again mostly from Shalkara by way of Sanfoch'i though occasionally trans-oceanic - arrive at irregular intervals and the colonies get by. Mortality is high, the land is hard and unforgiving - full of incredible quantities of dangerous spiders, snakes, lizards, sea snakes, jellyfish - I mean seriously the whole little continent wants you dead.&lt;br /&gt;
&lt;br /&gt;
===Major Modern Events===&lt;br /&gt;
What events will have shaped the experience of characters having grown up there&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The physical lay of the land&lt;br /&gt;
&lt;br /&gt;
===Notable Features===&lt;br /&gt;
The Walls (High sea cliffs that prevent landing on the south of the island), desert interior, Haraheta (&amp;quot;empty center&amp;quot; high mountain that sits close to the center of the island, unexplored but named for the lack of interesting features to prompt it)&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
===Peculiar Destinations===&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
	<entry>
		<id>http://legacieslarp.org:8081/index.php?title=Ruslav&amp;diff=597</id>
		<title>Ruslav</title>
		<link rel="alternate" type="text/html" href="http://legacieslarp.org:8081/index.php?title=Ruslav&amp;diff=597"/>
		<updated>2024-05-07T08:25:33Z</updated>

		<summary type="html">&lt;p&gt;Chaoswolf: naming from barbarian --&amp;gt; outlander&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Country Infobox&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;[[File:Symbol.png]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Ruslav&lt;br /&gt;
|Gorodetsk&lt;br /&gt;
|Aristocracy&lt;br /&gt;
| Council of &amp;quot;Nobility&amp;quot; from each faction&lt;br /&gt;
*Alexia Dimetru (Human)&lt;br /&gt;
*Volstog (Outlander)&lt;br /&gt;
*Gorshnak (Goblin)&lt;br /&gt;
|&lt;br /&gt;
|Rus&lt;br /&gt;
|Human, Outlander&lt;br /&gt;
|Goblin&lt;br /&gt;
|Russia&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
==Overview==&lt;br /&gt;
High Level Overview of the place&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Culture found in land&lt;br /&gt;
&lt;br /&gt;
===Religions===&lt;br /&gt;
what faiths are present, what are the views on faith&lt;br /&gt;
&lt;br /&gt;
==Social Structure==&lt;br /&gt;
Goblins - Tall Hats are a status symbol. Tall stature is a status symbol. They wear ceremonial stilts (6&amp;quot; to  1') to increase their height for negotiations and other important matters. &lt;br /&gt;
&lt;br /&gt;
===Customs and Holidays===&lt;br /&gt;
What days matter to the people&lt;br /&gt;
&lt;br /&gt;
===Arts and Exceptionalism===&lt;br /&gt;
==Politics==&lt;br /&gt;
===Government===&lt;br /&gt;
[[File:Ruslav Map.png|thumb|right|&amp;lt;center&amp;gt;Ruslav&amp;lt;/center&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===Organization of the Land===&lt;br /&gt;
How the power structure is divided regional (i.e. Duchies, Baronies, Lordships, etc.)&lt;br /&gt;
&lt;br /&gt;
===Demographics===&lt;br /&gt;
===Economy===&lt;br /&gt;
===Foreign Relations===&lt;br /&gt;
==History==&lt;br /&gt;
History since the Dragon Wars&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
===National History===&lt;br /&gt;
Ruslav has been a human outpost in the north since history can record. These peoples have subsisted in the often freezing conditions by sticking near to the coast until the thaw, producing a hardy, cold, and practical people. The outlander tribes at one time split from this group and decided to stay in the north, gradually becoming more accustomed to the harsh landscape. Over time, Rulsav used its isolation to build an empire, taking control of eastern Boreas, including what is now Osterland, conquering the Ursine and Orc tribes that live there.&lt;br /&gt;
&lt;br /&gt;
Shortly thereafter, a particularly warm summer and winter caused a great thaw, allowing several groups of goblins from the Goblin Wasters to traverse the northern reaches and reacch Ruslav lands.&lt;br /&gt;
&lt;br /&gt;
With conquest began squable, so the wealthy took it upon themselves to bring order to the chaos. Contacting the influential in each region, these poeple gave rise to an aristocratic branch of society, focusing efforts towards common goals and upkeep of the land hard won from the snow. They also made allies of the goblins, making them feel important and respected.&lt;br /&gt;
&lt;br /&gt;
With this respect from the people below and the goblin tribes, which multiplied quickly, the aristocracy had the makings of a larger army. Requiring further land for settlers, they put their sights on the land now called Scythia and Subir, then Laponia. With the aid of insiders in Scythia, an organization of Canid and outlander tribes in an event now known as the &amp;quot;Cold Rebellion&amp;quot;, Ruslav quickly took the country and marched north. What is now Subir took much longer to fall, reinforced directly by Laponia, but it was also eventually conquered. However, when Ruslav was at the border of what is now Laponia, the half-fae there called down a boon that broke and scattered the advance. Many lives were lost and the war machine that advanced so quickly broke apart.&lt;br /&gt;
&lt;br /&gt;
Ruslav kept hold of their gains for many years, though they were undermined at most turns in Subir. Hold on the regions of Subir and Sythia gradually failed, but it was not until the region of Osterland fully rebelled that such control was lost. All focus was put on holding the territory in the east, enough that the countries in the west declared thier independence.&lt;br /&gt;
&lt;br /&gt;
Ruslav continues to lay claim to Scythia, Subir, and Osterland, though it focuses almost fully on Osterland. The two countries are locked in a seemingly never ending series of captures and maneuvers on forts and other high value targets in the border regions.&lt;br /&gt;
&lt;br /&gt;
===Major Modern Events===&lt;br /&gt;
What events will have shaped the experience of characters having grown up there&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The physical lay of the land&lt;br /&gt;
&lt;br /&gt;
===Notable Features===&lt;br /&gt;
===Climate===&lt;br /&gt;
===Peculiar Destinations===&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Chaoswolf</name></author>
	</entry>
</feed>